I'm looking for a specific mod to modify unarmed combat to martial arts.
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I've seen one or two, but not sure how these work in terms of gameplay.
The one I looked at most said it replaced the animations with kicking only.
At least, I think that's what it said.
I'd actually like more precise control then that if possible.
What I want is a Light/Heavy combat mode when no weapons are equipped.
If you use a Light Attack, hands are used.
If you use a Heavy Attack, you kick your opponents.
Ideally, I'd like a few variations rather then just the same basic one.
For example, if you kick, you could do a straight upward kick or leap upwards and do a roundhouse to the head.
Edited by XTgrndr, 02 April 2014 - 03:30 PM.
I love Fallout New Vegas, it’s probably my favorite video game. I have done every ending, and at least one of them twice. I like building different characters with different stat make ups and persona’s that help me determine how they would react in situations. I have seen most everything there is to see in the game. I say most because I’m still surprised on occasion, this happens with a big open world. So recently when I got back into the game, again, I decided to start modding it.
There are all kinds of mods of all qualities and size out there. There are little things like giving ED-E the Light Step Perk so the hovering robot no long sets off floor traps, because duh. And giant things that basically change the whole game and how it’s played. The computer I’m playing on currently isn’t super powerful so I can’t do some of the heavier mods like the big texture change ones or pretty much anything involving Freeside. Also, I’m not big into weapon, armor, or skin mods because I just don’t care enough about the subject matter. Where I thrive is quests and companions.
I looked at several articles and videos, that were all the must play mods for New Vegas. I compared them to each other and then compared them to their popularity ranking on the New Vegas Nexus site. I did my first mod play with entirely too many active mods and played for a while till things were just too buggy to continue. I cut a bunch of the fat and decided to focus on companions. I wanted to finish all I could for each one and see what happened, I wanted to know all about them. I’m going to give my opinion on each companion mod as far as I went with it.
Oh and in order to do it in one go I had to use a mod that allowed me unlimited companions, though it actually caps out around 7-ish depending on type, then it starts freaking out and crashing. Also, get the anti-crash and anti-stutter mod, even if you aren’t into modding, because obviously.
I hope this helps those who are looking for something fresh out of Fallout: New Vegas, you know, while we wait for Fallout 4 to exist.
Sunny Smiles
You may remember her as the one who taught you to shoot and use a campfire in Goodsprings. The is a mod that allows you to ask her along as one of your followers, and she will even bring her dog Cheyenne if you want. I believe you must complete the Run Goodsprings Run quest in order to get her to come along with you, of course on the side of Goodsprings or she will likely be dead.
She is a pretty good shot, and the dog is good in a fight too, but other than fire power it doesn’t add a lot to the experience. Because it’s an original character altered there is no added voice acting. There is no added loyalty quest that I found. No special actions, no random chit chat, I don’t even thing she had an ability you could use. She just followed you around and shot thing and carried stuff.
You might want her because you can get her quite early in the game compared to other companions, so she gives you some extra offense, but she doesn’t really add anything to the game otherwise. She wasn’t bad but I don’t think I’ll play her again.
Because of my experience with Sunny there were two other companion mods I didn’t even try. One That allows you to get the Great Kahn Mellisa to come with you and one for Joanna in Gomorrah. I figured they would lack the same things sunny did and I wouldn’t enjoy them much.
Private Gilbert
This is another per-existing character turned companion mod, but a lot more fleshed out. Private Gilbert is one of the two hostages at Boulder City. After you free them (which you would have to do if you want her to follow you, of course;) she gives you the opportunity to recruit her. She has a house you can use and is very customizable, all the way down to picking her Tag skills. You can give her magazines and books to increase her skills in areas, and there are numerous easily accessible options for her. She can even help you pick locks, among other things. AND there is dialog. Because she was such a minor character and had almost no in game dialog before hand they could easily give her a voice. She chit chats and comments on locations and things just like most of the other companions.
The upside is also the downside. In my opinion there is TOO MUCH customizability, and options, and menus, and things to chose from. I don’t want to create a second character to follow me, I’m already working on me. Plus the whole lockpick thing sound great but I found it more annoying than anything. Anytime you go to pick a lock you now have a dialog box pop up asking if you want to pick it or if you want Gilbert to. I suppose I could get used to that but I didn’t want to have to. But the one time I needed help on a lock and I asked her to do it I was told she had no bobby pins.
So you have to provide her with the supplies, and not just the bobby pins, she doesn’t have a weapon unless you give her one, or ammo, or possibly armor. Now it might have had to do with a mod conflict but I could give her bobby pins, for some reason mine don’t show up in my inventory so I can’t trade them to her. I also couldn’t find it as a dialog options because she has so many it felt like I was swimming through words. I have no idea what her lockpick skill was even set to because so much work for a companion!
If she had a quest I never found it. All in all, I thought her more trouble than she was worth. But if you like the idea of designing your own companion and are willing to sift through all her options then give her a shot. I won’t install her again though.
