On demand modification of damage in/out from 0% to 800% and experience from 0% to 200% when your fed-up trying to configure detailed actor and item stats for that perfect game balance. Options to uncap weapon damage, target hit sounds, make everyone killable and crit hits without vats.
Fed up tuning the never ending circle of health, weapon damage and armor stats ?
Leveling too fast or too slow ?
Still irritated by those one shot molotovs in survival ?
Install the mod at any time in any game to receive a [ .SKK Dynamic Damage Manager holotape ] in your MISC inventory to configure:
(1) Modify Experience [ *Disabled – All Exp – Only award Experience for kills ]
Experience [ 0%, 25%, 50%, 75%, *100%, 150%, 200% ] of Normal game
(2) Modify Incoming damage taken [ *Disabled – All Damage – Explosion Damage only ]
Incoming damage [ 0%, 50%, *100%, 200%, 300%, 400%, 500%, 600%, 700%, 800% ] of Normal game
(3) Modify Outgoing damage dealt [ *Disabled – All Damage ]
Outgoing damage [ 0%, 25%, 50%, 75%, *100%, 125%, 150%, 200%, 250%, 300%, 350%, 400% ] of Normal game
(4) Uncap Outgoing Weapon damage [ *Disabled – Enabled ]
(5) Target OnHit thwack sound [ *Off – Loud – Medium – Soft ]
(6) Protect player from unkillable actors [ *Off – On ]
(7) Everyone is killable [ *Off – On ]
(8) Critical hits out of VATS @2% per Luck [ *Disabled – Enabled ]
1. Experience
Multiply all experience or only award experience for kills (no exp from quests, crafting, speech & etc)
Normal game exp 100%
Survival game exp 200%
2. Incoming and 3. Outgoing Damage
All settings are dynamic and can be changed at any time for instant gratification. The manager knows the game setting you have configured and applies the appropriate percentage modifier to deliver the value you want relative to a Normal game.
If that sounds overly complicated, consider all the different rates that the base game offers:
Player Damage | 0.VeryEasy | 1.Easy | 2.Normal | 3.Hard | 4.VeryHard | 6.Survival
Incoming/taken | 50% | 75% | 100% | 150% | 200% | 400%
Outgoing/dealt | 200% | 150% | 100% | 75% | 50% | 75%
Rather than try to describe the change for each of the game settings, just tell the manager what level of damage you want compared to 100% Normal and that’s what you get. Yes it really is that simple, so if you are awake and speak English but don’t get it, then these are not the droids you are looking for.
As some prefer absolute numbers in a relative world, this is the base damage table for a standard 10mm pistol. Pick how many hits you want to kill a level 1 raider that has 30 health with no other perks or weapon mods, that’s your damage percentage.
Game Outgoing Basic 10mm Hits to kill a
Difficulty Damage Mult. Damage level 1 Raider
Very Hard 50% 9 4
Survival 75% 13 3
Normal 100% 18 2
Easy 150% 27 2
Very Easy 200% 36 1
If all that sounds too simple and you want to fine tune your own custom rates, no problem with the articleSKK Dynamic Damage Manager console configuration.
4. Uncap Outgoing Weapon damage (from v012)
Whilst most player weapon damage stops with MoreDamage3 Advanced weapon receivers and level 5 weapon damage perks, some sponge mobs health keeps going up uncapped. If the player has the relevant level 5 weapon damage perk this option keeps increasing damage at ~2% per player level.
Weapon Damage Damage at Additional
Perk Level Level Damage
Rifleman05 +100% 46 +2.2% (100/46)
Gunslinger05 +100% 42 +2.4% (100/42)
Commando05 +100% 49 +2.0% (100/49)
HeavyGunner05 +100% 47 +2.1% (100/47)
BigLeagues05 +100% 42 +2.4% (100/42)
6. Protect player from unkillable actors (v016)
With proactive everyone killable OFF the player can be attacked by unkillable Essential actors. With this reactive setting enabled, if any actor lands a hit on the player and is hostile to the player they are made mortal so that fight can be finished. This includes companions. This will not solve problems with invulnerability based on unknown damage reduction perks that multiply damage by zero.
7. Everyone is killable (v015)
Any actors that are essential (unkillable so they bleedout and recover) protection will be removed on the first player hit with a message [ ActorName is now killable ]. They are removed from all factions, but their faction crime alarm usually triggers on the first hit so you may have a hostile audience.
If they are a possible companion there is a one hit per real time minute cooldown to allow for those awkward but common “half-witted wandering across your sighs during combat” moments. They are worse than rando n00b BR team mates.
This is totally not quest safe, actors are essential BECAUSE quests depend on them. This is a blunt instrument to assert yourself when RAGE or self respect supercedes the need to complete the same old quests yet again.
Note some actors in scenes that involve fighting before the player arrives are protected by various damage suppression perks (example: BOS vs Ferals at Cambridge PD, the fist fight in the Dugout inn). There are too many perks to try and detect/remove so let those scenes play out before killing.
Compatibility
The mod has no dependencies on extenders or DLCs and does not change any base game assets or objects, its 100% pure new Creation Kit forms and scripts. As it does not touch any other stuff in your savegame, there should be no direct conflicts.
This mod will factor on top of any actor health or item damage mods no problem. If you run multiple damage modification perk mods they may stack or overwrite, depending on how they work (if they use absolute or multiply values) and their load order. Best to pick one and disable the rest.
Known issues & FAQ
(1) Setting Zero damage in invincibility can be detected by some low confidence enemies (mostly raiders) who may run away screaming.
(2) Weapons damage value display does not update until you enter and exit the Pipboy. Then the weapon damage value reported in the Pipboy is the base weapon, plus Omods plus perk multipliers (including SKK DDM), but NOT the base game difficulty factor. Apart from NORMAL 100% difficulty, the absolute value shown will never be the actual damage dealt even with zero target DR/Armor.
(3) Can I run the Target OnHit “thwack” sound effects for that minty fresh Fallout 76 flavor without enabling any of the other settings, because my current combat balance solution is perfect ? Yes.
(4) Target OnHit “thwack” and “Everyone is Killable” options are enabled through an ApplyCombatHitSpell perk. The player can only have one ApplyCombatHitSpell perk effect active at any time and scripts can not detect if one is already running. If you don’t get hit sounds or killable essential actors, something else has already applied that perk effect.
Notes on scaling Survival damage
Just FYI as I bothered to do the calculations, using a 10mm pistol reference platform, assuming the player takes GunNut and Gunslinger perks on level, with the standard 75%/400% survival damage multipliers (without adrenaline or chems):
Hits to kill Level 1 | Level 2 | Level 7 | Level 13
END7 player 2.3 | 2.3 | 2.7 | 2.2
Raider NPC 2.2 | 1.4 | 2.7 | 6.1
Survival Damage dealt fDiffMultHPByPCTSV (GameSetting 0.5) * HC_OutgoingDamageMult (GlobalVariable 1.5) = 75% normal
Survival Damage Taken fDiffMultHPToPCTSV (Game Setting 2.0) * HC_IncomingDamageMult (GlobalVariable 2.0) = 400% normal
PC Manual installation
Copy SKKDynamicDamageManager.esp and SKKDynamicDamageManager – Main.BA2 to your …\Fallout 4\Data directory, enable in the Bethesda mod menu, mod manger or whatever. Disable XP and damage modifications before disabling the mod to help keep the game engine clean. Only remove mods if you are happy to accept potential conflicts from load order changes in a save game.
FAQ
(1) What about an ESL version ? NO, SKK mods will not be published in ESL format because life contains sufficient hassle.
(2) What about MCM ? NO, as 90% of SKK mod users shoot stuff on Xbox.
(3) What is the point of this mod when the excellent Game Configuration Menu does this and more ? Because mah Xbox, and for PC folks avoiding F4SE dependency.
Change Log
Version 016
New: Protect player from unkillable actors option. With everyone killable OFF the player can be attacked by unkillable (Essential/Ghost) actors. With this setting, if any actor lands a hit on the player and is hostile to the player they are made mortal.
Fix: SKK_DDMPerk.swf interface animation not packed in the BA2 archive.
Fix: Not all damage out holotape options auto applying.
Version 015
UPDATE NOTE: All updates so far are totally transparent, can be installed in any savegame at any time. Requires Fallout4.exe updated to 1.10.162.0 (or later)
New: Everyone is killable dynamically switches the ability to kill any essential actor [ OFF – ON ]
Change: each holotape selection makes changes directly, no need to [>>> SUBMIT CHANGES]
Version 014
UPDATE NOTE: All updates so far are totally transparent, can be installed in any savegame at any time. Requires Fallout4.exe updated to 1.10.162.0 (or later)
Fix: Kill XP only reduced to 1 or 2 by the All XP suppression perk.
Version 013
UPDATE NOTE: All updates so far are totally transparent, can be installed in any savegame at any time. Requires Fallout4.exe updated to 1.10.162.0 (or later)
Fix: OnHit sounds unreversed (was Robot/Flesh NotRobot/Metal)
Change: Damage IN holotape options extended up to 800% normal game
Change: Damage OUT holotape options extended to 400% normal game
Version 012
UPDATE NOTE: All updates so far are totally transparent, can be installed in any savegame at any time. Requires Fallout4.exe updated to 1.10.162.0 (or later)
New: Uncapped outgoing weapon damage adds 2.2% damage per player level from the Level 5 weapon perks player level.
Version 011
UPDATE NOTE: All updates so far are totally transparent, can be installed in any savegame at any time. Requires Fallout4.exe updated to 1.10.162.0 (or later)
Fix: Critical hit perk calculation (from mult to add)
Version 010
Update: actor OnHit thwack sound plays for the final death hit.
Version 009
New: Configurable actor OnHit thwack sound (flesh/metal) just like Fallout 76
Version 008
Fix: energy weapons damage display. Note Weapon damage value reported in the Pipboy does not include the game difficulty factor so will never be accurate. See Known issues in the mod description. Check settings after update.
Version 007
Fix: energy weapons showing wild damage values
Version 006
Update of SKKKillXP v005
Public release