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Author notes
Just credit me if you are going to include v0.1, v0.2, or v0.31 in an overhaul of some sort or a separate file. Ask for permission first for everything after and including v0.9.
File credits
NVSE Team, jazzisparis and GECKWiki contributors for their on expanding and documenting the scripting engine of Fallout: New Vegas.
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Changelogs
Version v1.2
Added more options to MCM.
Patched Tie to Save.
Further balance changes.
Lists will now be sorted by load order.
Version v1.1
Added new options to MCM.
Rebuilt MCM lists.
Better compatibility with TTW.
Tweaked weapon skill requirements.
Version v1.0
Added MCM.
Added MCM related functions.
Merged toggle into main file as a debug option.
Misc script cleanups.
Added explicit support for Classic Fallout Weapons and Fallout - New California.
Version v0.91C
Override for type detection was broken due to improper formatting in the TypeDetect script. Has been fixed.
Version v0.91
Changed from ESP to ESM.
Added former weapon type lists. Allows perks to affect specific kinds of Big Guns and allows me or anyone else to make a hotkey that reverts your equipped weapon's Big Gun status with just a couple lines of code. Added automatic type detection. Weapons that used to use the Guns skill get added to the TypeBallistic formlist, Explosives get added to TypeExplosives, Energy Weapons get added to TypeEnergy, and anything that uses the Flamer Fuel formlist gets added to Flames
Version v0.9
Removed requirement of DLCs. DLCs still supported. Added better support for Vanilla/UE without a companion Big Guns mod. Added NVSE and JIP detection. Improved support for any other potential Big Guns mod that adds perks. Big Guns Skill by miguick still supported, his changes will overwrite any of mine.
Version PerkPack1v1.
Changes Pyromaniac requirements from Explosives 60 to Energy Weapons 50.
New Perks:
Can only pick 1 mastery perk.
Intense Pyromaniac: Requires level 16, Big Guns 50, and Pyromaniac. Increases flame-based Big Gun weapon damage by 20%.
Rabid Pyromaniac: Requires level 30, Big Guns 90, and Intense Pyromaniac. Increases flame-based Big Gun weapon damage by 30%. Counts as a mastery.
Pyromaniac perks were balanced make flame-based Big Guns competitive with Gatling Lasers/Miniguns.
Heavy Energy Mastery: Level 30, Big Guns 90, and Energy Weapons 75. Increases energy-based Big Guns damage by 15%.
Heavy Ballistics Mastery: Level 30, Big Guns 90, and Small Guns 75. Halves spread and increases firerate by 20% for ballistics-based Big Guns.
Heavy Explosives Mastery: Level 30, Big Guns 90, and Explosives 75. Increases projectile velocity by 50% and blast radius by 40% for explosives-based Big Guns.
Nerfed Explosives mastery to 25% increased projectile speed and 30% increased blast radius.
Increased requirement for Intense Pyromaniac to 75 Big Guns.
Removed RunImmediately from each of the mastery perks as that function is currently broken for me, for whatever reason.
Added conditions that each of the other mastery perks must not be present on the player as a replacement.
Use another mod that adds Big Guns perks such as Miguick's Big Guns or use any of the perk packs listed under optional files. Classic Fallout Weapons to pad out the Big Guns list. If you are using TTW 3.2 I would avoid this due to conflicts. DLC Weapons and Armors in the Mojave or Weapons of the Wasteland so you'll find Big Guns like Automatic Rifles and Shoulder-Mounted Machine Guns in the Mojave.
How it works: (basically)
See the article tab for more info.
Completely scripted (except optional plugin for DE), scripts only run once under various conditions. They should not affect game performance.
Miscellaneous: (for modders, users who want to tweak how it functions, or the curious)
It may end up changing weapons that shouldn't count as Big Guns (everything that uses the TwoHandHandle or TwoHandLauncher types, is playable, and is not in the Exclusions formlist gets changed. I've accounted for everything in the UE, TTW, and New California that does not belong). If this changes something you don't believe fits, you can set up and use the toggle hotkey in the Advanced Options menu; the same can be done to make another weapon use Big Guns.
If you want to add a perk that only affects specific type of Big Guns, such as weapons that used to formerly use Energy Weapons, there are formlists available in the GECK for each different weapon type (Energy, Ballistic, Explosives, Flame); all prefixed with "SHOBigGunsType".
Credits:
miguick for Big Guns Skill, which this mod was originally designed around. darthbdaman for IMPACT - Compatibility Edition, for pointing me in the right direction when it comes to scripting. NVSE Team/jazzisparis for expanding the scripting engine of Fallout: New Vegas substantially. The GECK Wiki contributors for keeping up to date information on all functions added by JIP LN and NVSE.
Future Plans:
Add option to adjust level lists to provide a better experience.