FALLOUT NEW VEGAS
Skirmisher - Throwing Weapons Expansion by cimeries1
New Vegas » Gameplay Effects and Changes
Added: 19/08/2012 - 03:34PM
Updated: 26/08/2012 - 07:35PM

61 Endorsements

1.1 Latest version

1,686 Unique D/Ls

2,148 Total D/Ls

21,607 Total Views

Uploaded by cimeries1

Description

Last updated at 19:35, 26 Aug 2012 Uploaded at 15:34, 19 Aug 2012

===================
Description
===================

Skirmisher is a mod that attempts to make throwing weapons a viable choice for specialization.
In the vanilla game, you only come across throwing knives and hatchets very rarely, and spears are only available if you fight legionaries...

Skirmisher adds a bunch of new recipes that will allow you to make and improve throwing weapons, and three new perks that will help your character specialize in throwing weapons, and unlock even better recipes.
There will also be new poisons for you to craft at campfires.
The mod is inspired by, and is a direct improvement of the Throwing Weapon Recipes by Sankis (see credits), with my own changes, and contains elements from a couple of other mods as well.

Aside from letting you craft all standard throwing weapons, and improve them at a workbench, you will also be able to make Tomahawks and Proton/Inversal throwing axes once you start the appropriate DLC.
(I did this by checking if you completed the introduction quest for the DLC, for example: Protonic Throwing Axes will only be available after you complete "Midnight Science Fiction Feature!".)

Latest Version: 1.1

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The Basic Recipes
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There are some new MISC items that serve as ingredients - you will be able to make these by breaking down things like scrap metal to make scrap blades, or wooden items such as plungers to make wooden stakes.

Things you can break down for base materials:
Pool Cue, Baseball Bat, Crutch, Rake, Plunger, Hammer, Shovel, Nail Board, Sledgehammer, Dress Cane, Rolling Pin.
Scrap Metal, Knife, Cleaver, Machete, Lawnmower Blade.
Lead Pipe, Tire Iron, Police Baton

Weapons you can rebalance directly into throwing weapons:
Combat Knife, Machete Gladius.
Hatchet, Fire Axe.

The basic recipes you will have unlocked as soon as you install the mod include:

Throwing Knife (4) - Req 25 Melee
- 4 Scrap Blade
- 1 Duct Tape

Throwing Spear - Req 30 Melee
- 1 Scrap Blade
- 1 Wooden Shaft

Throwing Hatchet - Req 35 Melee
- 1 Scrap Blade
- 1 Wooden Shaft

You can sharpen them with a whetstone, giving them +5 damage. The whetstone will be returned to you after sharpening:

Throwing Knife, Sharpened - Req 35 Melee
- 1 Throwing Knife
- 1 Whetstone

Throwing Spear, Sharpened - Req 40 Melee
- 1 Throwing Spear
- 1 Whetstone

Throwing Hatchet, Balanced - Req 45 Melee
- 1 Throwing Hatchet
- 1 Whetstone

Basic poisons you can make at campfires:

Barkscorpion Venom - Req 20 Survival
- Barkscorpion Venom Gland
[Health damage and lower Perception]

Radcorpion Venom - Req 25 Survival
- Radscorpion Venom Gland
[Health damage and lower Agility]

Cazador Venom - Req 30 Survival
- Cazador Venom Gland
[Health damage and lower Strength]

Nightstalker Coagulant - Req 35 Survival
- Nightstalker Blood
[-35 Right Arm and Right Leg health]

Deathclaw Paralytic - Req 40 Survival
- Deathclaw Hand
[Paralyzed for 5 seconds]

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Perks
===================

Perk: Skirmisher - Level 8 - Req 35 Melee, 5 Agility
You are an expert at ranged warfare with improvised weaponry. You do 25% more damage with all melee throwing weapons. You may improve your throwing weapons even further with several new recipes at the workbench.

Recipes unlocked by Skirmisher:
(whet stones and leather belts are returned after crafting)

Throwing Knife, Jagged - Req 45 Melee
- 1 Throwing Knife, Sharpened
- 1 Whetstone
- 1 Leather Belt
[Improved Damage, Critical Chance, and causes bleeding (-1 HP for 40 sec).]

Throwing Knife, Keen - Req 45 Melee
- 1 Throwing Knife, Sharpened
- 1 Whetstone
- 1 Leather Belt
[Ignores DT/DR]

Throwing Spear, Pilum - Req 50 Melee
- Throwing Spear, Sharpened
- 1 Iron Spike
- 1 Whetstone
- 1 Leather Belt
[Improved Critical Damage, Ignores DT/DR]

Throwing Hatchet, Honed - Req 55 Melee
- 1 Throwing Hatchet, Balanced
- 1 Whetstone
- 1 Leather Belt
[Improved Critical Chance and Limb Damage]

Tomahawk - Req 55 Melee - Unlocked after entering Zion Valley
- 2 Iron Spike
- 1 Metal Shaft
- 1 Duct Tape
- 1 Whetstone

Perk: Steel Wind - Level 14 - Req 50 Melee, 6 Agility, Skirmisher
In your hands, melee throwing weapons become more deadly, recieveing a 50% increse to their critical damage. The recipes for making throwing stars at the workbench are also unlocked for you.

Recipes unlocked by Steel Wind:

Throwing Star (4) - Req 35 Melee
- 1 Scrap Metal
[Throwing stars deal less damage than throwing knives]

Throwing Star, Sharpened - Req 45 Melee
- Throwing Star
- 1 Whetstone
[+5 base damage compared to Throwing Star]

Throwing Star, Honed - Req 55 Melee
- Throwing Star
- 1 Whetstone
- 1 Leather Belt
[Extra damage, Bonus limb damage]

Perk: Artificer - Level 12 - Req 6 Intelligence, Skirmisher
You have an aptitude for making dangerous modifications to your weapons, and mixing vile poisons. You have several new, deadly recipes unlocked at the workbench and at campfires.

