About this mod
All weapons deal double damage from the beginning. Perks add benefits only now.
- Permissions and credits
- Changelogs
All weapons deal double damage from the beginning. Perks add benefits only now.
Changes:
- Heavy weapons with Explosions deal x4 damage.
- All other weapons deal x2 damage, including unarmed, melee, bashing and explosives.
- Perks now gain almost the same benefits as done in the vanilla game.
- Perks that deal more damage in specific situations are not affected.
The list of affected Perks by this mod:
- Iron Fist
- Big Leagues
- Basher
- Heavy Gunner
- Rifleman
- Demolition Expert
- Gunslinger
- Commando
COMPATIBILITY
Should be compatible with everything. Place this mod after others in the load list.
WHY?
I am a person who can't understand Bethesda's logic in a matter of ballistic, energy, you name it, weapons. I can understand when your unarmed or melee damage increasing with growing of your stats (strength, for instance). I also can understand meaning of vanilla perks such as Ninja, Mister Sandman (you know where you must hit to deal more injures).
Also, I recall Fallout 1/2 where were a few Perks which increase your damage (FYI, max +10% damage). Most of weapon related Perks were intend to increase your accuracy only.
Later, I love playing with unlevelled enemies mods. When such a mod is enabled you gain more variety of enemies. I should also note that I prefer when enemies may be weak in one encounter, but in the next one you will deal with strongest enemy in the game.
I have found at Nexus a few mods, which do the same thing as this mod do: Automatic Boring Perks and Double Weapon Damage. But I dislike their implementations.
DETAILED CHANGES
Iron Fist
- Punching attacks ignore 5% of target's armor.
- Punching attacks can disarm your opponent.
- Unarmed Power Attacks have a chance to cripple one of your opponent's limbs.
- Unarmed Power Attacks have an increased chance to cripple one of your opponent's limbs.
- Criticals in V.A.T.S. will paralyze your opponent.
Big Leagues
- Swing for the fences! Your attacks cost 10% less when using a melee weapon in V.A.T.S.
- Melee weapons gain a chance to disarm your opponent.
- Melee weapons gain an increased chance to disarm your opponent.
- Melee weapons hit all targets in front of you.
- Melee weapons gain a chance to cripple your opponent, or grand slam their head clean off!
Heavy Gunner
- Thanks to practice and conditioning, heavy guns have increased range.
- Heavy guns now have improved hip fire accuracy.
- Heavy guns now have even more increased hip fire accuracy.
- Heavy guns now have a chance to stagger your opponent.
- Heavy guns now have even better chance to stagger your opponent.
Basher
- Get up close and personal! Gun bashing now possibly cripples your opponent.
- Gun bashing now has an increased chance to cripple your opponent.
- Gun bashing may also inflict a Critical Hit.
- Gun bashing has increased chance inflict a Critical Hit.
Rifleman
- Attacks with non-automatic rifles now ignore 5% of a target's armor.
- Attacks with non-automatic rifles now ignore 15% of a target's armor.
- Attacks with non-automatic rifles now ignore 20% of a target's armor.
- Attacks with non-automatic rifles now ignore 25% of a target's armor. They also have a slight chance of crippling a limb.
- Attacks with non-automatic rifles now ignore 30% of a target's armor. They also have a slightly higher chance of crippling a limb.
Demolition Expert
- You can craft basic explosives at any Chemistry Station.
- You can craft fragmentation and cryo explosives at any Chemistry Station.
- You can craft impulse explosives at any Chemistry Station. Your explosives now affect a larger area.
- You can craft plasma explosives at any Chemistry Station. Mines and grenades shot in V.A.T.S. explode for double damage.
Gunslinger
- Channel the spirit of the Old West! Non-automatic pistols have better hip fire accuracy.
- Non-automatic pistols have increased range.
- Non-automatic pistols gain +10% accuracy to head shots in V.A.T.S.
- Non-automatic pistols can disarm opponents.
- Non-automatic pistols have a much better chance to disarm opponents, and may even cripple a limb.
Commando
- Your automatic weapons now have improved hip fire accuracy.
- Your automatic weapons have even better hip fire accuracy.
- Your automatic weapons ignore 5% of a target's armor.
- Your automatic weapons gain a chance to stagger opponents.
- Your automatic weapons have a greater chance to stagger opponents.
SEE ALSO
Supplementary mods:
Recommended: