Knockdown
⚪ Last updated 2009🔍 Analysis
- 👍 4.1% endorsement rate — high engagement, a strong quality signal
- 🏆 #99 of 378 Gameplay Effects and Changes mods in this game by downloads
📋 About This Mod
Knockdown effects depending on enemyhealth for different weapon calibers.
Vers. 1. 1 Changes: -fixed powerful shotgun knockdowns(you have to apply the new KnockdownShotgun script for non-vanilla weapons) Vers. 1. 01 Changes: -reduced pushactoraway values(small victims don\'t fly too far, i hope) Description: Have you ever wondered why your big-caliber gun doesn\'t knock down your target? Well, it\'s because there is no knockdown effect assigned to it. I wrote 4 critical effect scripts which are similar to the victoryrifleknockdown scripts, but take the (possible) weight of your opponent into account. Actually it just checks the HP and DR of your target and sends him/her flying if the sum of the values are below a certain number. There is the KnockdownSmall-Effect which should be used by weapons that would knock down small animals and feral ghouls ect., but not bigger creatures like normal humans. Then there is a KnockdownMedium-Effect for humans and critters but not walking tincans or supermutants. KnockdownHeavy-Effect sends those to the ground and stockholm to the moon. There is even a KnockdownDeathclaw-Effect for traveling traders and their heavy guards, used by really penetrative guns. The knockdown effects of this mod don\'t exceed the knockdown effect of the victoryrifle, so no moonvisit for stockholm caused by critical hits...sorry. Shotguns and other weapons with multiple projectiles should use the KnockdownShotgun-Effect, because otherwise the pellets cause funny, but unwanted(?) additional power. Since there is no actorweight (havn\'t found it), i used the basehealth and the damageresistance to guess the targets weight. DR, because npc\'s with high DR usually wear heavy armour(i could have used the InventoryWeight, but..yeah. The PC usually carries way to much, to be knocked down..). Health, because Animals/Mutants don\'t carry much and Animals/Mutants with much health are usually big. The vanilla values are used as reference, so mods that drastically change HP and DR may weaken or boost knockdowns,but changing the difficulty will be no problem. Knockdown - Vanilla Weapons.esp includes already applied KnockdownEffects, so it will override your vanillaweapon-stats caused by weaponmods. Knockdown - Resources.esp has just the scripts. Just open the GECK, load the mod(set it as active), edit a weapon, select a KnockdownEffect as \"Crit Effect\" for your weapons and uncheck \"On Death\"and save. (Note: \"Crit % Mult\" sets the percentage chance of making a critical hit and is multiplied with your Luck. To high values can result in fun or a gamebreaker) Use 1 esp.
📊 Mod Details
- Game
- Fallout3 Mods
- Author
- JoeDoe
- Version
- 1.1
- Downloads
- 660
- Endorsements
- 27
- Category
- Gameplay Effects and Changes
- Created
- 5/28/2009
- Updated
- 6/10/2009
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