Niner
One of the more popular companions, with good reason. You can get him just outside of Goodspings before you leave the starter area it just requires a Repair of 20, then he basically recruits himself. He’s a good shot, a chatty fellow, has some commentary, and has good humor. He is overall well made. His initial quest goes the way of the main quest line, as you finish one quest you get another, a total of 3. Also, there is at least one side quest that you don’t have to do. His voicing is great, and I really like his perk which makes all canines friendly toward you.
If you have a problem with chem use you shouldn’t be playing this game, but even if you do, you won’t like Niner. He is a chem user, recreationally. But he does share, when he hits up he will offer you some too. I think it’s a neat feature. Chems are ever present in the game, there are recipes to find new ones, lore or existing ones, and you can even teach other characters how to make them, or just make your own. They all help you in one way or another but you can become addicted with has definite downsides. But he is the only companion I know of that actually uses them, and I think that was a missing element out there.
I mentioned he has a side quest. It happens when you get to the Mojave Outpost after you progress his initial quest. I had a glitch on it the second time, and I’m not the only one who has experienced this issue. You are supposed to talk to a guy and convince him to leave a room in order for Niner to do his thing. The glitch doesn’t allow you to interact with the guy, so you can’t progress the quest. Not a big deal except as a part of the quest Niner puts on a set of armor that looks like NCR armor as he is pretending to be a member of the NCR. He will not take off or replace that armor after it is put on until you finish the quest.
The only thing I found he would wear instead was Brotherhood Power Armor. Then toward the end of his main quest line he is supposed to put on new clothes to go gambling on the strip and he says he does, but it didn’t actually happen. The first game I did with him I didn’t have that glitch so I didn’t have that problem. He would wear whatever was the best armor that I gave him and switched to his gambling clothes no problem. Just something to watch out for. I advise you save before going into the Main building at the Mojave Outpost if you are on the quest just in case it bugs.
The only other issue I had with him is his last quest. It’s kind of a dud. It’s not bad, it’s just not exciting, or special. It just kind of ends. He will keep following you, and he’s good to have in your crew, just don’t expect a lot of excitement coming from him. He’s more about humor.
I say definitely give him a try. He is well made, different, useful, and funny. Probably my second favorite Companion Mod.
Vanessa Wilder
be I glitched. The quest is to help her with her heart condition, and you need to find a book on the subject and then subsequently a surgeon. Through this point things weren’t so bad, she was a bit tight lipped about herself and family and such but maybe that’s her character, that’s fine. Once the quest with the heart surgery is done through things get a bit odd.
Whoever wrote the text accompanying her voice must have had English as a secondary language, because ow! It hurt my eyes more and more frequently toward the end. Then the last quest gets all strange at the end and she gets angry with you for no apparent reason and says you can’t be friends because you are just going to want to have sex with her all the time. What? She also assumes your character is a guy, even if it’s not, there is no alternate coding as far as I can see, unless again, it’s a glitch. At this point her reasoning and dialog don’t make a lot of sense. I finished it out but I felt kind of confused and cheated like the character that I really enjoyed in the beginning was broken now and not the same person I knew.
Also before this there were two scenes they put in where they added music to. One during the surgery, and one where she danced for you in the Atomic Wrangler. The music is some kind of modern alternative or metal type thing that doesn’t belong in the game at all and is very off putting. Then there later being an option to reference a Hole song, and when I say reference I mean in the dialog options, while talking to her you can say “do you know that band “Hole.'” I mean seriously? I don’t mind easter eggs to the real world when done right, but these are not right.
All in all, I like pre-surgery Vanessa, and believe she is worth a shot. Mostly because she can shoot things with that awesome gun, and her comments are fun sometimes. Oh and if you have Cass in your party at the same time they are designed to play off each other’s dialogs. It’s quite amusing at times. But she rapidly drops downhill in design and reasoning after the surgery, which should have been a fade to black scene and wasn’t! So if you can tolerate her random collapses, even when you are trying to talk to her, team her up with Cass and don’t do her main quest. But do get her guitar, it’s amusing too. If I play her again, that what I will do, run with Cass and not fix her heart.
Delilah – Wasteland MD
Oh Delilah! Great concept all around. She is a young girl who was partially raised by her uncle who was a medicine man tribal and has been given a bit of medical training by both him and Doc Mitchell. She is another one you can pick up in Goodsprings. She is in the house next to the General Store where that guy is always working in the yard. Her main quest is all about helping her improve her craft. She wants more medical training so she can be a full doctor one day. She has 4 chems she can make that are added by the mod and are very unique. She will make them so long as you can provide her with the ingredients, not all of which are easy to come by.
As you take her along her quest and take her to different doctors to train with she will learn how to do various things for you. The more she learns the more of a walking, talking, free clinic you have following you. She can learn to cure poisons, addictions, heal you to full, and set bones. If you have a medicine of 50 or higher you can teach her a thing or two as well, and she will jump her skill up 15 points. If you do the quests where you try to help with patients you can have her do it instead of you if she has the higher skill, which is quite handy at times, and cheaper/quicker than having to get supplies to do it with your low medicine skill.
