DirectHit is an engine based damage calculation overhaul. This mod adds real locational damage, known from games like Tarkov or Arma. The damage is calculated against the body part you hit and the armor that covers it. This also covers power armor. Power Armor will negate damage completely until it parts break.
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
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Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
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Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Console modding permissionThis mod will not be available on Bethesda.net for console users
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Changelogs
Version 1.2.5
Bug Fixes
-> Fixed a bug, where the perk entry Mod Incoming Damage, did not apply to typed damage.
Version 1.2.4
General
-> Added more logging information
-> Changed armor multipliers to 3.5, which is closer to the vanilla values
Bug Fixes
-> Fixed a bug which caused the scatter mod to deal more damage than intended
Version 1.2.3
General
-> Added more logging information
Bug Fixes
-> Fixed the previous fix. Energy weapons now calculate correctly sneak and crit damage against enemies.
-> Fixed energy weapons dealing low damage. The calculation now applies correctly again.
Version 1.2.2
General
-> Added more logging information
Bug Fixes
-> Fixed perks being applied before damage resistance calculation
-> Fixed crit damage dealing too high damage
-> Explosive Perks did not apply to Explosive Damage
Version 1.2.1
Bug Fixes
-> Fixed a bug where the new armor multiplier, would also affect natural armor (resistance on the NPC itself) Now it only applies to the armor worn.
Version 1.2.0
General
-> Armor handling has been reworked
--> the ini file now contains multiplier for armor and typed armor (by Default 3)
--> RobCo Patcher armor patches are no longer needed and should be removed. If you still want to use then, set the multiplier in the ini file to 1.
--> Note: Due to the increased armor rating by RobCo Patches, explosives deal less damage to the player and NPCs. They are not handled by DirectHit as they are area of effect damage and not a direct hit. Because of that, a major change has been made and armor multiplier has been introduced to the calculation directly. They will only effect hits handled by DirectHit. Another major issue were armor modifications.
Most important, with this new change, armor upgrades now have the same impact as in the vanilla game.
Before (with RobCo Patch Armor Buff x3): Armor without upgrade 10 * 3 = 30 Armor with upgrade 10 * 3+5=35
After Rework (Internal armor multiplier x3): Armor without upgrade 10 * 3 = 30 Armor with upgrade (10+5) * 3 = 45
So its finally worth again to upgrade your armors!
Version 1.1.5
General
-> - Code optimisation & potential crash fix
Version 1.1.4
Bug Fixes
-> Fixed a bug, where some perks did not apply correctly
Version 1.1.3
Bug Fixes
-> Sneak and Crit multipliers are now correctly applied to typed damage weapons
Version 1.1.2
Bug Fixes
-> Fixed a bug with laser weapons with the scatter mod being wrong calculated. This bug was introduced with the last patch.
Version 1.1.1
Bug Fixes
-> Fixed Energy Weapons dealing less damage when using perks.
Version 1.1.0
General
-> Improved code performance
-> Power Armor is now disabled by default, because of the release of Bastion - A Power Armor Overhaul
Bug Fixes
-> NPCs that have Power Armor equipped, which can't break like Danse or Colter, are no longer invulnerable to damage. But locational damage still applies.
Version 1.0.5
Bug Fixes
-> Fixed a bug, where typed damage(Energy, Cryo, Fire etc) was not able to deal any damage on some creatures
Version 1.0.4
Bug fixes
-> Crash fix for actors, that are no longer valid in the process.
Version 1.0.3
Bug fixes
-> Armors that cover a body part twice on different layers, now only count once. (For example Cage Armor)
-> Body now only covers torso, arms and legs, if enabled in the ini file (Enabled by default)
-> Power Armor Frame now correctly covers arms, legs and torso (Power Armor Frame is the armor under the Power Armor Parts)
General
-> Added biped slot "Headband" to the head. (For example Gas Masks)
Version 1.0.2
Bug fixes
-> Fixed a crash that could occur on some melee attacks
-> Fixed a power armor bug, which caused the actor to take no damage from explosives
-> Fixed a bug with the power armor resistance calculation
If you are looking for direct help, information, patches, unreleased mods,pre-released updates for my mods or just want to talk and share images and videos of your adventures, feel free to join us!
This mod changes how damage is calculated on the engine level of Fallout 4 and turns it into a modern shooter game! In the vanilla game, every hit is calculated against the combined armor you are wearing. It doesn't matter, if you hit a body part with no armor or a body part which is covered by a big and heavy armor. It always deals the same amount of damage. DirectHit changes that. When you use DirectHit and shoot at a body part, the damage is only calculated against the "natural armor*" and the armor that is equipped on that body part. This mean, shooting at body parts with no armor, will deal more damage, than shooting at body parts covered by metal plates. Say hello again to VATS** to help you to aim at specific body parts!
Power Armor Power Armor is iconic to the Fallout universe. A one man army. But it never really felt like that. DirectHit also covers Power Armor, optionally and has to be enabled in the ini file. Similar to my other mod Bastion - A Power Armor Overhaul, DirectHit also includes a very verybasic version of it, with less features. Body parts covered by Power Armor, will take no damage, until the parts break. Body parts, that are no longer covered by Power Armor Parts are vulnerable to damage. If you are looking for the full Power Armor experience, make sure to check out Bastion - A Power Armor Overhaul as it is fully compatible with this mod!
