Fallout 4
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bigEZchad

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bigEZchad

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About this mod

Bash and Unarmed function properly with all Perks and Items that have Unspecified Damage Increases (All Weapons) and Melee Damage Increases (not exclusive to Melee Weapons).

Requirements
Permissions and credits
Donations
DLC (Optional)

DESCRIPTION
The philosophy behind this fix is to look at the base-game descriptions of various Damage Increasing sources and to ensure the appropriate Damage types are actually being increased.

Most notably, Bashing is excluded from any Damage Increase that is not exclusive to Bash damage. Unarmed is similarly excluded from some "Melee Attack/Damage" sources that don't specify Melee Weapons or otherwise. All of this was tested with Floating Damage to ensure the numbers matched the Pip Boy display as well as the Damage Increase source's description.

So how do I know Bashing and Unarmed qualify as Melee Attacks?

In FO4Edit "IsMeleeAttacking" is a Condition I used to allow Bashing damage to work with Perks like Ninja and the Grognak Comic's Barbarian. The game engine correctly qualifies Bashing as a Melee Attack as well as Unarmed or any Melee Weapon. Consequently, all of these attacks should similarly benefit from Damage Increasing sources described as "Melee Attack/Damage" in addition to "Unspecified Damage Increases" (Mod Weapon Attack Damage in xEdit).

EXPLOSIVES

Explosive damage as it pertains to Grenades and Mines, contrary to what some bug-fix mods have suggested, are in fact increased by "Unspecified Damage Increases" (Mod Weapon Attack Damage). The issue is that this increase in damage is not visible in the Pip Boy. Only by testing with Floating Damage was I able to determine this increase was actually taking place.

Adding to the confusion is the fact that there is a separate modifier "Mod Player Explosive Damage" (used in the Demolitions Expert Perk) which does show up in the Pip Boy for Grenades and Mines. Furthermore, Lone Wanderer rank 3 which includes both "Mod Weapon Attack Damage" and "Mod Player Explosive Damage". This lead many to believe all previous entries of "Unspecified Damage Increases" that didn't include "Mod Player Explosive Damage" were not increasing Explosive Damage (when they already were).

Explosive Damage is unchanged (except for Lone Wanderer rank 3 Optional Mod).

All other Explosive damage increases are already taking place as intended
 (AFAIK). If you were to apply "Mod Player Explosive Damage" to every source that includes "Unspecified Damage Increases" (Mod Weapon Attack Damage in FO4Edit), every Explosive Heavy Weapon and every "Explosive Legendary effect" weapon as well as Grenades and Mines would become insanely overpowered due to both modifiers applying multiplicatively.

If anyone is interested and/or capable of modding Grenades and Mines to display "Mod Weapon Attack Damage" in the Pip Boy, that fix would be tremendously helpful and long overdue. The display value should be increasing multiplicatively with "Mod Player Explosive Damage" but users are only privy to increases from one source alone, leaving the actual value unknown without testing.

CHANGES
Perks
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Astoundingly Awesome 6
  • Before: All Weapon Damage
  • After: Bash and All Weapon Damage
Astoundingly Awesome 7
  • Before: All Weapon Damage
  • After: Bash and All Weapon Damage
Astoundingly Awesome 13
  • Before: All Weapon Damage
  • After: Bash and All Weapon Damage
Astoundingly Awesome 14
  • Before: All Weapon Damage
  • After: Bash and All Weapon Damage
Barbarian
  • Before: Melee Weapons and Unarmed
  • After: Bash, Melee Weapons and Unarmed
Black Widow ranks 1-3
  • Before: All Weapon Damage
  • After: Bash and All Weapon Damage
Bloody Mess ranks 1-3
  • Before: All Weapon Damage
  • After: Bash and All Weapon Damage
Destroyer of Acadia (DLC)
  • Before: All Weapon Damage
  • After: Bash and All Weapon Damage
Know Your Enemy
  • Before: All Weapon Damage
  • After: Bash and All Weapon Damage
Lady Killer ranks 1-3
  • Before: All Weapon Damage
  • After: Bash and All Weapon Damage
Lone Wanderer rank 3
  • Before: Explosive and All Weapon Damage
  • After: Bash, Explosive and All Weapon Damage (Optional Bash and All Weapon Damage Mod)
Nerd Rage ranks 1-3
  • Before: All Weapon Damage
  • After: Bash and All Weapon Damage
Ninja rank 1
  • Before: Melee Weapon 4x Sneak Damage
  • After: Bash, Melee Weapon and Unarmed 4x Sneak Damage (Optional 3x Bash Mod)
Ninja rank 2
  • Before: Melee Weapon 5x Sneak Damage
  • After: Bash, Melee Weapon and Unarmed 5x Sneak Damage (Optional 4x Bash Mod)
Ninja rank 3
  • Before: Melee Weapons 10x Sneak Damage
  • After: Bash, Melee Weapon and Unarmed 10x Sneak Damage (Optional 9x Bash Mod)
Rooted ranks 1 & 2
  • Before: Melee Weapon and Unarmed Damage
  • After: Bash, Melee Weapon and Unarmed Damage
United We Stand
  • Before: All Weapon Damage
  • After: Bash and All Weapon Damage

