Fallout New Vegas
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Wobbataco

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wobbataco

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About this mod

This mod grants a damage bonus when attacking from behind, regardless of sneak status.

Permissions and credits
Backstab Damage Bonus v1.0.0, by Wobbataco

Overview
This mod grants a damage bonus when attacking from behind, regardless of sneak status.

Features
  • Adds a 75% damage bonus to ranged attacks from behind.
  • Triples the damage of melee attacks from behind.
  • Explosive weapons (grenades, mines, launchers, etc.) are unaffected.
  • Damage applies regardless of whether player is sneaking.
  • Normal sneak attack crits will stack with this bonus.

Rationale
This mod was entirely inspired by ColBashar's Cover Based Stealth Mechanics. In Bash's creation, there exists a damage bonus similar to this one: some for ranged, a bit more for melee, always applies when attacking from behind, regardless of sneak. This is a pretty damn nifty feature: it means you can pull such moves as bagging bonus damage when some asshat tries to hit you with a bat, but you dodge and attack his exposed back, for example.

More importantly, it also goes a long way towards making stealth tactics fun. Reason being, you can now kill one baddie, wait until their buddy comes over to check the situation out, and then bag him too with a sneaky rear attack. The damage bonus you get on this attack will be substantial, marking the fact that you're behind him and he doesn't see you coming, but it won't be absolutely enormous (as it is with the default sneak attack crit), because he's not completely unaware either.

However, this mod differs from Bash's work in a few ways.

Firstly, CBSM comes with a lot of extra gubbins besides the backstab bonus, from NPC vision cone changes to detection timer alterations. There's nothing wrong with these goodies, but I never found myself using them. So I thought, “Why not make a mod that just does this one thing, since I never use the other stuff anyway?”.

This results in less performance strain; CBSM has a lot of scripts and stuff going on, whereas this mod consists of just a perk and a disabled-upon-completion quest+script combo to add that perk to the player the first time they load the mod.  It also helps you feel less like an ass for downloading a fully-featured mod and only using one feature.

However, reason numero uno is that this allows the player to keep the backstab bonus while dodging CBSM's unfortunate blight: a bug wherein VATS gets really screwed up, and finds it difficult to detect things unless they've been on the screen for about six million years. This can allegedly be disabled in MCM, but this “disabling” only cuts down the time to more like three million years. So this mod can save you a bit of time, too.

Aside from that, the actual damage bonuses are different too. Bash's mod multiples ranged attacks from behind by 1.5, melee by three, and explosives by 1.66. This mod has an identical melee multiplier of three, but a slightly beefier ranged multiplier of 1.75, and no multiplier whatsoever for explosives.

The thinking behind this is that the ranged attacks get a relatively high multiplier, because of how exposed the human body is from behind: along the entire back you've got the fragile spinal cord, which is just ripe for snapping and will leave you completely out of commission when that happens. Down below, the legs have the extremely messy-when-ruptured femural arteries.

As for explosives, I haven't included a multiplier for those for two reasons: one, I use Deadlier Explosives, (which I would heartily recommend, unless you enjoy the vanilla wet-squib explosions), and with the firepower boost accumulated from that, damage bonuses become meaningless for explosives against most things anyway. I made this mod for myself, after all – posting it to the Nexus is an afterthought.

Following on from this, reason two is that explosives tend to be terribly imprecise. When you toss a 'nade, shrapnel's going to go just about everywhere; distinguishing between front and back damage is pretty pointless when the 'splosion is almost guaranteed to fuck your shit regardless.

If anyone really cares, let me know and I can make a version with a special explosives multiplier; it's no exaggeration to say the process would take about five minutes.

Requirements

This mod requires nothing but vanilla FNV. Hell, I wouldn't be surprised if it even worked for FO3.

Installation, Load Order & Conflicts
Compatibility is a complete non-issue for this mod, as is load order: just stick it anywhere. This mod is tiny, and what little there is of it is totally independent and pretty conflict-free.

If for some obscure reason you prefer to use CBSM and this mod at the same time (I dunno, maybe you like my multipliers better), then firstly, I am touched, and secondly, all you need to do is run his mod and my mod as normal (load order is still unimportant), and then turn off CBSM's backstab damage bonus in MCM. If you leave it on, your computer won't explode or anything, but chances are your backstab attacks will be multiplied by CBSM's multipliers as well as the multipliers of this mod, and you will get ridiculously high damage bonuses.

Permissions & Legal

Permissions are open season; go nuts. No credit/permission required. Use at your own risk.