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Not all races can bleed, for example synths and robots in general. Getting hit from close with a shotgun will cause a large wound, while getting hit with an other caliber etc it will only cause a small to medium bleeding. Bleedings stack and can cause death. Pushing your armor rating beyond 200, will not decrease the chance further. The bleeding chance reduction caps at 200 armor rating. The higher your armor rating is, the lower is the chance. Your damage resistance rating influences the chance of getting a bleed. #Bleedings (+ Widget but requires HUDFramework) (enabled by default)įour different types of bleeding have been added. If you are using an energy weapon, you can remove their head and they get destroyed immediately. Non grouped races can not be killed with a headshot.ĭeathclaw, Behemoths other boss like enemies are immun to one shot headshots and need to be killed with explosives and/or tactics. Yao guai, scorpions, fog crawler, gulper, angler (Energy weapons “can’t” one shot headshot medium races, but if you manage to reduce the head health to zero, their head gets destroyed/dismembeerd and they die.)
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Super Mutant, Mutant Hound, Brahmin, Mirelurk(crabs), glowing ghouls, Humans that are protected with helmets(plastic masks or sacks do not count as helmet) (calibers for headshots: All, includes lasers/plasma) A short list of enemies and calibers:īloatfly, Bloodbug, Stingwing, Humans(without helmet), Ghouls (does not include glowing), Radstags, Dogs Helmets can prevent headshots (NPC only) but F4SE is required to make this feature work.
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What matters is the caliber you shoot and what type of enemy you are facing. Headshots are now scripted, this means they are independent from the amount of health damage you deal. # Scripted headshots (enabled by default) (Features are toggleable in the holotape.
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