TO address folks talking about the Unofficial Patch team's fix and the status of this mod:
There's just one problem with that I'd like to bring to your attention: Bethesda does a lot of stupid s#*! HTH combat IS Melee combat. Bethesda being ignorant of basic fighting concepts should not be a valid reason to carry stupid decisions forward. I understand the UP team's mandate is to deviate from Beth as little as possible, but at the same time, they also fix a lot of stupid s#*! Bethesda does, so it's a fine line.
TL;DR keep using this mod, it un-stupids the perk. Fun Fact: Ninjutsu is an unarmed fighting system - which, like many if not most unarmed fighting system, also developed techniques using weapons
Hi! This is from the Unofficial Patch changelog: "Mister Sandman needed to have its perk priority adjusted to prevent it interfering with sneak attack value bonuses from Ninja and Cloak & Dagger. (Bug #31307)".
From the comments below it seems like the patch also fixes other aspects of the perks. Do you think this mod is still needed if we use the Unofficial Patch? Thank you for your work! :)
Just some additional info, UFO4P was going to apply this to unarmed, but eventually decided against that.
Tweaking this a bit. After checking over other parts of the game, it's clear Bethesda counts "Unarmed" combat separately from "Melee Weapon" combat. So the unarmed conditions will be removed from the Ninja perk fix.
The original game implemented a competent approach that prevents the ops of very powerful both abilities at once, where all you need is to endure until the Ninja is fully improved. If you want to be powerful at the beginning of the game, then you will get less damage at the end. If you want to be powerful at the end of the game, then be patient and upgrade one perk first. Think of it like a trait from New Vegas.
With the super sledge and possibly other two handed melee there is a kill cam where the sole survivor swings the two handed with only one hand and i noticed during that scene the damage multiplier of ninja perk was miscalculated. Instead of x10 i got x4. A rare occurrence but i thought its worth mentioning. Thank you for this mod.
So I had the issue of only getting 4.7x in my sneak attack with sandman/ninja/cloak. The damage multiplier in sneak attacks was consistent. Meaning it would show the modifier on my screen after a successful hit.
After installing this mod it now says 4.8x. It also doesn't consistently show the damage multiplier. This should bump it up to 6.3x? I have the latest version of Fallout 4 on Steam and the Unofficial Patch Mod if that helps.
Hey man, I took a long time looking at your mod from FO4edit. I wondered why you did not apply the effect of Ninja 2 and 3 on bashing as well. Is that due to balancing or was it an oversight?
A player with Ninja 2 actually also still has Ninja 1--all of the perks apply simultaneously--this is why level one checks whether the player has level two, and so on. But note that although Ninja 1 applies additional sneak attack damage for bashing bashing damage, it does so *in addition* to the other increases (and only because the game engine considers a bashing sneak attack to be done by a ranged weapon, and so applies a base 2x sneak attack mult instead of 3x--but the author's 1.5 mult to that increases it to the base 3x that melee should do. This would all have been so much simpler if the base sneak attack multipliers were 2x for both melee and ranged...) , and does so regardless of whether the player has Ninja 2/3.
Is this a problem...? Creation Kit Warning: 'MASTERFILE:<CURRENT> PERK 'Ninja01' (0004D8A6)Perk entry ID 0 on perk Ninja01 (0004D8A6) is already in use.'
55 comments
There's just one problem with that I'd like to bring to your attention:
Bethesda does a lot of stupid s#*!
HTH combat IS Melee combat. Bethesda being ignorant of basic fighting concepts should not be a valid reason to carry stupid decisions forward. I understand the UP team's mandate is to deviate from Beth as little as possible, but at the same time, they also fix a lot of stupid s#*! Bethesda does, so it's a fine line.
TL;DR keep using this mod, it un-stupids the perk.
Fun Fact: Ninjutsu is an unarmed fighting system - which, like many if not most unarmed fighting system, also developed techniques using weapons
& Dagger. (Bug #31307)".
From the comments below it seems like the patch also fixes other aspects of the perks. Do you think this mod is still needed if we use the Unofficial Patch? Thank you for your work! :)
If you want to be powerful at the beginning of the game, then you will get less damage at the end. If you want to be powerful at the end of the game, then be patient and upgrade one perk first. Think of it like a trait from New Vegas.
After installing this mod it now says 4.8x. It also doesn't consistently show the damage multiplier. This should bump it up to 6.3x?
I have the latest version of Fallout 4 on Steam and the Unofficial Patch Mod if that helps.
So the author did all this correctly.
also, THREE YEAR NECRO HOORAY!
Creation Kit Warning:
'MASTERFILE:<CURRENT> PERK 'Ninja01' (0004D8A6)Perk entry ID 0 on perk Ninja01 (0004D8A6) is already in use.'