Fallout New Vegas

About this mod

This mod adds a huge amount of scripted abilities, with a focus on combat realism and world interaction... Including scripted combat effects, combat take-downs, animated ingestibles, parries, sneak-dodging, takedown counters, animated skills, and world object interaction.

Requirements
Permissions and credits
Changelogs
This entire mod is implemented solely through scripts,  it will not mess up your saves, and will not cause any hard conflicts, although some mods may have scripts that interfere, or work over top of mine.  All features can be disabled through the config file.  I know there's a lot, but once you get the jist of the control scheme it's very easy to manage. This is a WIP, More to come.

If you use StewieAI's tweaks, make sure bAllowActivateWhileAnimPlays is set to 0, as it will interfere with the third person animated activate feature.

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General Abilities
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*default control binding is assumed in the moveset, game controls were used for inputs (not keys), so rebinding your game controls will affect mod controls

for example: changing the autorun control from Q to P will change the healing injestibles control to the new binding (in this case P)


Standalone Abilities
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Alternate Control Functions
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These abilities are all controlled by first holding the Alternate Control Key, followed by the assigned game control.  These abilities are all optional, and the scripts wont run at all if they're not in use.


Alternate Control Key : (Default C) - Enables alternate control functions (more instructions below).  You can set the alternate control key to anything in the config.

Key-Combo Abilities ( C + ... )
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World Object Interaction (C + W)
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This allows you to interact with objects and NPC's in the game world, as selected by your cross-hair.  Simply press C + W, and let the mod take over. 

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Animated Skills (C + S)
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This allows you to apply your player skills in an appropriate way depending on what's in your crosshair.

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Active Combat Abilities (C + Left Click)
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what your holding or where you're positioned will determine what attack is performed.  pistol frontal attack will be a pistol whip, or a shin\groin kick if looking down.  2 handed weapons will always perform a kick.  If attacking from behind a choke or lethal takedown will be performed (lethals with bladed 1h weapons).

Parry Riposte - if you block at the very last moment before impact (the window of time will increase as your skill does) you will land a parry, this will slow down time and the next attack will have a special affect (KO, knockdown, extra damage, etc).
::::Standing Abilities::::

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::::Sneaking Abilities::::

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Passive Combat Abilities
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These are abilities that will automatically happen, with a successful roll based on skill, under the appropriate conditions.

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Scripted Damage Effects
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Every "On Hit" triggers a script to run, there are no conditions, so it applies to the player, npc's, from npc to npc, etc.  This script will calculate the damage done, the armor and general toughness of the character attacked, and if that armor check is exceeded by the damage, it will apply an effect appropriate to the type of damage.

*all effects stack.
* armor has a very real protective affect, and can prevent all of these from occuring (returns to vanilla combat essentially)

Bleeding - Can be controlled in multiple ways, depending on the severity.  Healing powder can be used to slow the damage regardless of severity.  A tourniquet can be used to reduce the severity of lethal bleeding, and if you have a bloodpack, one can be used in place of a stimpak, via healing ingestibles, to return any health that has been lost as a direct result of bleeding.  If you are about die from bleeding out, use a Stimpak, or Super Stim before you pass out to prevent death.

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Miscellanious
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Most of these are just quick, one time changes to game settings at startup.  They can all be disabled in the config.

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thanks for giving this mod a try, I worked really hard on it.