Recipes unlocked by Artificer:

Throwing Knife, Incendiary Charge (2) - Req 35 Explosives
- 2 Scrap Blades
- 1 Duct Tape
- 1 Turpentine
- 20 Flamer Fuel
[Small Fiery Explosion]

Throwing Knife, Pulse Charge (2) - Req 35 Science
- 2 Scrap Blades
- 1 Duct Tape
- 1 Scrap Electronics
- 20 Energy Cell
[Pulse Effect]

Throwing Spear, Incendiary Charge - Req 50 Explosives
- 1 Scrap Blades
- 1 Wooden Shaft
- 1 Turpentine
- 15 Flamer Fuel
[Small Fiery Explosion]

Throwing Spear, Pulse Charge - Req 50 Science
- 1 Scrap Blades
- 1 Wooden Shaft
- 1 Scrap Electronics
- 15 Energy Cell
[Pulse Effect]

Throwing Hatchet, Incendiary Charge - Req 55 Explosives
- 1 Scrap Blades
- 1 Wooden Shaft
- 1 Turpentine
- 15 Flamer Fuel
[Small Fiery Explosion]

Throwing Axe, Proton - Req 55 Science - Unlocked after entering Big MT
- 1 Scrap Blades
- 1 Metal Shaft
- 1 Duct Tape
- 1 Scrap Electronics
- 20 Microfusion Cells

- You can also rebalance regular Proton Axes into the throwing version -

Throwing Axe, Protonic Inversal - Req 65 Science - Unlocked after entering Big MT
- 1 Throwing Axe, Proton
- 1 Fission Battery
- 10 Microfusion Cells.

New campfire poisons unlocked by Artificer:

Searing Oil - Req 50 Survival
- 1 Centaur Blood
- 1 Abraxo Cleaner
- 5 Flamer Fuel
[Massive damage over time]

Quake - Req 55 Survival
- 1 Centaur Blood
- 1 Yeast
[-150 health to chest and both legs]

Rigor Mortis - Req 60 Survival
- 1 Centaur Blood
- 1 Steady
- 1 Med-X
[-10 to Strength and Agility for 4 minutes]

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Requirements
===================

- Old World Blues
- Honest Hearts

- There is a no-DLC esp provided in the main archive if you don't have these. It removes all masters, references and recipes involving the DLCs. Load it instead of the standard esp and you're good to go.

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Version
===================

- There is a no-DLC version in the main archive. Load the one (and only the one) that you'd like to use.
- When updating from a previous version, please put all the items added by the mod in a container before you switch the ESP, just in case. You can retrieve them (or their updated versions) after you load the new ESP.
I'd advise against ticking off the old ESP and making a clean save if you have any of the new perks, since you'll lose them and will have to pick them again.
- When updating, if asked to overwrite any of the resource files, always click "yes to all".

1.0
===================
- Initial release

1.1
===================

- Incendiary and Pulse charge throwing spears have been added.

- The pulse charged weapons now use the zap glove explosion instead of the pulse grenade's, which I find more appropriate.

- Lawn Mower Blades, hammers, cleavers, sledgehammers, machetes, dress canes, rolling pins and police batons can be broken down for parts as well now.
The machete gladius and combat knife can be rebalanced directly into a throwing knife.

- I've made a new inventory icon for the throwing stars.

- Metal shafts, wooden shafts, leather belts, whetstones, duct tape and scrap blades have their own distinct icons now. These icons are by The 3rd Type and Dekoman 91 (see credits).

- Renamed all the misc "Poison Glands" to "Venom Glands", because I'm a little OCD like that. ^^
http://insects.about.com/od/insects101/f/venomous-or-poisonous.htm

- Fixes:
- All throwing knives and stars use the correct visual when they are stuck in a surface now.
There's still the issue of "doubles" from the base game that I'll hopefully fix at some point.

- Throwing Hatchet, Incendiary Charge now properly explodes on contact.

- The recipe for Nightstalker Coagulant now uses the proper ingredient.

- Jagged Throwing knives do a total of 20 bleeding damage as opposed to the original 40. I figured 40 is too much.

- Fixed a typo in the Steel Wind description.

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Compatibilities
===================

Should be compatible with anything that doesn't edit the vanilla throwing weapons (I've made some minor changes here and there for balance), but even then it will not prevent you from playing.

I am playing with the following and can verify 100% that they are compatible and will cause absolutely no issues whatsoever:
- Project Nevada
- AWOP
- WMX

HOWEVER!: I've made changes to the Cowboy perk list to include the new throwing knives and hatchets, so that they receive the 25% boost like their basic versions.
Most large-scale mods make changes to the Cowboy perk, so I recommend making a merged patch with FNVEDIT, unless you don't mind Skirmisher overwriting the changes made by your other mods.

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Credits and Links
===================

Sankis for the base of this mod:
http://newvegas.nexusmods.com/mods/37629

hifoo for the models used by some of the new throwing weapons:
http://newvegas.nexusmods.com/mods/35714

Mr. Excitement for the basic poisons:
http://newvegas.nexusmods.com/mods/38073

The 3rd Type and Dekoman 91 for their icons.
http://newvegas.nexusmods.com/mods/34737

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Usage and Redistribution
===================
This mod may only be hosted on the Nexus.
If you want to use this in your own mod, you will need to ask for permission.
Since I only made about 2/3 of the content of this mod, you will need to ask for permission from both Sankis and myself and give proper credit to hifoo (who has allowed redistribution if proper credit is given) and Mr. Excitement (whom I have attempted to contact but does not seem to be available.)