Blunt weapons KO V04: Fixed the issue where the victim gets up when you hit him more than once. The same for the player, so be careful and use your companions to save you.
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V03: Fixed looting system. Now click tab (to cancel current order), and talk to the uncounscious target to display his inventory. V02b: Companions don't kill uncounscious hostiles anymore. Pipe wrench and knuckles can now knock. V02: Various fixes of animations, looting, KO conditions and damages. Made it compatible with Realistic armors DT behaviors and headshots WIP.
Incapacitating grenades V02: Fixed looting system. Now click tab (to cancel current order), and talk to the uncounscious target to display his inventory.
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V01c: Fixes of wrong crafting components, and descriptions. V01b: Fixed npcs going slowmotion when looting. V01: Adds 2 non-lethal and 1 lethal grenades.
M9 Tranquilizer V05 : Fixed looting system. Now click tab (to cancel current order), and talk to the uncounscious target to display his inventory.
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V04b : Custom sounds added. Rate of fire improved to fit the new suppressed sound. You can remove the suppressor now. V04 : Added lethal receiver. V03b : Power armor KO fixes. V03 : - Changed effect times to those from Sons of liberty. To humans, 1 dart to the head = instant ko. 1 to the chest = 8 seconds. 1 to the limbs = 14 seconds. - Tranquilizer darts don't work in armored parts (chest/limbs/head protections) (except some helmets that don't cover the face). - Fixed animation issues. - Creatures are more resistant to tranquilizer. Especially Deathclaws and Behemoths. - Darts effects are stackable. For example, 3 darts to the head of a super mutant can knock him down instantly (11 for a deathclaw). - To loot shoot at the head and pick pocket. - You can knock down power armor operators that don't wear protection in a specific body part. - Companions don't shoot at knocked down enemies anymore. V02 : - Tranquilizer cant kill anymore except enemies already with low HP. - Fixed animation issues, now unarmed and essential npcs must works correctly. - Knocked down enemies don't see you anymore blowing your stealth cover. - Added dart model decal. - Tranquilizer is useless against some heavy armors and helmets. - Now to loot, shoot at the head (however animation can be randomly buggy, but I didn't have a single crash after looting lot of npcs).
I've tried the blunt system several times. I particularly was taken by the KO effect on the player. Very nice. I wonder if it is necessary to nerf the blunt weapons. Doing so puts the melee npcs at a distinct disadvantage. The poor melee npc can't loot the player and has no reasonable chance of ever killing the player.
Of course, a player who might want to stick to blunt weapons won't be able to do so.
This was a necessary mod, even with its jankiness (intimidate dialog and rigor on any knockout) on my initial playthrough years ago, but I'm curious if things like the tranquilizer and the grenades can be used along with (loaded above) Knockout Framework. I'll try it myself once I get my mod list finished for my upcoming playthrough, and I'd love to have at the very least the grenades working alongside or integrated into that mod.
I see that the KF author provides support for adding weapons to use the mod's mechanics. I'd be starting out from basics, but if no one else has or will do it, I'd like to use grenades from this mod (for its visual gas effect and probably recipe) and delete the effect and add the KF mod's effects for the nonlethal grenades. I suppose I'm asking for permission, but I'll know more after I get my hands dirty, what will be required.
I never got it working. I tried editing some fields in FO4Edit, but I didn't really know much about what I was doing.
I'm doing another F4 playthrough, now, but since I had so much jankiness with combining multiple combat changes that vanilla was never meant for I'm just building it around Better Locational Damage. People were getting knocked out in PA constantly, so I'm just gonna use the mustard gas grenades from this mod without modification, which really worked with my playstyle before.
"Restrain enemies and send them to a prison in your camp, to eventually tame the to join you as settlers."
If you can get this done where you can do it to people like Gristle or McDonough, I'll donate $100. Unfortunately I'm not rich, or I'd give more, but I've been dying for a mod like this to pop up.
It seems like such a waste of good slave labor to kill everyone who crosses you. I'd much rather put them to work at my settlement in an orange prisoner outfit or have them in shackles!
Is the M9 Tranquilizer supposed to have more than a single suppressor and no other gun mods? The gun it's based on has more things than that one, so I was wondering
First off, this is fantastic and worked with most of my other mods with no problem, and I commend you for making it.
