Fallout New Vegas
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About this mod

Fixes the fatigue-dealing weapons to deal correct and damage-adjusted fatigue to enemies (or you), plus a few more changes related to unarmed combat for PC and NPCs

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Mostly Unarmed Tweaks

In the vanilla game there are four melee weapons with an intended "less than lethal" use to knock out the target: Boxing Tape, Boxing Gloves (and the unique Golden Gloves) and the Cattle Prod. They cause damage in their weapon script, which is less than ideal because of kill counts and blahblahblah... you know what I'm about. This mod does the following:

Fatigue Weapons

  • Scripts are removed from these weapons, also so as to overwrite and revert changes by other mods such as YUP (don't worry kiddos I know what I'm doing)
  • Instead, a handler script now, well, handles how these weapons affect the target. They will do fatigue damage against conscious, organic targets, otherwise for robots and knocked out targets they will deal bonus health damage instead. This damage is now weighted against the weapon's regular damage just like the game's own calculations (probably), so you will deal additional fatigue damage from skill, perks, in critical hits, etc. The following are default values which can actually be changed in the scriptrunner file:
  • Bare Fist attacks now deal a base 10 fatigue to the awake and 2 extra HP to knocked out targets. This only works for human/NPC attacks, not those from creatures since those tend to bite, rip and tear more than punch.
  • NOTE: this is intended to replace the hardcoded fatigue damage that bare punches cause, for which you need to set the bUseGamesettingsForFistFatigueDamage setting in ShowOff's ini to 1. The other two settings (fatigue damage for creature attacks and any other unarmed weapons) are up to your preferences.
  • Boxing Tape now does 20 fatigue damage to the awake and 5 extra HP to the knocked out. In my view, this weapon is unlike boxing gloves in that it ought to be the bare minimum you wear for a "100% Unarmed" setup, since you can't get attack damage nor speed bonuses if only using completely bare fists. So I've removed its 20% penalty to baseline attack speed compared to bare fists, plus...
  • There's also an issue with power attack criticals that makes it so that when performed with an unarmed weapon, these are potentially less damaging than when performed with bare fists. To sum up a very long and weird story, a power attack critical triples an unarmed weapon's regular damage, but quadruples a bare fist's damage. Boxing Tape starts to lag behind in damage compared to bare fists at an Unarmed skill level of around 50, and the issue is only overcome by weapons with a minimum of 9 damage + 9 crit. damage or so. Therefore, a simple perk adds additional damage to your power attack criticals with boxing tape to avoid this.
  • Boxing Gloves do 35 fatigue if awake, 10 extra HP if not. Golden Gloves up that to 40/15. These weapon's regular HP damage does suffer from the above when compared to bare fists and are left as such, because they are indeed specialty "weapons" to quickly knock someone out instead of pummeling them to death. Or should be...
  • The Cattle Prod has been changed into an automatic weapon, handled very much like the Ripper. It does 50 fatigue damage if awake and 20 extra HP if not per second, but weighted by the target's resistance to electricity damage.
  • The Police Baton does 45 fatigue if awake, 10 extra HP if not. Again, all these values are in the scriptrunner file for customization or even outright additions and eliminations.
  • When the target is knocked out by these weapons, their fatigue value will be dropped to the intended fMinFatigue gamesetting (-30 by default), and they'll remain K.O. until their fatigue rises above 0. By default this is 30 seconds, which I viewed as just too long. I've tentatively risen the fatigue recovery rate on all actors from 1/sec to 3/sec, so that these fatigue draining and knockout effects are less overpowered, and a regular knockout should last a consistent 10 seconds (you may be thankful if your character ends up K.O. himself).

Unarmed Perks

  • Adds a working effect for the Legion Assault perk you can learn from Praetorian Guard chief Lucius. You may be surprised, but in my tests this perk offers nothing, other than a different animation, compared to the other regular power attacks and unarmed special perks. So I've made up new effects for it, in the hopes you may agree. These only work on humans or feral ghouls. It will make your target drop his weapon, if the weapon is not of the Unarmed kind, and if you manage to hit either the weapon itself (duh), the right arm, or the left arm if he's holding a 2-handed weapon. But going for the head is even better. It will always cripple the head if you hit there, making the target drop his weapon, and can even score an immediate K.O. It will always knockout the target in a critical head hit, else it can also knockout with a random chance depending on the target's remaining health, and with a bonus for sucker punches from the target's back. I think these are fitting effects for a Legion combat doctrine of overpowering a ranged enemy in melee.
  • Optionally, changes the Ranger Takedown effect a bit. It now has a chance to trigger, aided by your Strength and reduced by the enemy's Agility and Strength, and doesn't work on flying creatures. Credit to Voidwalker for the idea.
  • Allows you to perform the Paralyzing Palm move out of VATS. It has a chance to replace a standing power attack, and will paralyze non-Robot opponents. The perk now requires Piercing Strike and 80 Unarmed. It can now only trigger if using bare fists, as was intended from the description, or Boxing Tape, as a compromise. Plus, if the target's already paralyzed, it will raise your critical chance to 100% instead of reapplying the effect.
  • NPCs can now use the special unarmed moves: Legion high ranks can do the Legion Assault move. NCR Rangers can do Ranger Takedown. Great Khans can do the Khan Trick. BoS members, including Veronica, can do the Scribe Counter after blocking a hit. Ranger Stella and The Kings know the Paralyzing Palm move, cuz Karate Kings! (credit to Ru5tyShackleford for the idea). NPCs with those perks added to them directly will also be able to use them. Whitelist and blacklist form lists are also provided to determine which NPCs or factions can use which moves regardless of them having the perk, edit as you please.
  • UNFORTUNATELY, NPCs simply suck at unarmed combat, and will generally do everything they can to grab a gun or at least a melee weapon rather than resort to punching (sounds like RL if you ask me). With the notable exception of Legion Praetorians, don't expect the listed factions to use those special moves much.