Fallout New Vegas

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Yukichigai

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Yukichigai

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About this mod

Fixes the behavior of Boxing Tape, Boxing Gloves, and Golden Gloves with regard to blocking and critical hits.

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This bug fix is included in Yukichigai's Unofficial Patch (YUP)
If you're looking for a single file that fixes all your bugs, why not give YUP a shot?

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UPDATE: Removed fixes to 12 Gauge Bean Bag Rounds. These are now handled by another fix, A Better VATS Shotgun Critical Damage Fix, where I can properly apply extra Fatigue in the event of a Critical Hit.
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This bugfix addresses all four in-game weapons which apply Fatigue damage.


FATIGUE WEAPONS:

There are four hand-to-hand weapons which apply Fatigue (Knock Out) damage: Boxing Tape, Boxing Gloves, Golden Gloves, and the Cattle Prod. All four of these weapons apply Fatigue in the same way, by using a script running on the weapon that is triggered every time the weapon makes contact.

The problem is that this script doesn't take several things into account:

- Is the NPC blocking?
- Was this a critical hit?
- Was this a sneak attack critical?
- Are there any perks which affect any of the above?
- Was this a special VATS attack with a higher damage multiplier?

The end result is that no matter what, whenever you make contact with an NPC using any of these weapons it will ALWAYS apply the same amount of damage, period. Clearly wrong.

This bugfix addresses all of the above issues. In no particular order:

1) Critical Hits will apply an additional 100% Fatigue damage. (total of 2x)

2) Sneak Attack Criticals will apply an additional 200% Fatigue damage. (total of 3x)

3) Having the Better Criticals perk will add 50% Fatigue damage the bonuses applied by either of the above. (total of 2.5x or 4x)

4) The amount of Fatigue damage applied when the target blocks is reduced to 1/10th of normal. This is ignored if the whoever is using the weapon (usually only the player) has the Unstoppable Force perk.

5) The Cattle Prod's special VATS attack will cause an additional 25% Fatigue damage.

The above do not apply to Robots or the Player, neither of which can take Fatigue damage. Instead they will be dealt an appropriate amount of normal damage, adjusted for the above factors.

CAVEATS:

If, somehow, you manage to get an NPC to use any of the Fatigue weapons they may apply extra Fatigue damage for Critical Hits on other NPCs (player hits are handled separately). This is because the Critical Hit calculations are all done assuming the Player is using the weapon, since it is impossible for Critical Hit Effects to track who is using the weapon they came from.

The Cattle Prod's special VATS attack (Lights Out) will not apply an additional 25% Fatigue damage to any Critical Hits which occur from it. Currently I cannot figure out how to track whether or not an attack is a special VATS attack, at least such that the Critical Hit script can access that information.