*Natural Armor: Damage resistance that is present on the race or npc itself. This also includes effects, that add damage resistances, like chems or food buffs.
**The damage shown is VATS is not correct. It still uses the old calculation method from Bethesda. This can also be seen in the showcase below. But its also good to see the difference it will make with this mod.
Optional Armor Buffs They are no longer "required" they have been moved to the Misc category. For people who prefer the old method of armor handling. If you wish to use the old method, make sure you set the armor multipliers in the DirectHit ini file to 1.
Recommended Mods
Bastion - A Power Armor Overhaul Power Armor is now able to absorb and prevent damage. Each armor part will work individually and absorb the damage of the body part it covers. Once the armor parts start to break, you can take damage on the body part that got exposed. Some weapons are also able to penetrate armor and deal damage to the wearer. Better Locational Damage and Optional Gameplay Overhauls A realistic damage overhaul with many optional features: Headshots, Bleeding, Pain, Stagger and more. RobCo Patch available, to automatically patch your whole load order and any mods you use! Better Locational Damage - RobCo Patch
Better Explosives Redux Rebalances the damage, radius and force of explosions. Making them more effective & realistic. Features the revamped Nuka Quantum Grenade. It works similar to a molotov but more effective and new visuals. Cryo-nades can now deep freeze your target. Pulse grenades are very effective vs robots and can stun Synths. And much more.
Sighted Weapon Accuracy Fix Aiming you can count on. Say farewell to randomness, achieving reliable shot placement and enhancing your control over aiming accuracy.
Game Configuration Menu GCM allows you easily set many game settings without the need of additional ESPs or console commands. If you are using the Power Armor Negation option, you can use GCM to tweak the durability of your and enemies Power Armor.
Fatigue - Enhanced Combat Realism Fatigue - ECR removes the the static aim behavior when using guns. Your character stats influence your gun handling and will improve it, the more you invest in it. The weight of your gun, now slowly drains your Action Points, while aiming and handling the recoil. The lower your Action Points fall, the wobble of your weapon will increase.
Compatibility In general this mod is compatible with all mods out there. Some F4SE Mods that are not compatible are listed below
Those mods use a different hooking mechanic and are not compatible. The mod will not work.
Locational Damage In this gif, you can see, that a normal shot would do about 10% of max health damage. But when the player shoots, the actual shot does >30% damage. Because the raider has no body armor and thus 0 resistance.
Power Armor When you wear a power armor, the damage you take is prevented by the power armor. Once the power armor parts break, the body parts, that are no longer covered are vulnerable.
Installation Install the requirements. Install the mod with your favorite mod manager.
Manual install, drop the F4SE folder into your Fallout 4 Data folder.
You have suggestions or questions? Feel free to post them into the comment section!
Check out my other mods:
Cooking Overhaul Cooking Overhaul allows you to disable the heal , buff or radiation effects from food.There is also an separate version, which is a complete overhaul of many existing food items. Weight and caps value have been re-balanced. And new recipes!
Better Power Armor - Redux Your Power Armor will now fully absorb the damage of ballistic and laser weapon types. Each armor part will work individually and absorb the damage of the body part it covers. When one power armor part breaks, only this body part that was covered will take damage. Keep your power armor in a good state and it will protect you.
Dynamic Helmet Auto equip/unequip helmet when combat starts/end. Quick toggle of the equipped helmet and/or other facial equipment with a key, which can be set with MCM.
Configurable Artillery Configurable Artillery allows you to control several settings of the artillery. In addition to that, it features an optimised script for faster shooting artillery. The rate of fire, spread, range and more can be easily adjusted with MCM.
Third Person First Person Aiming Allows you to switch from third to first person while aiming and switches you back, when you release the aim button. Requires F4SE
Better Locational Damage Most realistic damage overhaul you'll find on the whole nexus. Promised. Features: Scripted headshots, scripted dismemberment, bleedings, stagger ,stab your enemies from behind, Shotgun knockback and more! Balanced melee and range combat. Settings holotape and MCM available to tweak features to your liking or completely disable them!
Give me that bottle Ever wondered that you drink a beer for example and the bottle is magically gone? With the new survival mode you could use the bottle to get some water! But how to get this bottle!? Give Me That Bottle fixes that and gives a bottle in return! This mod adds new water bottles and cooking recipes to turn your dirty water into purified water
Better Explosives (Previous version of this and no longer be updated, but still valid) Better Explosives overhauls explosives in Fallout 4. The aim of this mod is to make explosives deadly, more fun and make them differ from each other.
Better Explosives Redux Better Explosives Redux overhauls explosives in Fallout 4. The aim of this mod is to make explosives deadly, more fun and make them differ from each other. This version, is the newest version of the Better Explosives series, but requires DLCs. If you don't have all DLCs, please visit the non-redux version.
Game Configuration Menu GCM allows you easily set many game settings without the need of additional ESPs or console commands. It's awesome.
Survival Configuration Menu Features a brand new eat and drink system, which relies on weight of the item instead of the caps value and allows you to control it. In addition to that, you can tweak many aspects of the survival added features. Like tweaking disease chance, disabling Adrenaline. Choose how long you can maximally sleep on the different bet types. And more.
Complex Vendors Known from Skyrim and other games, many vendors are restricted. You can't sell everything to anyone. This also prevents the player from piling up currency. This mod applies several restrictions to several NPCs. For example, a doctor can only buy and sell chem related items. But there are still some stores, where you can dump everything.