Details
Guns:
Deal 2x more dmg and cause the target to bleed over time when shot (1dmg per sec for 1 min). All guns, EXCLUDING shotguns, do not cause any dismemberment or explosions of body parts.
Shotguns can cause body parts to explode.
Energy Weapons:
Deal 3x more dmg but do NOT cause targets to bleed. Plasma weapons cause body parts to explode only, and Laser weapons cause dismemberment only. Powerful energy weapons like the Gauss Rifle cause enemies to be knocked down on CRITICAL strikes ONLY.
Melee Weapons:
*Small Blunt Weapons such as Police Baton, Tire Iron, even Baseball Bat, have a fatigue effect very similar to the Boxing Gloves or Boxing Tape, so striking an enemy enough will cause them to get knocked unconscious (about 6 strikes)
*Heavy Blunt Weapons such as Super Sledge Hammer or Rebar Club, do NOT. Instead, heavy blunt weapons cause targets to be knocked to the ground on critical strikes ONLY. Heavy Blunt weapons cannot cause any exploding or dismembering of body parts (except for Super Sledge & Rebar Club).
*Small Sharp Weapons such as Knife, or Machete have changed little to none. However, The machete, Gladius can cause bleeding over time after having struck a target.
*Heavy Sharp Weapons such as a Fire Axe, Bumper Sword, or Proton Axe, can cause bleeding as well as knockdown a target on critical strikes ONLY.
On kill strikes, they can cause dismemberment only, EXCLUDING throwing weapons.
*Small Throwing Weapons such as throwing knifes can cause bleeding over time for it pierces the target.
*Heavy Throwing Weapons such as Throwing Spears cause bleeding as well as knockdown a target on critical strikes ONLY.
Unarmed Weapons:
*Small ones such as Brass knuckles or Spiked knuckles have a fatigue effect as well, so striking an enemy enough will cause them to get knocked unconscious.
*Heavy ones such as Power Fist or Ballistic Fist, cause targets to be knocked to the ground on critical strikes ONLY.
Explosives:
They have not been modified much. Weapons such as Annabelle cause target to get knocked to the ground on contact, While a Fat Man has an exclusive effect, causing your target to get knocked unconscious on critical strikes ONLY.
(All explosive weapon damage has NOT been modified)
* Bleeding DoT reduced from 1dps for 60 secs to 45secs
* Armor DT has been Buffed to compensate for all damage modifications (About 2x more DT and about 3x more DT for
BoS armors)
NPC health and DT has been modified to more realistic values.
* Gun damage and energy weapon damage scaling has been modified to make early-game weapons deal more damage a bit
closer to the late-game guns/energy weapons.
Service Rifle & Cowboy Repeater have been buffed to make NCR Troopers and Rangers more formidable.
* Shotgun dmg increased from 2x to 3x
* Small Blunt Melee/Unarmed Weapons no longer have the fatigue knockout affect, alternatively you have to invest in the
Super Slam Perk
(additionally, you should download the Immersive Hit Reactions mod)
* Small Blunt Melee Weapon damage has been reduced below vanilla values to compensate for Immersive Hit Reactions mod
* Heavy Melee Weapon damage increased 2x vanilla damage
* Increased the weight of sniper rifle ammo in an attempt to nerf Sniper builds so that they aren't so overpowered.
