Fallout New Vegas
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S6S

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Sweet6Shooter

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About this mod

This is a scripted, formulaic rework/nerf of And Stay Back and Super Slam, both of which were wildly overpowered in vanilla, due to the way the knockdown chance entry point worked.

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Overview:
This is a scripted, formulaic rework/nerf of And Stay Back and Super Slam, both of which were wildly overpowered in vanilla, due to the way the knockdown chance entry point worked.

Instead of being able to apply their knockdown in all situations and all qualifying weapon types, these perks now have a chance to perform their knockdown chance based on certain factors:

And Stay Back requires that the hit penetrates DT, and it cannot perform a knockdown while the target is ragdolled or in the getting up animation. Slugs have an extra chance to perform a knockdown. The target's Strength, Endurance and armor class reduce the chance to be knocked down, and power armor cuts the knockdown chance in half.

Super Slam requires that the hit penetrates DT, and it cannot perform a knockdown while the target is ragdolled or in the getting up animation. Power attacks have an extra chance to perform a knockdown. The target's Strength, Endurance and armor class reduce the chance to be knocked down, and power armor cuts the knockdown chance in half. The attacker's Strength and the weight of the weapon increase the chance of knockdown, but having a lower Strength than the weapon requires will reduce the knockdown chance proportionally to how much lower the attacker's Strength is than the requirement.

Super Slam will prohibit knockdown with both perks.

Customization:
Most of these values can be customized. There is a description of how each formula works and how each configured value affects the calculation in the config ini.

Requirements:
JIP LN, xNVSE, Johnny, the usual stuff.

Installation:
Regular installation. Place this esp lower than any other mod which affects And Stay Back or Super Slam.
Please endorse and vote if you appreciate the mod.

Compatibility:
This functionality will soon be included in my base perks redux. Do not use this file with it, it will result in unintended and buggy behavior.
Incompatible with any other mod which uses scripts to affect how these perks work.
Generally compatible with mods that alter how these perks work without scripts, though this mod's function will override those changes, and this mod must be loaded lower in your load order.

Bugs:
If you load the mod for the first time on an existing save, then load a save from before the mod was loaded while the game is still active, the knockdown chance will be zero for both perks. This is just a result of how the scripting works in concert with how the game loads and stores it's data. Saving and restarting the game should ameliorate this issue. Loading a save with the mod active for the first time, then saving and loading that save or one made after that point shouldn't result in this issue occurring.

Permissions:
Do whatever, just please credit me if you include this in another file.

Support:
If you'd like to support my modding work or say thanks, feel free to donate via the Nexus or here at Ko-Fi.