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This entire collection of mods was made by myself for personal use, to make the game more enjoyable, immersive, and challenging. After a while I realized that maybe I should give back a little to the community, so I organized and cleaned up all of my mods, and created LITE versions of some of the more extreme ones.
Udate #2 (13/09/09) -Added compatability ESPs for all DLC for Gun Knockdowns. -Fixed a bug in Gun Knockdowns causing player and enemies to go FLYING instead of just being knocked back.
Update #1 (01/09/09) -Changed name of project to B.R.U.T.E. for Brutally Realistically Unforgivingly Terrible Enhancements. -Added a chance to find broken guns in Extreme Gun Rarity and Extreme Gun Rarity LITE. -Fixed a bug with Extreme Gun Rarity that caused every Super Mutant to spawn with Albraxo Cleaner. -Added LOWER LEVEL HP as an optional ESP for Increased Damage. See description below for more details.
Standard and LITE files are stand-alone, only chose one for each set. All other files files are optional addons, to be used with whichever standalone file you chose to use from that set.
ATTENTION! When chosing which ESPs to use, note that you MUST chose either the Standard or LITE ESP for that given module to work, and that any other files in that module are meant to work alongside either the Standard or LITE ESPs.
::Gun Knockdowns::
Standard All guns have a good chance (based on ammo type, the gun's vanilla stats, and the target's stats) to knockdown enemies when they are shot, giving guns some serious stopping power and making combat extremely brutal. Some melee weapons (baseball bat, sledghammer, etc.) also havea chance to knockdown enemies when they hit. Effects apply to NPCs, creatures, and the player. Will not affect mod-added weapons.
LITE Same as standard, only with reduced knockdown chances for more balance. Pistols have 70% less chance, 1H & 2H automatic weapons have 60% less chance, the minigun has 70% less chance, rifles have 40% less chance.
TOUGHER SUPERS To help balance the game and make guns more balanced, Super Mutants will only be knocked down once a significant chunk of their health has been taken away (varies for different ammo types).
::Steady Aim::
Standard Allows the player to press 'L Shift' while aiming to hold their breath and steady their aim. The amount of time for which the player can hold your breath is determined by the player's Endurance. The loner the player holds their breath, the longer it will take for your aim to recover afterwards.
PERK ONLY Disables the steady aim ability until the player has the Sniper perk.
::Increased Damage::
Standard Many weapons can kill in 1-2 shots, pistols and blunt melee weapons take more, making armor vital to survival for both NPCs and the player. Skill has less effect on weapon damage. Strength is now more important when using melee weapons.
LITE Same as standard, only with less brutal damage increases for a more forgiving game.
NO LEVEL HP Nullifies the HP increases per level for realism purposes. Affects the player, NPCs, and creatures. Now being a more experienced wastelander won't mean that you can take unrealistically huge amounts of damage as you level up. This also keeps things fast-paced and challenging at higher levels.
::Increased Locational Damage::
Standard Reduces damage done to arms and legs, and makes head-shots almost always insta-kill. Affects all NPCs and humanoid creatures.
LITE Same as standard, only with less damage difference between head, body, and limb shots.
::Increased Armor::
Standard Most armor will be more effective (more DR), and the maximum DR has been raised to 100, meaning that if you are properly outifitted, your gear can take 100% of the damage, when in top condition. This makes those wearing decent armor (combat armor, leather armor) be able to take a lot more damage, and gives Power Armor wearing NPCs and players a huge tactical advantage against NPCs with poor weapons and armor.
NO POWER ARMOR Same as standard, only this version makes no changes to Power Armor's individual stats, to make it compatible for people using other Power Armor mods.
ONLY POWER ARMOR Same as standard, only this version makes no changes armor other than the game's various Power Armors.
::Extreme Gun Rarity::
Standard It will be extremely rare to find raiders with working guns, and Talon Company, slavers and other wasteland-dwellers will rarely have more than simple hand-guns. There are an extremely limited number of automatic guns, rifles, and shotguns, many being found in abandoned military bases or on unique individuals (ex: Tenpenny's sniper rifle). Only the Enclave, the BoS, and the Outcast will have real working firepower, but will only have energy weapons. This makes having even a pistol an extremely important tactical advantage when fighting most common wasteland foes, aslong as they don't overwhelm you.
LITE It will still be possible for most common NPCs to have decent weaponry, making guns less rare and easier to find from the start of the game.
EXPENSIVE GUNS Increases the price of some guns and explosive ammunition types by up to 3x, to help make prices more relevant with how rare and powerful/important working guns are.