Fallout New Vegas

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Yukichigai

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Yukichigai

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7 comments

  1. MonstraG
    MonstraG
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    I don't damn understand. Using this fix doesn't help at all.
    Using hunting shotgun and this bean bag ammo (don't using VATS), on medium difficuly.
    As you stated, first round doesn't have any changes. OK, I fire first round into freeside thug. He looses 1/4 of his HP.
    Firing second round. Should deal 250 fatigue and maybe insta-KO him. NOPE, he looses 1/4 of his HP and countinues to attack me.
    Firing third round. Should deal 250 fatigue and DEFENETLY INSTA-KO. NOPE (x2), I deal critical damage, he's left with small bunch of HP, and runs away. Not KO'd.
    WTF?
    Yukichigai, pls fix.
  2. greyboxbum
    greyboxbum
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    Thank you for an excellent workable fix. Does your mod increase the critical chance of the one pellet in buckshot to see if a critical hit occurs to provide a roll on the critical hit table? 
  3. NovaRain
    NovaRain
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    @mr01: Actually the critical damage is still calculated with DR/DT.
    Example:
    Player: all SPECIAL 10 & Guns skill 100 & critical hit chance 100%, carrying a modded 9mm pistol with DAM 10 & Crit DAM 100.
    Target: Chet (HP 65), wearing a modded Explorer's Gear (DT 8, DR 30%)
    Every attack is a critical hit, damage inflicted (shot in the legs): 69 = (10+100)*0.7-8
    If the critical damage does bypass DR/DT, the damage inflicted should be 110, not 69.
  4. mr01
    mr01
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    Perhaps you can have better luck then I did in integrating your fix style with laser/plasma weapons while keeping the disintegration effect (for the tri-beam and multiplas). Even with a script to check the combat target's health to see if it is zero, I can't seem to get the disintegration to happen on death.

    Do you know what function that little check box "on death" is using?
  5. Yukichigai
    Yukichigai
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    @mr01: Interesting, I had no idea. I assumed that critical hits worked like any other damage, but it appears I'm wrong. I'll have to fix this.
  6. mr01
    mr01
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    quick question, I'm not sure if I'm correct in my knowledge about critical hits or not (the wikia is also kinda sparse on the info about this).

    Your fix is good in dealing with the problems of shotguns in vats in terms of applying damage. However, I noticed that you made it so that critical damage does not bypass DR/DT in vats, but instead is manually calculated.

    I always thought that critical hits bypass DR/DT. In game...and I only noticed this when i did the GRA challenge involving killing Mr.Gutsy with a lead pipe. Mr. Gutsy has a DT of 25 and most of the hits with lead pipe does craptacular damage (using my energy weapons character); however, on critical hits, I noticed that lead pipe can do significant damage and that the red shield does not appear (which indicates bypass of normal DT blocking).

    edit: after further testing...I'm very sure that critical hits bypass DT/DR. Tested this out by using my pure energy weapons character (absolutely no skills in unarmed) and literally fought a giant radscorpion with bare hands (after stunning it with compliance regulator). Normally, it takes about 2-3 punches to do 1 damage and the red shield appears and tells me that DT blockage is happening. On a single critical hit, there is no red shield and the damage done is about 2-3 damage (which is a lot compare to normally taking 2-3 punches to do 1 damage).
  7. hairylegs222
    hairylegs222
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    Yukichigai strikes again! I'll add this into NVEC if that's ok? Great work as always