Fallout New Vegas

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Cyaneryth

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CyanEryth

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About this mod

A remaster/port of Fallout 3's Combat Style Perks. Adds 12 new challenge perks for different weapon types.
Two versions one for regular fallout nv and one for ttw.

Requirements
Permissions and credits
Tale of Two wastelands is now compatible with epic so I guess that means more work for me.

I made a remastered version of Jake Zahn's Combat Style Perks https://www.nexusmods.com/fallout3/mods/9043 for fallout nv. I couldn't keep all the features or scripts, and I also decided to rebalance the mod more for nv by reducing crit damage and changing certain effects. The perks have been renamed and the descriptions were changed to reflect this. There is no dynamic bean counter from the OG mod. Like the original you must use the weapon used to get the perk for the perk to activate.

Mod support for this mod: Some perks should affect most modded weapons. Explosives, Melee, Pistols, and Unarmed challenges and perk work with mods best. There is now an AWOP Patch for their weapons. If you are adding new modded weapons I would recommend downloading xedit and fixing it yourself. 

Downloading xedit and fixing it yourself: https://www.nexusmods.com/newvegas/mods/34703 this is xedit. Check the misc files for pdf tutorial.

 There are 11 categories with 4 ranks:
To get a perk rank you must complete a challenge of killing with the respective weapon. 
Rank 1- 100
Rank 2- 300
Rank 3- 500
Rank 4- 700

Melee weapons - Any weapon that uses melee weapons skill should work.
CritDam-                                    10%  30%  60%  100%
CritChance-                                 2%   5%   10%   15%
Add DamThreshold starting at rank 3-     5dt    10dt (Always Active)
*Challenges are affected by the weapon your holding as the enemy dies. Can be fixed with stewie's tweaks under the fixes category.

Unarmed - Any weapon that uses Unarmed
CritDam-                   10%  30%  60%  100%
CritChance-               2%   5%    10%   15%
Reduce Limb Dam-  5%   10%   15%   25% (Always Active)
*Bear traps are unaffected by reduce limb damage for some reason.

Explosive - Any weapon that used explosives
CritDam-                       10%  30%  60%  100%
Start 2nd Explosion radius-  5%   15%    30%
Add Dam Resist start 3rd-             5%     10% (Always Active)
*Challenges are affected by the weapon your holding as the enemy dies. If you throw a grenade and switch before it explodes kills are rewarded to the new weapon instead of the grenade. Can be fixed with stewie's tweaks under the fixes category.

Laser - Any weapon that uses laser commander
CritChance-       2%  5%   10%  15%
Energy Resist-  5%  10%  15%  25% (Always Active)

Plasma- Any weapon that uses plasma spaz
CritDam-          10%  30%  60%  100%
Energy Resist-  5%   10%  15%   25% (Always Active)

Fire/pyro- Any weapon that uses pyromaniac
CritDam-     10%  30%  60%  100%
Fire Resist-  5%   10%  15%   25% (Always Active)

Rifles- Any weapon that uses WeaponRiflesLIST
CritChance-           2%   5%    10%  15%
Range-                  10%  20%  30%  50%
VATS-                    10%  20%  30%  50%
*The new bane of my existence

Heavy- Any weapon that uses WeaponMachinegunLIST
CritDam-                     10%  30%  60%  100%
Reduce Gun Spread- 10%  25%  50%  75%
Add Dam Resist start 3rd-           5%    10% (Always Active)

Shotgun- Any weapon that uses shotgun surgeon
CritDam-          10%  30%  60%  100%
Reload Speed-  5%  10%   20%   45%

Pistols- Any weapon that uses One Handed animations
CritChance-  2%   5%   10%  15%
APCost-        5%  15%  30%  45%
*Includes the sawed off shotgun and machine pistols.

Tesla- A catch all category used for energy weapons unsupported by laser/plasma (No mod support)
CritDam-  10%  30%  60%  100%
Range-     10%  30%  60%  100%
*Ironically my favorite category because it's the least buggy.

Curious where your weapon belongs check the images for reference.


Some special weapon are affected by multiple categories like Shishkebab is both melee and pyro.

The last perk is a mastery perk that is obtained by completing all 4 ranks of one category. It works with every weapon. It is more of an added bonus rather than something to grind out. It would take dozens of hours to max out this perk. If you happen to max it out please do post about it and how many hours it took you.
Death Dealer- (Always Active)
CritChance-   1%  3%   5%     7%    10%  15%   20%    25%     35%    40%    45%
CritDamage- 5%  10%  20%  30%  50%  75%  100%  125%  150%  175%  200%
Damage Start 5th-                          10%  20%   30%    40%     50%    60%    70%

If you are playing New Vegas I recommend version 1.3a
If you are playing Tale of Two Wastelands I recommend 1.3b
New Vegas with AWOP 1.3c
TTW with AWOP and AWOP 3 1.3d
Regardless of version keep lower in load order.
All variations of this mod can be switch around with little to no repercussions. Challenges should keep progress if you do it right.

For a safe uninstall please use console to remove perks before uninstalling. Search for CSPPerk and all the perks should show up in console.

If you don't have fancy console commands:
xx000add Explosives Specialist
xx000dbb Laser Specialist
xx000dbc Plasma Specialist
xx000dbd Brawler Specialist
xx000dbe Rifle Specialist (Called Firearms in ID)
xx000dbf Pyro Specialist
xx000dc0 Heavy Specialist
xx000dc1 Melee Specialist
xx000dc2 Death Dealer
xx0027fe Shotgun Specialist
xx0027ff Pistol Specialist
xx002800 Electric Specialist (Called Tesla in ID)


Installation instructions:
You would think I would be more proficient giving installation instructions if I made the mod. If mod manager/vortex doesn't work ESP goes in the data folder. If you are updating the version you just need to replace the Combat style perks .esp

Made with Geck and xedit