Fallout New Vegas
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About this mod

Fixes the damage dealing critical effects of most vanilla weapons so that they cannot cause you to miss "killcounts" and other proc effects such as crime responsibility. Includes some personal tweaks so this mod is IMPURE... if at this point you still think the vanilla "balance" from FNV is sacrosanct, you're worse off than me.

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Critical & Effects - Fixes & Tweaks

Ammo Script Fixes to take care of damaging effects from ammo. Here I took care of weapons.
Boxing Fatigue Fixes and Tweaks to take care of the fatigue-causing weapons.

In the game, many weapons cause additional effects in the event of a critical hit. The most straightforward example is the laser and plasma disintegrations, but there are a few others. You're probably familiar with them.

What's not so familiar is the way the game applies these effects. As far as the game is concerned, they are not caused by you, the attacker, to be applied on your target. They are caused by the target onto itself, which as dumb as it sounds is for the most part harmless, as long as the critical effect itself doesn't cause HP damage. Disintegrations happen only when the target is already dead and there's a killer to blame, knockdowns are a bit iffy but for the most part they do the same no matter who's really "responsible" for them, etc. This also applies to special VATS effects from melee weapons that have them.

But there are a few critical effects from weapons which do actually cause HP damage, and in the event they end up being the cause for the target's demise, you won't be recognized as the party responsible of their death. Which is not much of a big deal as you can imagine, but it's still not ideal.

This is what I've set out to fix in this mod. Amazingly enough, the functions to get a hit's parameters in an attack can also work from these critical effect's scripts, so that way I can correctly gather who's really responsible for causing them, and redirect them to use some custom damaging effects that will trigger crime and killcounts if they end up killing the target.

Some effects I've buffed from their vanilla versions because frankly they are quite underwhelming. Purists beware of the TWEAKED notices where I've (definitely) deviated from the vanilla parameters. Here are the changes:

Super Heated Cosmic Knife, Super Heated Saturnite Fist, Sterilizer Glove, Sonic Emitter - Tarantula
All caused 2pts Fire Damage over 5 seconds in a critical hit, and in the knife's case, some random script crap that didn't matter at all. Which is kinda underwhelming, so I've TWEAKED it to a stronger 8pts instant + 8pts x 5sec effect, so that their critical hits can cause a more noticeable HP loss over time.

Corrosive Glove
Caused 2pts "acid" damage (no resistance to it) over 10 seconds, plus those incredibly annoying (or rather poorly made) cazador stinger sounds that blast at full volume no matter how far you are from the afflicted target. It is TWEAKED to a stronger 4pts instant + 4pts x 10sec effect, and will now display a shader effect on the target instead of playing any sounds.

Nuka Breaker
While this one's effect was fixed by YUP so that it caused damage from the effect instead of hardcoded from its script (+25 EMP vs. robots, +13 EMP vs. OWB robots, +10 EMP vs. Power Armor, +25 Electric vs. all, jeez); here I've opted to TWEAK it with another vanilla available effect in a simpler fashion (besides it's a friggin' neon post, it's not supposed to release EMPs!). It will now simply cause 25 electric damage x 2sec on all targets it critically hits.

Cleansing Flame
This one is a bit out there in this mod, but the thing was that it's supposed to have a fire damage effect that scales with the player's skill. There are a pair of issues: it measures the player skill no matter who's wielding it, and it uses Energy Weapons no matter what skill Cleansing Flame has associated.
Cleansing Flame's effect now adjusts its fire damage to the actual skill of whoever is using it. By default it is capped between 2 and 10 pts of Fire Damage x 6sec like in vanilla, but you can change these minimum and maximum magnitudes with a pair of globals: CleansingFlameMin and CleansingFlameMax. In order for this to work, the mod assigns it a script that updates the fire effect's damage with the skill values of whoever holds it. Which means this mod is compatible with other mods that change Cleansing Flame, PROVIDED they don't give it some other script.
It also displays a TWEAKED burning shader with a blue flame on burning targets, so it better matches the flame coming out of the weapon.

Sonic Emitter - Robo-Scorpion
Caused an explosion in ANY critical hit, with all the problems that entails... if you know me you can imagine what comes next. The explosion placing script has been tightened up so that it will not trigger if it can harm you, your allies or innocent bystanders, and the damage it causes benefits from your Explosives skill and perks.

Two-Step Goodbye
Here it is. This one caused a large explosion on a critical death, which makes it quite the source of frustration. Now, this explosion will show a grenade hazard on screen while the timer ticks down, will not trigger if a teammate or a bystander are too close to the corpse (but you are not protected in the same fashion so watch out!), and once it triggers it can gib the corpse for that extra dose of gorey fun. Damage will again benefit from any Explosives skill and perks you have.
This one's checks are a bit less stringent than the above: namely it doesn't care if YOU are in the blast radius, because you cannot control when you get critical hits with the Sonic Emitter, but you are supposed to control how you kill and hurl the victim's corpse with Two-Step Goodbye. But otherwise, bystanders not hostile to you should be safe from it.

Flame weapons critical death TWEAKED
For Flamers and Incinerators, a critical death causes a flashy corpse bursting, and this burst is problematic due to causing additional damage and burning effects to anyone nearby, which again cannot be linked to any actor responsible for it. This damage was so low however that I've opted to nullify it, to avoid problems with it altogether.
But while I was at it, I implemented some new visuals in this effect so that it goes beyond just leaving a severed bloody torso and some smoke puffs. When a human target dies in a burst of flame, they can now leave behind a charred skeleton (still containing all their items of course). This feature can be controlled with the FireCritSkeleton global value.

Content Pending
if you happen to know any other weapons that cause either damage from critical effects, OR damage from a script using "DamageAV Health" or the like, be sure to let me know, since it's possible I don't have all of them under control.

The ones I know to be missing from here are the Fatigue causing weapons: Boxing Tape and Gloves, and the Cattle Prod. Those are handled in this other mod.