Knockdown - A nearly non-lethal combat mod - F4SE (updated)
Stuns enemies. Knock them away. Scavenge them. Carry them. He can withstand a fatal blow. A fully configurable non-lethal combat system for Fallout 4.
About this mod Machine translation
Stuns enemies. Knock them away. Scavenge them. Carry them. He can withstand a fatal blow. A fully configurable non-lethal combat system for Fallout 4.
Original address:
Prefix:
Runtime Database:
Fallout 4 Script Extender (F4SE):
Mod Configuration Menu:
Updated on September 9th:
Version 1.1.0
Overview
->Increase NG compatibility
-> This mod now requires a runtime database
Bug fixes
->Multiple MCM related fixes
Now you can upload AE files (supports anniversary version) and OG files (supports 163 version) and install them according to your own game version.
Chinese address:
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knock down! A dynamic non-lethal combat system
Functions of this module
Knockout adds a configurable, non-lethal combat system to Fallout 4.
Blunt melee weapons, critical hits, explosions, and some ranged weapons can stun enemies instead of just killing them outright. Knocked out actors collapse into a physical ragdoll state that can be looted or carried, and wake up within a programmable amount of time.
All major rules can be adjusted via the MCM: target type, weapon chance, armor protection, stun duration, player death protection, ragdoll chance, knockback strength, environmental explosions, junk jet behavior, and more.
feature:
Melee knockdown
Blunt melee weapons can stun enemies with a pinpoint shot to the head.
Each weapon class has a customizable base probability: fists, knuckles, batons, baseball bats, pipes, planks, power punches, sledgehammers, and more.
Head attacks, powerful attacks, low enemy health, and ambushing from behind can increase the chance of a final takedown.
Attacks from behind on an unsuspecting target can knock them unconscious with a hit to the head or torso.
Powerful attacks to the torso can trigger a separate ragdoll effect, but will not cause a full knockdown.
The torso power attack ragdoll chance has its own MCM multiplier and can be disabled completely.
Weapon modifications are important: blades, spikes, hooks, heavy head, chains, and shock upgrades all affect knockdown chances.
Bladed weapons are used separately from blunt weapons, and the chance of knockdown is extremely low or even zero.
NPCs can also optionally inflict stuns. This feature is disabled by default and can be enabled through MCM.
Armor and Target Protection
Helmets reduce the chance of knockdown from hits to the head.
Body armor reduces the chance of torso knockouts and being ragdolled by a hard hit or explosion.
Protection scales smoothly with armor level and is fully configurable in MCM.
Actors wearing power armor do not affect knockdown, ragdoll, and knockback effects.
Key actors cannot be eliminated.
Protected actors can only be knocked down by the player.
Settlers and companions are protected from special ranged and explosive ragdolls and knockback effects.
Humans, ghouls, dogs, wildlife, moles, radical deer, super mutants, and FEV hounds can all be individually enabled or disabled.
Super Mutants and FEV Hounds have configurable stun and ragdoll resistances, including minimum weapon strength requirements.
Robots and synths have their own adjustable resistance and knockback settings. The knockdown option is designed for pulse weapons and is disabled by default.
Ranged weapons, explosions and critical hits
Explosives and heavy ranged weapons have configurable stun and ragdoll chances.
The effect of the explosion decreases with distance from the center. Their ragdoll chance and knockback strength will increase accordingly.
Frag grenades, mines, nuclear explosives, plasma weapons, and pulse weapons can all be configured individually.
Pulse weapons can optionally disable robots and synths by temporarily stunning them.
The Gauss Rifle, Missile Launcher, Fat Man, …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.