Items
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Fire Belly (DLC)
  • Before: All Weapon Damage
  • After: Bash and All Weapon Damage
Fury (Optional Mod)*
  • Before: Melee Weapon Damage
  • After: Bash, Melee Weapon and Unarmed Damage
Grognak Costume and Wildman Rags
  • Before: Melee Weapon Damage
  • After: Bash, Melee Weapon and Unarmed Damage
Psycho (All Variants)
  • Before: All Weapon Damage
  • After: Bash and All Weapon Damage
Yao Guai Roast
  • Before: Melee Weapon Damage
  • After: Bash, Melee Weapon and Unarmed Damage

*Why Optional Fury?
In game, Fury's description provides unspecified Melee Damage but only increases Melee Weapons Damage. However, using xEdit the effect description specifies applying only to Melee Weapons, reinforcing developer intent of the effect seen in game. Visible game description conflicts with hidden developer intent. I made both, your choice.

Destroyer/Protector of Acadia (DLC)
Spoiler:  
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I've incorporated the fixes featured in Far harbor perk fixes (as described) file. These include:
  • 100% chance of either Perk triggering when damaged below 20% HP, instead of a 20% chance
  • Once triggered, the effect lasts for 30 seconds regardless of whether HP is restored above 20%
  • Far Harbor Survivalist perk has been addressed by the UFO4P and my mod doesn't touch that so it's been removed

Unfortunately I couldn't get the "Nerd Rage" style on-screen Pip Boy animation to trigger with the effect.

If anyone has insight on how to get this working, I would gladly incorporate it into my/their/our mod
 (or at least make it optional). Regardless, I have uploaded an updated version of Far harbor perk fixes under Miscellaneous Files by request so the mod author LEXIRULE can update their version. The fixes are incorporated but you can use the file separately from my mod if desired.


INSTALLATION
Mod Manager
  • I recommend "Mod Manager Download" the FOMOD installer featured in the Main File to ensure you get the variation with all the features you want. Otherwise, pick one from the Optional File variations located below the main file.

Manual Install
  • Do not use the main FOMOD File. Pick one of the Optional File variations located below the main file.
  • Download and extract into: Fallout 4/Data

 There's only one ESL flagged .esp file inside each variation.
They all have the same plugin file name in case you change your mind and want to use another variation mid-playthrough.

COMPATABILITY
The Unofficial Fallout 4 Patch is compatible. Any changes/conflicts have either been integrated or safely overridden.
This mod is compatible with Previsibines Repair Pack. It doesn't break or touch Precombines.
Should be compatible with any mod that doesn't change the Perks or Items affected.

If you are using a Mod that conflicts with the affected Perks/Items, you're going to have to resolve any issues yourself by rearranging your load order, creating a Merged Patch and using FO4edit to check and integrate changes. I will help when I can but only YOU can resolve load order mod conflicts.

RECOMMENDED
Strength-Based Bash-Bonus

Strength scaling is already present and working with Bashes in Vanilla FO4. 
From my tests on Radroaches (0 defense) in Vault 111, the 10mm pistol has 9 base damage (including grip bonus) which is boosted to 18 damage at 10 Strength and 27 damage at 20 Strength. This follows the standard Strength Formula of +10% damage per point of Strength.
So why add additional Strength scaling?
Spoiler:  
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Because bash sucks! 
This is, from a modders perspective, an easier approach than increasing the base bash damage of every weapon or every bash attachment mod. S-B B-B gives you the choice between 5%, 10% and 15% additional scaling per point in Strength. At 10 Strength, the 5% option brings a 10mm gun bash to just above the amount of damage a Police Baton can deal. 5% would be my personal recommendation for a balanced scaling option. Anything above that produces BIG numbers compared to anything else early-game. 10% might be better than 5% late game but I have no clue other than early game. 15% has to be OP. I intend to experiment with this to see how Vanilla compares to the additional scaling in the mid to late game.

TL;DR It's a plug-n-play companion mod that's compatible and overhauls Bash to be integrated and viable (or OP).

THANKS
Thanks for reading/downloading and acknowledgment to all the people in the Fallout and larger mod community that made this possible:
  • ElminsterAU, Hlp, Sharlikran, and Zilav authors of xEdit and its variants of which enable me to masquerade as someone with real mod skills
  • Kassent author of Floating Damage which allowed me to test my mod and stopped me from adding explosion damage to everything

I could go on but I'll probably just add more later. Thank you again to everyone and also to those I didn't mention but you know what you did and I appreciate it.

SUPPORT
Please consider supporting me here so I can continue to provide content like this. Thank you!