* Base Carry Weight set to 25, and STR no longer increases it. (Incentivized to use Backpacks)
* Some Implants & Perks have been modified for realism:
(Most of the quote unquote unrealistic perks now require the Wild Wasteland perk)
Animal Friend: Now requires 7 CHR & Wild Wasteland
Better Criticals: Now requires 9 LCK & 9 PER & only grants +5% crit dmg
Cannibal: ONLY satiates hunger
Heavy Handed: Now requires 7 Strength
Trigger Discipline: Now requires 6 Perception or Agility
Heave, Ho!: Now requires 6 Strength
Hunter: Now requires 50 Survival
Grunt: Now requires 75 Guns & Explosives
Cowboy: Now requires 75 Guns & Melee Weapons
Bloody Mess: Now requires Wild Wasteland & 10 LCK
Sneering Imperialist: Now requires 7 PER & No longer provides a damage boost
Living Anatomy: No longer provides a damage boost
Gunslinger & Commando: Now requires 50 Guns
Grim Reaper's Sprint: Now requires 8 AGI & PER
Comprehension: Now requires 7 INT
Educated: Now requires 8 INT
Jury Rigging: Now requires 100 Repair
Quick Draw: Now requires 6 AGI
Finesse: Now requires 7 LCK
Fast Metabolism: Now requires 7 END
Miss Fortune & Mysterious Stranger: Now requires 8 & 9 LCK + Wild Wasteland
Nerd Rage: Now requires 7 STR & END
Pyromaniac: Now grants +5% dmg
Pack Rat: Now requires Wild Wasteland
Strong Back & Burden to Bear: Now requires Wild Wasteland & 10 STR
Long Haul: Now requires 10 STR & END + Wild Wasteland
Light Step: Now requires 10 AGI & Wild Wasteland
Purifier: Now requires 10 STR
Silent Running: Now requires 100 Sneak
Sniper: Now requires 9 PER
Splash Damage: Now requires Wild Wasteland
Spray and Pray: Now requires 7 LCK and only reduces damage by 20%
Center of Mass: Now requires Wild Wasteland
Eye For An Eye: Now requires Wild Wasteland
Ninja: Now grants increased crit chance ONLY
Weapon Handling: Now requires STR >= 6
Adamantium Skeleton: Now requires the Sub-Dermal Armor Implant
Rad Child: Now requires 10 Endurance a Survival Skill of 100 and the Phoenix MB (regen) Implant
Life Giver: Now requires 8 Endurance & Endurance Implant
Toughness: Now requires the Sub-Dermal Armor Implant & 8 Endurance. Now grants +6 DT per rank.
Stonewall: Now requires 8 Strength & Endurance
Nerves of Steel: Now requires 8 AGI
Slayer: Now requires either 90 Unarmed OR 90 Melee Weapons
Rad Resistance: Now requires 7 END
Rad Absorption: Now requires 10 END
Robotics Expert: Now requires 100 Science, grants +5dmg bonus, and specifically tagged gloves labeled "Robotics Tab" (Displacer Glove,
Scientist Glove etc.).
Solar Powered: Requires Sub-Dermal AND Phoenix MB Implant, and grants +1HP every 30min (In-Game Minuets)
(Mods installed should have made it so, Stimpaks-Healing Powder-Doctor Visits
should be the ONLY method of healing without the ^above perk(s))
Agility Implant: Now grants +15 AP
Endurance Implant: Now grants +30HP
Sub-Dermal Armor Implant: Now grants +10 DT
Phoenix MB Implant: Now grants +1HP every 30min (In-Game Minuets)
Recommendations:
*Play the game on Normal Difficulty setting, for balance purposes
*If you don't already have it then get Project Nevada. (This is a core mod for me. Kudos to the author)
Set Hitpoints for Player Endurance Mult. to 0 & Player Level Mult. to 0
Set Hitpoints for NPC Endurance Mult. to 10 & NPC Level Mult. to 0
Set STR Carry Weight Mult. to 0 and Base Carry Weight to 25
*Recommend using a mod or mods, that modify explosives to your liking (explosive damage has not been modified). I
use Bigger Bangs by DaniWes or you can use others like Deadlier Explosives NV, by Wuphon's Reach, or NV Explosive
Knockdown Mod byMidwinter1888.
*A mod that Makes creatures and abominations and such, more powerful. I use Creatures Balance Overhaul by bnxus
*Highly recommend Immersive Hit Reactions mod, goes excellent with the melee & unarmed weapons
*A mod that causes head shots to 1 hit kill. germyvis123
*A mod that increases dmg done to limbs. QueenSasha24
Other Details
*Some Unique Weapons that already have an effect or critical strike effect on them have been left as is.
*Paladin Toaster causes Paralysis every critical strike on death only.
*Bleeding over time does NOT stack,(because Idk how to make it stack) instead, the 1min duration resets on each strike.
*Bleeds act as poisons do, so enemies like robots, are immune.
*Lake Lurker's attacks cause your limbs to explode on death, and can knock you down on critical hits.
Updates
*Optional File Added:
Rifles Cause Exploding Decapitations: Rifles that are powerful enough can cause body parts to explode only.
10/13/14
*Main File Version 1.1: Change to the perk, And Stay Back, knockdown chance increase from 10% to 50%
07/13/20
*Main File Version 2: See Above^
01/19/24
Requirements
Needs DLC: Dead Money, Honest Hearts, Old World Blues, Lonesome Road, and Gun Runners Arsenal.
Compatibility
Should be fine as long as you don't have another mod that modifies the weapons damage and effects, excluding explosive damage. (explosive damage has not been modified)
If however you do come across a compatibility issue try rearranging the load order of this mod, putting it before or after the conflicting mod(s).