I was hoping to ask if you could make a version that doesnt modify damage? I have an uber-realism mod I use and now everyone with a blunt melee weapon just gets into a silly no damage knockout fest until someone with a BB gun comes by and kills them instantly
Just a request, this is a great mod and I hope you continue working on it
if this is in the mod (I haven't really explored it just downloaded).There should be a gas mask system. For example if the player is wearing any gas mask thy should be able to go into the cloud of gas without being affected
random question, is it possible to make mod parts for existing weapons that allows for non-lethal combat with them? darts instead of bullets, for example, that uses the damage multiplier to adjust how long each shot's timer... and silencers for guns that don't already have them maybe this could be made into a completely different mod instead x] thanks in advance! hope you consider this ^.^
117 comments
V04: Fixed the issue where the victim gets up when you hit him more than once. The same for the player, so be careful and use your companions to save you.
V02b: Companions don't kill uncounscious hostiles anymore. Pipe wrench and knuckles can now knock.
V02: Various fixes of animations, looting, KO conditions and damages. Made it compatible with Realistic armors DT behaviors and headshots WIP.
Incapacitating grenades
V02: Fixed looting system. Now click tab (to cancel current order), and talk to the uncounscious target to display his inventory.
V01b: Fixed npcs going slowmotion when looting.
V01: Adds 2 non-lethal and 1 lethal grenades.
M9 Tranquilizer
V05 : Fixed looting system. Now click tab (to cancel current order), and talk to the uncounscious target to display his inventory.
V04 : Added lethal receiver.
V03b : Power armor KO fixes.
V03 :
- Changed effect times to those from Sons of liberty. To humans, 1 dart to the head = instant ko. 1 to the chest = 8 seconds. 1 to the limbs = 14 seconds.
- Tranquilizer darts don't work in armored parts (chest/limbs/head protections) (except some helmets that don't cover the face).
- Fixed animation issues.
- Creatures are more resistant to tranquilizer. Especially Deathclaws and Behemoths.
- Darts effects are stackable. For example, 3 darts to the head of a super mutant can knock him down instantly (11 for a deathclaw).
- To loot shoot at the head and pick pocket.
- You can knock down power armor operators that don't wear protection in a specific body part.
- Companions don't shoot at knocked down enemies anymore.
V02 :
- Tranquilizer cant kill anymore except enemies already with low HP.
- Fixed animation issues, now unarmed and essential npcs must works correctly.
- Knocked down enemies don't see you anymore blowing your stealth cover.
- Added dart model decal.
- Tranquilizer is useless against some heavy armors and helmets.
- Now to loot, shoot at the head (however animation can be randomly buggy, but I didn't have a single crash after looting lot of npcs).
The mustard gas was quickly lethal, for raiders caught in the cloud. The player had no trouble avoiding the gas.
This was with a new player so all targets were low-level and the player had no explosive perks.
Of course, a player who might want to stick to blunt weapons won't be able to do so.
Opps. KO does nerf melee weapons. I was using another mod which affected melee weapons' damage, and it was overridding KO.
I see that the KF author provides support for adding weapons to use the mod's mechanics. I'd be starting out from basics, but if no one else has or will do it, I'd like to use grenades from this mod (for its visual gas effect and probably recipe) and delete the effect and add the KF mod's effects for the nonlethal grenades. I suppose I'm asking for permission, but I'll know more after I get my hands dirty, what will be required.
Thanks
I'm doing another F4 playthrough, now, but since I had so much jankiness with combining multiple combat changes that vanilla was never meant for I'm just building it around Better Locational Damage. People were getting knocked out in PA constantly, so I'm just gonna use the mustard gas grenades from this mod without modification, which really worked with my playstyle before.
"Restrain enemies and send them to a prison in your camp, to eventually tame the to join you as settlers."
If you can get this done where you can do it to people like Gristle or McDonough, I'll donate $100. Unfortunately I'm not rich, or I'd give more, but I've been dying for a mod like this to pop up.
It seems like such a waste of good slave labor to kill everyone who crosses you. I'd much rather put them to work at my settlement in an orange prisoner outfit or have them in shackles!
@zalteredbeastz
The gun it's based on has more things than that one, so I was wondering
I was hoping to ask if you could make a version that doesnt modify damage? I have an uber-realism mod I use and now everyone with a blunt melee weapon just gets into a silly no damage knockout fest until someone with a BB gun comes by and kills them instantly
Just a request, this is a great mod and I hope you continue working on it
darts instead of bullets, for example, that uses the damage multiplier to adjust how long each shot's timer...
and silencers for guns that don't already have them
maybe this could be made into a completely different mod instead x] thanks in advance! hope you consider this ^.^