100% Helmet Coverage Without Sacrificing Vanilla Balance!
Consistent Coverage Headgear/Helmets basically;
1) Increases most Headgear/Helmets to have 100% coverage.
2) Reduces those Headgear/Helmets' damage resistance to compensate for the coverage increases.
3) Removes arbitrary headgear/helmet equip restrictions to let Beep wear whatever he wants on his head (and other races too).
If a helmet blocked 100% of damage 50% of the time it now blocks 50% of the damage 100% the time.
No more worrying about a 10% chance to not block a critical shot to the head on 90% coverage. Less unlucky headshots for both players and enemy NPCs for more consistency and more reliability in Headgear/Helmets.
Not just a straight buff to headgear/helmets as it comes at a fair cost to stats to try to maintain original vanilla balance across averages.
Adds to consumer/looter confidence in investing/borrowing a good helmet!
In more detail;
-Increases most Headgear/Helmets coverage to 100% but reduces their Blunt, Cut and Harpoon Resistance values by the percentage that coverage is increased.
-For example: Iron Hat goes from 70% coverage to 100%, a 30% increase, thus resistance values are reduced by 30% to match the same averages of damage reduction it would have.
-Removes certain Headgear/Helmet pieces having races restrictions.
-Beep and other Hive worker drones can wear Samurai Helmets and Police Helmets that are full head encasing pieces that make their head horn? spike? stick out and clip the helmet model but can't wear Masked Helmet for that same reason I guess. So I just removed the equipping restriction. Just be warned I'm not responsible for how ridiculous your characters or other NPCs look with certain race + helmet combinations.
-Due to how Kenshi handles armour stats being tied to what type it is and what materials the armour is made of I found downgrading the type i.e. [Medium]=>[Light] and giving slight buffs gave better results than large nerfs and not changing type. Doesn't really affect anything for you the player besides its just stating a different type on it's tooltips in-game than it's vanilla description. For Iron Hat as an example it's stats are being reduced by 30% being a [Light] tier instead of [Medium] also makes the tooltip more accurate to what kind of protection you're actually getting.
-Other vitals like the chest, stomach and the arms have multiple 100% or high coverage options in body and shirt slots that are layered to spread out damage chances and reduce randomness, and the legs have both leggings and boots slots to divert damage. Even if most limb coverage is sparse for a lot of armours they are non-vital limbs that characters can afford to lose, and most players are ok with that it seems *cyberpunk meme here*.
-Example: Paladin's Heavy Hachigane coverage increased from 90% to 100%, a 10% increase in coverage thus Blunt, Cut and Harpoon resistance are all reduced by 10% of their base values.
Standard Paladin's Heavy Hachigane;Before=>After;
-Coverage: [90]=>[100]%
-Blunt Resistance: [28]=>[25]%
-Cut Resistance: [39]=>[36]%
-Harpoon Resistance:[36]=>[32]pts
-I tried my best to find number changes to ensure that most tiers see the right reductions amounts but because the bonus to base material armor values scales with item grade low grade headgear/helmets might see slightly less nerfs to resistances for their new headgear coverage buffs.
-These low grade headgear/helmets will have maybe 4% Blunt resistance instead of 3% after these nerfs to stats for example which I think is a fine compromise for most helmets to be balanced for Standard grade and up. Early game players and those dust bandit guys need anything they can get. The world of Kenshi is a tough place after all.
-Unfortunately due to Kenshi hard-coding armour weight and crafting material costs to it's coverage all Headgear/Helmets will see weight and crafting material increases propositional to their coverage increases. This is more notable for chain and plate armour as they will see weight increased to 6kg from their base weights that were usually 4.5kg or 5kg.
-If I stumble around to a solution to this problem in the future I'll be sure to try to implement it, but for now most affected chain/plate helmets will see a 1-2kg weight increase and a very slight increase in crafting costs unfortunately.
List of Changes;
Coverage increased: [90]=>[100]%
Blunt and Cut Resistance reduced: [-10]%;
-Armoured Hood
-Ninja Mask
-Tagelmust,
-Blackened Chainmail Tagelmust,
-Rusty Chainmail Tagelmust
-Paladin's Heavy Hachigane
Coverage increased: [85]=>[100]%
Blunt, Cut and Harpoon Resistance reduced: [-15]%;
-Bucket Zukin
Coverage increased: [75]=>[100]%
Blunt and Cut Resistance reduced: [-25]%;
-Turban
Coverage increased: [70]=>[100]%
Blunt, Cut and Harpoon Resistance reduced: [-30]%;
-Mask Type III
-Swamp Ninja Mask
-Rattan Hat
-Fog Mask
-Skeleton Mask
Coverage increased: [60]=>[100]%
Blunt, Cut and Harpoon Resistance reduced: [-40]%;
-Tricorn Hat
Specific Changes;
Ashland Hat;
-Coverage increased: [80]=>[100]%
-Cut Resistance reduced: [-20]%
*Ashland Hat's Blunt and Harpoon Resistance is so low that any changes would just move decimals around and wouldn't even make much difference. Tech Hunter buff I guess?*
Bandana, Black Bandana, Red Bandana;
-Armour Type: [LIGHT]=>[CLOTH]
-Coverage increased: [40]=>[100]%
-Blunt and Cut Resistance reduced: [-60]%
Karuta Zukin, Kusari Zukin;
-Removed Hive Worker Drone restriction.
-Coverage increased: [80]=>[100]%
-Blunt, Cut and Harpoon Resistance reduced: [-20]%
Ancient Samurai Helmet;
-Coverage increased: [95]=>[100]%
*Bumped up coverage up to 100% for this just in case you have a mod that makes this headgear lootable or craftable. I figured a 5% coverage increase isn't that big a deal to warrant a nerf to stats on an already below average helmet.*
Armoured Face Plates;
-Armour Type: [MEDIUM]=>[LIGHT]
-Coverage increased: [75]=>[100]%
-Blunt, Cut and Harpoon Resistance reduced: [-25]%
Iron Hat;
-Armour Type: [Medium]=>[Light]
-Coverage increased: [70]=>[100]%
-Blunt, Cut and Harpoon Resistance reduced: [-30]%
Masked Helmet;
-Removed Hive Worker Drone restriction.
Flared Helmet, Visored Helmet and Spiked Helmet;
-Removed Hive Worker Drone restriction.
-Coverage increased: [90]=>[100]%
-Blunt, Cut and Harpoon Resistance reduced: [-10]%
You've might have noticed or not noticed that a certain headgear is missing from the list above.
Don't worry I didn't forget about it, the one headgear to rule them all.
Hachigane/Side-Angle Hachigane;
-Coverage increased: [45]=>[50]%
-Removed Human only exclusivity.
-No other changes.
Buffed to 50% coverage no concessions. True coinflip now baby, the true test of skill for any Kenshi inhabitant and now no longer exclusive to Flatskins only.
You think I was even gonna change the core identity of the best headgear in the game? Nuh uh bud.
You sometimes still get hit with this on?
Don't like how this isn't consistent?
The only thing that needs to be consistent is your predictions buddy.
Thanks to Shidan for the Armour Resistance Calculator resource saving me a lot of time.
Link to the tool if you want to modify this mod or make you're own similar to it;
Let me know in the comments if I missed a piece of headgear or a headgear's stats are way off in-game for whatever reason. Cheers!
Just move entire folder to:Steam\steamapps\common\Kenshi\mods
Steam Workshop Mirror:https://steamcommunity.com/sharedfiles/filedetails/?id=3319145692