Makes unique NPCs and companions able to sustain more damage.
Version 1.0.3 - April 6, 2021(UTC)
Version 1.0.2 - April 5, 2021(UTC)
Version 1.0.1 - March 31, 2021(UTC)
I always get annoyed when some unique NPC dies, resulting in a failed task or story mission. Same thing with companions, most of the times they charge towards the enemy and wind up dead.
Important NPCs receive only 5% of the damage by default, 15% from mutant attacks and 75% from the player.
If an important NPC is a companion(such as Fanatic during his tutorial quest at Rookie Village), then the NPC will benefit from the bonus damage resistance of a companion, not important NPC.
Companion squad leaders receive 10% of the normal damage. Companion squad members get 50% of damage.
All companions take 45% damage from mutant attacks and 30% of damage from the player(to prevent accidentally killing them with head shots).
Since the companions are now OP due to these changes, I nerfed their damage output against other NPCs to 70%.
You can configure all values I mentioned above by opening "hxf_tough_important_npcs.script" and editing the following variables:
-- Important NPC damage percentage when they get hit by NPC
local IMPORTANT_DMG = 0.05
-- Important NPC damage percentage when they get hit by Player
local PLAYER_IMPORTANT_DMG = 0.75
-- Important NPC damage percentage when they get hit by Monster NPC
local MONSTER_IMPORTANT_DMG = 0.15
-- Companion squad leader damage percentage when they get hit by NPC
local COMPANION_DMG = 0.10
-- Companion squad member damage percentage when they get hit by NPC
local COMPANION_SQUAD_MEMBER_DMG = 0.50
-- Companion damage percentage when they get hit by Player
local PLAYER_COMPANION_DMG = 0.30
-- Companion damage percentage when they get hit by Monster NPC
local MONSTER_COMPANION_DMG = 0.45
-- Companion hit damage percentage against anything
local COMPANION_HIT_DMG = 0.70
Can be installed with Mod Organizer 2. If you don't have it, just open the "main" directory and drag the "gamedata" folder into the root folder of your game installation.
Mod doesn't override any files. Therefore it should be compatible with any mod.
Does not require a new game.
Average
9.747 votes submitted.
Need a new game?
Nope.
This is good thanks
Thank`s, I`ll give it a try.
Finally bruh
Perfect, but can you make companions and important npcs also more resistent to mutant attacks? Thanks anyway.
I'm pretty sure mutant attacks count as well, though I haven't tested yet.
Ok, I'll try, thanks.
Is there a list of npcs affected by the mod?
It's in the script file that comes with the add-on. There is a set defined which contains NPC sections, and the in-game names are also documented there.
So simple, yet such an effective addon. What I like the most is that it works both ways, so Faction Hubs are no longer a "yeah another enemies", but actually can be turned into a real "Raid" of sorts, like a Boss Fight, since Named, Important NPC's are tough to fight now. The fact that this is also configurable is even better. Well done, absolute 10/10.
Any plans to include an important npc vs mutant similar to the recent companion one
Sure, I uploaded a new version which does that.
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Yeah, this is a good idea. Really helps out, there have been so many times Hip will run off to attack the cordon military base and die... or Leishy the guide in Army Warehouse I find dead somewhere.
There are a couple of characters missing from the list I have noticed... one of them was 'Oak' (string id="yan_merc_02" in 'st_characters.xml') who is in Yantar, I find him dead in various locations. However he doesn't exist in 'spawn_sections_yantar.ltx' so I don't know if we can add him, any ideas?
Did you figure it out?
I think Hip was already tankier than other NPCs even without this addon.
so I wonder if I try this addon will this make Hip as tanky as Eidolon?
and is there available balancing if the player recruits Hip?
I usually never recruit her but just in case.
Question, does this affect Strelok, Rogue and Stitch during the story?
Is there anyway to make certain NPCs not immortal? Like Gatekeeper and ppl at rookie village. I dont wanna kill Sid or Barman.
I think one should be able to completely wipe out a camp.
Hi, can you add NPC "Vaska Beekeeper"? He is located in the Army Warehouse and he's food & beverage vendor. Thanks.
P.S. I'm not sure if he's in the vanilla game or he's part of any addon.
EDIT: I probably found it. Just add a new line to the "Army Warehouse" section: "mil_freedom_barman_mlr", -- Vaska Beekeeper
How do I configure this so that only the important characters get the buff in health and damage protection? I'd love to still see my generic spawned companions fall.
I'm looking at the file right now with lines starting with Local Companion, I believe they are the closest but I'm not sure of the repercussions the omission of them would do towards the unique NPCs.
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Can you add a patch for MCM?
I would like to add Hatchet, Pianist and Oak from Yantar, how can I do that?
Does it work in 1.5.2
It's been working in 1.5.2 for me, as it made the Doc invincible and only killable with debug menu whereas before I was able to 3-shot him, and Hip as my companion seems to be able to take more hits, however she has still died twice thusfar, once by her pushing a room just as 5 others pushed out and I naded it, and once by her getting shotgun blasted in the back by a Merc that stealthed up to us l o l.
Anything on Oak, Pianist and Hatchet? Couldn'tfind them but I did saw in squad descr files there are yan_merc, professor kruglov, Duplet, Surgeon and Cherniy
Can you add Lukash's bodyguards and trio in Yantar? (Oak, Pianist and Hatchet)
Also want to ask about adding Hatchet, Pianist and Oak pls
is it competible with 1.5.2?
It should work fine.
Works fine on 1.5.2.
Here's my edit :
-- Important NPC damage percentage when they get hit by NPC
local IMPORTANT_DMG = 0.25
-- Important NPC damage percentage when they get hit by Player
local PLAYER_IMPORTANT_DMG = 0.75
-- Important NPC damage percentage when they get hit by Monster NPC
local MONSTER_IMPORTANT_DMG = 0.25
-- Companion squad leader damage percentage when they get hit by NPC
local COMPANION_DMG = 0.50
-- Companion squad member damage percentage when they get hit by NPC
local COMPANION_SQUAD_MEMBER_DMG = 1.0
-- Companion damage percentage when they get hit by Player
local PLAYER_COMPANION_DMG = 1.0
-- Companion damage percentage when they get hit by Monster NPC
local MONSTER_COMPANION_DMG = 0.69
-- Companion hit damage percentage against anything
local COMPANION_HIT_DMG = 0.80
I hope it works well. Imo companions were too buffed. This was made strictly to fit in with my mods better btw
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I swear this mod made Eilodon so tanky he took over 400 rounds of ammo just to down him...then when he got downed bro just revived himself back to max jesus christ. You should update it to exclude kill quest NPCs for main storyline cuz holy hell