Fallout 4

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UberDan

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corath

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About this mod

Weapon modifications and perks that give you multiple options to incapacitate Humans, Animals, and non-feral Ghouls.

Permissions and credits
The aim of this mod is to give players a way to neutralize their opposition without having to kill them. I do this by giving you access to perks that let you knock people out with your weapon bashes, and give you the ability to add modifications to most Non-DLC laser and ballistic weapons, as well as the security baton and knuckles, that allow you a chance at incapacitating enemies. One of the main reasons I pursued the creation of this mod is the Sanity mechanic in FROST, which gives you an incentive to avoid killing humans.


Who will this work on?
Humans, Animals, and Non-Feral Ghouls. It checks their keywords forActorTypeAnimal [KYWD:00013798], ActorTypeHuman [KYWD:0002CB72], or ActorTypeGhoul [KYWD:000EAFB7]. However, if they are in Power Armor, or are immune to paralysis by some other means, it will NOT work.

Okay so who WON'T this work on?
Shouldn't work on anything else. That means Deathclaws, Mirelurks, Bloat Flies, Feral Ghouls, and literally anything else that doesn't have one of the above ActorTypes should not be effected at all. In addition as mentioned above, enemies in Power Armor or otherwise immune to paralysis will not be effected. The effect checks for PowerArmorPerk [PERK:0001F8A9] or ImmuneParalysis [KYWD:000F23C5].



The Perks:  Obtained by notes which you can create at the chem lab (No Cost).
The Weapon Mods:  Craft them at the Weapons Workbench as long as you've got the associated Perks.
Acquiring higher ranks of the perks Gun Nut, Science!, and Blacksmith unlock better versions of their associated mods.
Each applicable weapon has between 5 and 15 total non-lethal mods depending on ammo types.



  •  Non-Lethal Bashing   (My Favorite)
Your Bash attacks have a 10% chance (per point of Strength) to incapacitate your enemies for 90 seconds. For each point of Strength above 10, the duration will increase by 30 seconds. (To a maximum of 300 seconds at 17)

Associated Weaponry: Any ranged weapon that you can make a bash attack with.



  •  Non-Lethal Ballistics  
You can create non-lethal modifications for most Ballistic weapons, as well as the appropriate ammunition.

Associated Perk & Weaponry: Gun Nut;
Submachine Gun, Pipe Revolver, Pipe Gun, Pipe Bolt-Action, Hunting Rifle, Deliverer, Combat Rifle, Assault Rifle, 44 Revolver, and the 10mm Pistol.

Ammunition convertible into "Riot" variants:
5mm, 10mm, .38, .44, .45, .50, .308, 5.56.
Riot Rounds require 10 Standard Ammo, 1 Rubber, and 1 Plastic per 10 Ammunition; created at the Chem Lab.

Mods: The same across each weapon. 

Non-Lethal Receiver
50% chance to paralyze; 60% reduced weapon damage; 90 second duration.
2 Adhesive, 2 Aluminum, 2 Steel, 1 Gear, 1 Oil, 1 Screw.

Non-Lethal Receiver Type 2
50% chance to paralyze; 60% reduced weapon damage; 3 minute duration.
2 Adhesive, 2 Aluminum, 2 Steel, 2 Gears, 2 Oil, 2 Screws.

Non-Lethal Receiver Type 3
50% chance to paralyze; 60% reduced weapon damage; 5 minute duration.
2 Adhesive, 2 Aluminum, 2 Steel, 3 Gears, 3 Oil, 3 Screws.

Non-Lethal Receiver Type 4
75% chance to paralyze; 60% reduced weapon damage; 5 minute duration.
2 Adhesive, 2 Aluminum, 2 Steel, 4 Gears, 4 Oil, 4 Screws.

Non-Lethal Receiver Type 5
100% chance to paralyze; 60% reduced weapon damage; 5 minute duration.
2 Adhesive, 2 Aluminum, 2 Steel, 5 Gears, 5 Oil, 5 Screws.



  •  Non-Lethal Melee  (Cheap and easy to make. More of an afterthought if I'm honest.)
You can create non-lethal modifications for Knuckles and the Security Baton.

Associated Perk & Weaponry: Blacksmith;
Knuckles and the Security Baton 

Mods: The same across each weapon. 

Non-Lethal Capacitor
50% chance to paralyze; 80% reduced weapon damage; 90 second duration.
1 Aluminum, 1 Copper, 1 Circuitry.


Non-Lethal Capacitor MK2
50% chance to paralyze; 80% reduced weapon damage; 3 minute duration.
1 Aluminum, 1 Copper, 2 Circuitry.


Non-Lethal Capacitor MK3
50% chance to paralyze; 80% reduced weapon damage; 5 minute duration.
1 Aluminum, 1 Copper, 3 Circuitry.


Non-Lethal Capacitor MK4
75% chance to paralyze; 80% reduced weapon damage; 5 minute duration.
1 Aluminum, 1 Copper, 4 Circuitry.

Non-Lethal Capacitor MK5
100% chance to paralyze; 80% reduced weapon damage; 5 minute duration.
1 Aluminum, 2 Copper, 5 Circuitry.



  •  Non-Lethal Fusion Cells  (Kinda straight up better than ballistic. Deals less damage and uses standard cells.)
You can create non-lethal modifications for Fusion Cell based weaponry.

Associated Perk & Weaponry: Science!
Laser Musket, Laser Gun, Institute Laser Gun, and the Alien Blaster.

Mods: The same across each weapon.

Non-Lethal Capacitor
50% chance to paralyze; 80% reduced weapon damage; 90 second duration.
1 Circuitry, 1 Crystal, 1 Fiber Optics, 1 Gold, 1 Silver.

Non-Lethal Capacitor MK2
50% chance to paralyze; 80% reduced weapon damage; 3 minute duration.
2 Circuitry, 2 Crystal, 2 Fiber Optics, 2 Gold, 2 Silver.

Non-Lethal Capacitor MK3
50% chance to paralyze; 80% reduced weapon damage; 5 minute duration.
3 Circuitry, 3 Crystal, 3 Fiber Optics, 3 Gold, 3 Silver.

Non-Lethal Capacitor MK4
75% chance to paralyze; 80% reduced weapon damage; 5  minute duration.
4 Circuitry, 4 Crystal, 4 Fiber Optics, 4 Gold, 4 Silver.

Non-Lethal Capacitor MK5
100% chance to paralyze; 80% reduced weapon damage; 5 minute duration.
5 Circuitry, 5 Crystal, 5 Fiber Optics, 5 Gold, 5 Silver.




The current "issue" as I see it, is that I'm only using a paralyze effect. Because of that you can't loot those incapacitated, you'll likely still be considered in combat with them, and they will often land in really silly positions. Some may consider that last one a feature, I myself find it both hilarious and annoying. In addition, I would have liked to have been able to  make receivers for shotguns, but their accuracy modifiers went over my head, may re-approach them at a later time.

I'm not entirely sure what I'll be doing as far as improvement and updates, but will do what I can to see to any bugs that arise.

Compatibility: I've not made changes to any Vanilla records so I'd hope that compatibility would be high, but seeing as there are tons of mods that mess with weapon systems, we'll just have to see. Because I was curious, I tested this mod with Useful Crank, and nothing seems to break, but if you put any non-lethal mods on a Musket it'll use fusion cells until you remove it.

Questions? Suggestions? Criticism?
I can't make any promises but hit the comments, and please try not to be rude.