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Vergil65

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Vergil65

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About this mod

Adds a perk which gives +5% Heavy weapon damage per point of Endurance, +5% Energy and explosive damage per point of Perception (explosive is player-only), and +5% Non-heavy ballistic damage per point of Agility. Affects the player through a script, and human, synth, ghoul, super mutant, and robot NPCs through SPID.

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(Please read the 'Notes' section as well.)

I made this mod as a throwback to some of the classic Fallouts, in that some of your SPECIAL stats could affect more damage than just melee. It adds a perk to the player through a script, and adds the perk to human, synth, ghoul, super mutant, and robot NPCs through Spell Perk Item Distributor.

The perk adds +5% damage to:

- Energy and explosive damage, per point of Perception. (Note that due to how the game's perk entry-points work, the explosive damage is the player's only.)

- Heavy weapons, per point of Endurance (the old Big Guns skill inspired this).

- Non-heavy ballistic damage, per point of Agility. (This is basically any gun that has the keyword WeaponTypeBallistic but not WeaponTypeHeavy. Think of it as affecting your ballistic small arms.)

**Notes:**

The game starts the count at 0. So having 1 Perception gives you +5% damage boost to Energy weapons (NPCs get this too, if you're using SPID), and your explosive damage. 

Having 10 Perception would then be +50% damage boosts to the relevant weapons. 20 Perception would be 100%/double damage, etc. 

The damage boosts here do stack with other damage-boosts, such as from the Adrenaline perk, chems, perks like Gunslinger, Commando, etc. (be warned that Coursers have their own Gunslinger and Commando perks in vanilla), etc.

I would recommend that you use mods which decrease the bonuses from Gunslinger, Commando, etc. (see 'Combo' section below), as those combined with other damage-boosts, including this mod, can make you OP.  The vanilla Adrenaline perk also makes things OP once it gets too high. 

If you use SPID, then human, synth, ghoul, robot, and super mutant NPCs get boosts from their SPECIAL stats as well (except for explosives). Just remember that the vanilla game doesn't do much with NPC SPECIALs.

Generic NPCs in particular tend to have 0 across the board, except for maybe their perception and agility. Named NPCs, particularly companions, tend to have a nicely defined SPECIAL list, however.

This mod works well with my other mod Extra Apparel Effects.
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