Fallout New Vegas
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S6S

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Sweet6Shooter

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About this mod

This is a small esp-free mod that adds a critical hit knockdown to nearly all blunt weapons, and a few extras I thought it was appropriate for. Critical chance and damage are often recallibrated for balancing purposes. Full TTW compatibility.

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Overview:
This is a small esp-free mod that adds a critical hit knockdown to nearly all blunt weapons, and a few extras I thought it was appropriate for. Critical chance and damage, as well as VATS move effects are often recallibrated for balancing purposes.
Not all weapons were covered; there were some notable exceptions:
Old Glory from Lonesome Road breaks the script if I try to add the crit knockdown effect to it. No idea why. It sucks, cause it would be a super appropriate way to buff that weapon.
Boxing Tape and Gloves are not covered. The primary reason for this is that it would necessarily conflict in a bad way with Mig's Unarmed Tweaks, but it could also arguably be an appropriate exclusion anyway.
The Ballistic Fist is not covered, to avoid issues with Mig's Punch Guns mod.
The Zap Glove is not covered, as it's already a really strong EMP weapon, and I didn't think it needed any particular buffing.
The Super Heated Saturnite Fist and the Scientist Glove elemental variants would have had their special effects replaced with knockdown, so I chose not to do so.

NOTE: I don't play crit builds or pay attention to my crit chance, so please let me know if balance gets weird with a high crit build, and if so, if you have any other secondary mods affecting your crit chance.

This mod has been included and improved in New Blood. Support on this file has ended.

Details:
Many weapons, like the sledgehammer, had VATS effects whose appeal was knockdown, with reduced damage. These effects have nearly universally been recalibrated to offer a double damage multiplier, at cost of more AP than vanilla.
Many weak blunt weapons had a 0x crit chance multiplier. That has been removed, often in exchange for a very low crit damage, and often low crit/knockdown chance.
The 9 Iron's VATS skill requirement has been reduced substantially.
Brass Knuckles have a high crit/knockdown chance to buff them in the early game, as their damage is lower than nearly every equivalent melee weapon.
Displacer gloves have a fairly high crit/knockdown chance.
Spiked knuckles and their variants often received no crit chance increase. They're frequently your high crit damage options now, in contrast to more blunt unarmed weapons, which do more knockdown.
Police batons have high crit/knockdown chance, but low crit damage.
Power fists have buffed crit/knockdown chance to make them less appealing to jump over in the mid game.
War clubs have high knockdown chance.
Saturnite fists have lower crit/knockdown chance than regular power fists, but they have a higher crit damage overall.
The OWB Antenna crit damage has been reduced by about half, but it has excellent knockdown chance.
Deathclaw gauntlets are covered at vanilla crit chance and damage.
Flashbangs and stun grenades have been granted a very high knockdown chance to make them suck less.
Companion Super Mutant weapons often have a high knockdown chance.
TTW Tranquility Lane weapons have been given a high knockdown chance to make the violent solutions in that sequence less tedious, with all the npc chasing.
The Rock It Launcher has been given a 5x crit chance, with only 1/5th of it's original crit damage.
Mothership Zeta batons have a high crit/knockdown chance, and their crit damage has not been touched. This is to make them more viable in the late game.
AGE's Alloy Steel variants of a few weapons have their own ini options.

Customization:
Nearly every single weapon has it's own toggle in the config ini, you can mix and match weapons as you please. If you don't like my changes to crit chance, damage, or VATS effects, you can simply delete the lines that change those from the txt script as you please.
I detailed many of the vanilla stat amounts and the reasons for my changes in the script as it goes on, so you won't be without info if you want to reconfigure things in there.

Requirements:
JIP LN, xNVSE, Johnny, the usual stuff.
TTW and AGE are covered natively, with no issues for NV users.

Installation:
Regular installation. You will need to reset your ini options each update.

Patches:
Since I hand tuned crit values, this is not natively compatible with other blunt weapons that aren't in base NV/TTW. Please link me to the relevant mod you'd like a patch for, and I'll set up a new option for it when I have time.
DMT and CFWR's weapons have largely been provided these effects natively, since they're often suited to it.

Compatibility:
Should be compatible with anything else that doesn't explicitly change crit/VATS values via scripts specifically.

Limitations:
As stated above, some weapons were not covered, due to the placement of certain special effects on them in the crit effect slot, or for compatibility reasons. I'm sure these could be ameliorated with some kind of event handler, but I don't know how to set one of those up yet.

Questions:
Bladed weapons equivalent?
I plan to give bladed weapons a critical bleeding effect, but I can't do so without an esp, so that will come later, in a larger melee weapons rebalance package. You can use this in the meantime and switch over to that whenever it releases with no issues.
Make the boxing weapons knockdown.
I don't want to. Mig's upgrade to those is the best improvement for them.
CFWR/DMT Compatibility?
Read the whole page this time.

Permissions:
Do whatever.