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LupusMaxson

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LupusMaxson

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10 comments

  1. HoomanPlus62
    HoomanPlus62
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    • 15 kudos
    please add bonus multiplier for weapon attachments, and for that energy gun multiplier too
  2. 956785412
    956785412
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    • 3 kudos
    Thanks. Without cheesy knockdown gimmicks, melee in a game rebalanced for extra lethality comes across kinda lacking. There aren't many ways to change melee mechanically, but this helps make it more useful without needing another plugin.
    1. LupusMaxson
      LupusMaxson
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      • 37 kudos
      yeah the frustration of doing 6 damage with a knife to the neck and then taking 600 damage from a golf club forced me to make this mid playthrough

      i'd also recommend s6s New Blood or Blunt Weapons Crit On Knockdown, and Better Blocking with the value cranked way up to compensate for the increased melee damage. 
    2. 956785412
      956785412
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      Small request, is it feasible to exclude beastly enemies from this category? I'm not sure but I think many wasteland critters have their melee classified in such a way that it's affected by this mod. Deathclaws might be affected, and they certainly don't need a damage buff. 
    3. LupusMaxson
      LupusMaxson
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      • 37 kudos
      Not with my level of knowledge, I edit variables in scripts, I can't actually code. I can test whether or not the damage affects beast enemies though - I don't know if Deathclaws actually have a melee weapon or if they just have buffed unarmed damage for example. But it would make sense that animals would have invisible equipped melee weapons, mechanic wise.
  3. goblinkiller32
    goblinkiller32
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    • 1 kudos
    Any way to make this work on unarmed aswell?
    1. LupusMaxson
      LupusMaxson
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      • 37 kudos
      If you change

      if eval LNIsPlayable rItem == 1 && GetWeaponSkill rItem == 38

      to

      if eval LNIsPlayable rItem == 1 && GetWeaponSkill rItem == [[[YOUR NUMBER HERE]]]

      you can change it to work with any weapon-attributable skill. I didn't release the unarmed version because as far as I know it doesn't have any impact without the unarmed weapon equipped.




      For unarmed weapons to have a damage multiplier change "GetWeaponSkill rItem == 38" to "GetWeaponSkill rItem == 45" which is a value that can be found here 

      https://geckwiki.com/index.php/GetWeaponSkill


      if you want to use it on both unarmed and melee, make a copy of the mod and renamed the code and ini files to something else, and then just edit the text file to be 45 instead of 38. 
    2. goblinkiller32
      goblinkiller32
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      • 1 kudos
      Thanks man
  4. weesoid
    weesoid
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    • 7 kudos
    Does this work for NPCs?
    1. LupusMaxson
      LupusMaxson
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      • 37 kudos
      Yes, as long as they are using a weapon that uses the melee skill it will increase the damage by whatever % you set