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
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.
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).
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).
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.
- Before: All Weapon Damage
- After: Bash and All Weapon Damage
- Before: All Weapon Damage
- After: Bash and All Weapon Damage
- Before: All Weapon Damage
- After: Bash and All Weapon Damage
- Before: All Weapon Damage
- After: Bash and All Weapon Damage
- Before: Melee Weapons and Unarmed
- After: Bash, Melee Weapons and Unarmed
- Before: All Weapon Damage
- After: Bash and All Weapon Damage
- Before: All Weapon Damage
- After: Bash and All Weapon Damage
- Before: All Weapon Damage
- After: Bash and All Weapon Damage
- Before: All Weapon Damage
- After: Bash and All Weapon Damage
- Before: All Weapon Damage
- After: Bash and All Weapon Damage
- Before: Explosive and All Weapon Damage
- After: Bash, Explosive and All Weapon Damage (Optional Bash and All Weapon Damage Mod)
- Before: All Weapon Damage
- After: Bash and All Weapon Damage
- Before: Melee Weapon 4x Sneak Damage
- After: Bash, Melee Weapon and Unarmed 4x Sneak Damage (Optional 3x Bash Mod)
- Before: Melee Weapon 5x Sneak Damage
- After: Bash, Melee Weapon and Unarmed 5x Sneak Damage (Optional 4x Bash Mod)
- Before: Melee Weapons 10x Sneak Damage
- After: Bash, Melee Weapon and Unarmed 10x Sneak Damage (Optional 9x Bash Mod)
- Before: Melee Weapon and Unarmed Damage
- After: Bash, Melee Weapon and Unarmed Damage
- Before: All Weapon Damage
- After: Bash and All Weapon Damage
Items
- Before: All Weapon Damage
- After: Bash and All Weapon Damage
- Before: Melee Weapon Damage
- After: Bash, Melee Weapon and Unarmed Damage
- Before: Melee Weapon Damage
- After: Bash, Melee Weapon and Unarmed Damage
- Before: All Weapon Damage
- After: Bash and All Weapon Damage
- Before: Melee Weapon Damage
- After: Bash, Melee Weapon and Unarmed Damage
Destroyer/Protector of Acadia (DLC)
- 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
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.
- 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
They all have the same plugin file name in case you change your mind and want to use another variation mid-playthrough.
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.
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.
- 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
- TheSoundOfSnow aka GamerPoets for being amazing and for making The Best Damn FO4 Mod Guide Ever which I may have used (a lot)
- DoubleYouC for having stupid strong LOD skills and the only person I'd trust over Poet when it comes to LOD
- Arthmoor and the whole UFO4P team for the database, changelogs and everything they do in every Beth game killing bugs in the name of
- BenRierimanu for making me ask what a Previsibines or Precombine is and letting me know not to worry about it cause they already took care of it
- BiRaitBec and rux616 for the original and the updated WorkBase Improved tool so I could replace all of Todd's yucky BA2's
- somebodysangel for answering a bunch of my dumb questions with knowledge, kindness and respect
- CyberDanz for putting up with me and still offering support anyway because they're professional like that
- luxor8071 who needs no introduction or further explanation
- The Collective Modding Discord for all their fantastic users and all the support I probably didn't deserve but received anyway unconditionally
- LEXIRULE for their Far harbor perk fixes, graciously allowing me to integrate their changes, and corresponding with me (which alone is asking a lot)
- The6thMessenger for the OG awesome Bash Mod and New Plug-n-Play Companion Mod and also being forced to communicate with me
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.
Please consider supporting me here so I can continue to provide content like this. Thank you!