you can then adjust it using FNV-Edit, and will be easy to find from there since only the adjusted ones will show in your file.Īlso in case just having npc's take up to much of the screen is part of what breaks immersion for you. A Counter-Strike 1.6 (CS1.6) Mod in the Menu Backgrounds category, submitted by Xander9393 Point Blank GameBackground Counter-Strike 1.6 Mods Ads keep us online. once you get an edit to a combat style saved into an.
#POINT BLANK MODS PLUS#
Plus any sniper combat AI is probably almost never going to be in your face.Īlso in the object list, 2 columns over from the Editor ID "Users" if it is 0, then you don't need to adjust it.Īlso any ones that appear to be for a named like "CSNVLegateLanius" I wouldn't adjust those either.ġ thing to note. Since Sniper ones have less than 1 for min, there is something specific there, that I don't think you should mess with. Nothing that says Mele, and nothing that says Sniper. My count of 12-15 combat styles was from loading all the DLC's Just looking at combat styles used by gun wielding actors, so no creatures except Super Mutants. Then in game try charging them and see at what point they usually start back peddling to get away from you. But do it after noticing problems, because remember the ranges are not absolute to where they will fire.īut before you delve into all of them. what ever feels good after some testing.īut specific weapons you may have to check the "Fixed" flag to bypass the range multiplier. Setting "Ranged Weapon Ranged Mult (min) " about 3 - 5. Just adjust that setting on all the CombatStyles that are applicable, which looks like 12-15 is all you may want to adjust.
So if you wanted to alleviate this as much as possible game wide, as simple as possible. But they will gravitate to the range of the weapon eventually, which there are quite a few gun weapons set with 128 for the min, about the height of most NPC's. The combat AI is pretty complex, and how often they fire overrides the distance. Īnd the Combat Style : Weapons Ranged Weapon Ranged Mult (Min / left box)īut these are suggestive in nature, and do not limit all times the Actor would fire the weapon. There is two spots you can adjust the value, on the Weapon : Range / Min. Something to keep Actors from starting out with possibly clipping through the player after extending a weapon.īut obviously during combat can end up with the barrel of a gun on the other side of the player depending how cramped the environment is. There is this "fCombatMinEngageDistance" But of course that would effect mele too I think.Īnd it seems more like this setting would only be used when transitioning into combat AI from regular AI. Not sure, but I don't think there is anything in the game settings for specifically minimum ranged weapon use.
#POINT BLANK MODS FULL#
But if you add Primary Merciless, at full stacks the one with Serration does 2433.6 damage, while the one with the bane mod does 2776.2 (you have to click "apply conditionals" to see the damage with full stack of the arcane).What game setting(s) did you try adjusting ? And did you notice any change at all, re-testing same area ? You'll end up with less damage at the start, but as the arcane activates, it'll be more.Į.g.: Braton Prime with Serration does 1031.8 damage, replace Serration with Primed Bane mod and it does 603.5.
another elemental, multishot or a faction mod). The new arcanes are additive with base damage mods, so you can replace base damage mods with something that is multiplicative with base damage (e.g. While POINT Blank does utilize the very best existing materials including both Toray and Mitsubishi carbon fibers, we honestly believe the way we have approached the use of those materials puts POINT Blank in a category of it’s own. slash, which is great because it ignores armor), because the base damage of those is determined by the damage of the initial hit that procced them (which is affected by the faction mod) and then it's multiplied again by the faction mod. POINT Blank Rod Blanks are the culmination of almost three years of research and development aimed at providing custom rod builders with a selection of rod blanks that are unlike anything currently available. The bottom line is that POINT Blank super-mod blanks feel different and frankly, take some getting used to. In addition faction mods double dip on damage over time status effects (e.g. Extra Fast tip actions reach angles of 68 or 69-degrees a specification that would have signalled a noodle rod a few years ago might well be a brute in a super-mod configuration.
Ideally you want both though.īasically: (base damage * (1+base damage mods like primed point blank)) * (1+elemental mods) * (1+faction mods). All the faction mods are multiplicative after base and elemental damage mods.