Fallout 4

Fallout 4

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Païtiti Apr 2, 2024 @ 10:05am
New survival modlist: Low Ghoul damage why?
Hi,

as the title suggests I did start with a new modlist to make the game more difficult especially concerning giving and receiving damage. Atm I'm pretty much a one-shot for most weapons and that's by design. I was curious about Ghouls and how they have been implemented with D.E.C.A.Y so I looked and found some. Issue is they do only minute damage. While everything else kills me with one or two hits I can stand inside a mob of ghouls without really being in danger. That's ofc not suppose to happen. I spent hours googling and looking for people with similar issues (and solutions) but came up short.

I guess (don't invest too much in my opinion as I myself don't either...) that is has to do with True Damage and Decay but I'm not sure and I don't know how to solve it anyways. I had a look at the damage values of the ghouls with FO4edit and it's clear that they are not being changed by Decay.

Here's my modlist. Help is highly appreciated!

# Automatically generated by Vortex
Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
DLCCoast.esm
DLCworkshop02.esm
DLCworkshop03.esm
DLCNukaWorld.esm
Unofficial Fallout 4 Patch.esp
BakaFramework.esm
ArmorKeywords.esm
WorkshopFramework.esm
HUDFramework.esm
SettlementKeywords.esm
SS2.esm
SS2_XPAC_Chapter2.esm
SS2_XPAC_Chapter3.esm
TrueStormsFO4.esm
GavMan_Vault88_CityPlan.esl
Armorsmith Extended.esp
True Damage.esp
Modern Firearms.esp
TD - Modern Firearms.esp
WheelMenu.esp
TrueStormsFO4-FarHarbor.esp
TrueStormsFO4-NukaWorld-FH-Compat.esp
NAC.esp
AGM_Climate_TrueStormsPC.esp
NAC-FH.esp
NAC-NW.esp
AGM_DLCwithLOD.esp
ConditionBoy.esp
DD_bleu_Ump_Extreme_Lore_friendly_edition.esp
3dscopes.esp
ASVektor.esp
BattleRifle.esp
Combat AI Empowered.esp
SS2Extended.esp
SuperMutantRedux.esp
ImmersiveAnimationFramework.esp
SS2_FDK_TinyLiving.esp
Raider Gang Extended NPC (Fixed & Cleaned).esp
SS2WastelandVenturers.esp
[SS2 Addon] SimSettlements SuperStructures.esp
AtomicAnnieLagrieGun.esp
LegalizeTheCommonwealth2.esp
D.E.C.A.Y.esp
SCOURGE - Vanilla.esp
SCOURGE - Automatron.esp
SCOURGE - Far Harbor.esp
SCOURGE - Nuka World.esp
IAF - Far Harbor & Nuka World.esp
True Damage - Adrenaline Module.esp
True Damage - DLC.esp
True Damage - Vehicle Module.esp
JunkTownTwo.esp
SS2-PraRandomAddon.esp
SimSettlements2_AddOnPack_ApocalypticAdditions_SirLach.esp
ohSIM_Sim2_Settlements_Scrappers_Addon.esp
K9TacticalHarness.esp
SuperMutantRedux_ArmorSmithExtended.esp
Cannabis Commonwealth.esp
free production.esp
SS2AOP_VaultTecTools.esp
SuperMutantRedux_WeaponsmithExtended_Patch.esp
SS2BadNeighbors.esp
MAIM Distributor.esp
MAIM 2.esp
True Damage - Perk Module.esp
True Damage - Perk Module DLC.esp
Last edited by Païtiti; Apr 2, 2024 @ 10:06am
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Showing 1-3 of 3 comments
Damn dude, did you sit and type all that manually? As of now, I have 21 mods in total, and I'm thinking I should cut back a bit.:steamhappy:
-={LG}=- Apr 2, 2024 @ 12:44pm 
Originally posted by 🆄🅽🅲🅻🅴 🅹🅾:
As of now, I have 21 mods in total, and I'm thinking I should cut back a bit.:steamhappy:

I only have 9 lol! This game is still pretty decent without heavy modding.

Sorry OP, can't help you. I never use mods that overhaul the underlying game mechanics, or create vast new features. Graphics, quality of life, and elimination of mini-games is about the extent of it.
Last edited by -={LG}=-; Apr 2, 2024 @ 12:47pm
sdack Apr 2, 2024 @ 1:17pm 
Here is what you can try doing:

Disable half the mods and test it. If it goes away then the fault is with the half you have disabled. If not then the problem is with the other half and you disable those. Now you take the half that causes trouble and quarter it, disable one quarter, leave the other on, and when the fault is not in the disabled quarter then reenable it and disable the other quarter. And so on.

This also works by simply disabling each mod one by one, but when you have a large collection with hundreds of mods then the above method (1/2, 1/4, 1/8, ...) gets your problematic mod(s) cornered it quickly.

Once you know which it is do you read up on nexusmods.com about it more closely. Specifically the Posts and Bugs section, and see if anything like this has been reported. It can be a faulty mod, but it can also just be a matter of finding the right load order.

A first step in fixing load order problems is to go into Vortex, select the Plugins tab and then check that all mods/plugins you want to use are actually enabled there as well, and then look at the Group column and actually assign each mod/plugin into a group that makes the most sense. This helps Vortex to organise your mods in a more logical, meaningful order than just having it guess.

Do not forget to keep a good savefile around to which you can go back after you have narrowed it down.

On a side note, besides the Unofficial Patch do I not see any of the common fixes like Buffout, Gobo Fixes, Wetness Fix, Weapon Mod Fixes, High FPS Physics Fix, Sprint Stutter Fix, Armor Penetration Fix, Long Save Bug Fix, Reload Fix, etc.. You want to think about fixing the game, too, not just enhancing it. I am also missing the SKSE Address Library on this list, or did you edit it out?
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Date Posted: Apr 2, 2024 @ 10:05am
Posts: 3