She has a side mission that isn’t marked as a quest but is put in your notes. she has a hunger for knowledge and likes to read, there are 8 books you can find throughout the world and you can give them to her to read. It takes her about two days to read it, and don’t worry she doesn’t become useless at this time, everything really just happens as normal, you just can give her a new book while she’s reading one. When she finishes reading the book she has a particular S.P.E.C.I.A.L. stat that increases with the book.
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Well, with most books. Fear and Loathing in Las Vegas gave her the Day Tripper Perk instead of a stat bonus, which while I think it is appropriate for the book, I don’t see it as useful to Delilah. One of the books, Flowers for Algernon, is located in Deadwind Caverns, which is a Deathclaw nest in a cave. It’s very difficult and scary, there is even a Legendary though I was able to avoid him and still get the book. That book increases her Luck by 1.
The only real downsides are because she is primarily an intelligence based companion (similar to Arcade Gannon) she isn’t the best in combat and can’t carry a lot. Plus her carry weight is taken up by medical supplies, ingredients, and the books you find for her. Her random dialog lines are few and quite repeated, plus she doesn’t have a while lot of location commentary. But the most annoying thing of all, her voicing. It’s less the voice and more the poor quality sound of her voice. It sounds like she’s talking to you through an intercom the ENTIRE TIME! You kind of get used to it. But if you simply can’t stand it there is actually an alternate voice mod out there that replaces her voice line for line with another, less annoying one.
I think she is totally worth it, adds a lot to the experience, and is super helpful to have around to keep you alive. I will probably play with her from now on, but next time I’m gonna try out the alternate voice mod for sure. That being said, she is my 3rd place, just slightly behind Niner.
Desmond
If there was anything more than the one initial quest to Desmond, I never saw it. Considering you don’t encounter him until the Atomic Wrangler in Freeside I expected a doozey of a quest line. It’s pretty much go take vengeance on this one Fiend for killing my friend. There are a lot of Fiends outside and inside but it’s not worse than most other Fiend encampments. It has more loot. What line of dialog he has were either depressing, pessimistic, or hateful. I found him to be a downer with no real purpose. After I got to a point where I was pretty sure there wasn’t going to be another quest or it would have shown up by now, I ditched him. Maybe I missed something, maybe I glitched, but somehow I think I didn’t.
I don’t think he’s worth the download, unless I just missed a huge chunk of what he is about somehow. I won’t play him again though.
Russell
You meet him at the 188, and he says he’s a bounty hunter who has lost his bounty, and you can convince him to join up with you and you both go after it together. He is created by someguy who has a whole amazing series of quest mods known as the someguy series. Russell has topically, intelligent commentary on just about everywhere in the Wasteland, and also on any other someguy content. He is a bounty hunter so he is good with a gun. Of note, his initial quest location/clue requires the picking of a very hard lock (100 skill check). Edit: Which I learned you don’t actually HAVE to do. Supposedly there is a key close by, which I didn’t find. That makes sense.
Following his bounty quest line is very long and takes you into some extremely dangerous areas, some of which were created by someguy. He even created an entire zone where the NCR is trying to settle but are having trouble with tribals and there are little quests. It’s all very well done and very involved. There is a big battle in the town that you can take part in and I glitch out every time so I am unable to complete it or his quest line. Someguy posted a workaround but I can’t get that to work either.
Being unable to ever finish the quest I can’t give a full review but I still think it’s worth it. He is good with a gun, and while he may be foul mouthed and slightly pessimistic he actually is a good guy when you get talking to him. Some of this is only shown as you progress his quest line, he will talk to you about choices you have made. While he is not a fan of the NCR he doesn’t hate them or their people, Legion however, he detests.
Willow – A Better Companion Experience
They were not kidding. Willow is one of the most detailed, well designed companions there is, she is my favorite. She has a full story, fleshed out personality, lots of comments both random and topical, and will become your best friend. Not an exaggeration, that’s what her quest does, you earn “Happy Points” with her for doing things and you can become her “BFF.”
You can earn or lose points based on actions or things you say to her. You can also earn points by giving her little gifts, which you can only figure out by the random things she talks about. There is also a series of random collectibles you can find a give her, as well as a series of bears. You can only give her one item a day so don’t wast it on the non-collectibles if you have one of the uniques in you inventory. The two collectible series are set up like challenges, and in addition to those two you can also give her Gecko meat and Pencils, though the pencils you have to give her all at once. Most everything is explained in game. One thing of note, you don’t get anything extra that I noticed if you get all the bear or random collectibles.
You first meet her at a tent just before you get to the Nipton Road Rest stop. She asks you to help her recover three items. She isn’t a full companion until you get her gun back for her. She is good with a gun and great at cooking. The 3rd Bungalow at Novac is opened up and you can rent it for 150 caps, you can set her home marker there. It’s got a sortomatic set up for your items as well as several options buttons for Willow. In the Bungalow or the tent you found her in you can get her too cook things for you if you have the ingredients.
Aside from her initial quest and challenges there is an optional romance quest which if completed will turn into full on Willow nudity followed by a blackout scene. There is also a quest to plants some things in front of the Bungalow. She has lots of dialog options but not overwhelmingly so. You can set up different outfits for her to wear inside the Bungalow and talk to her anytime about switching them. As you finish quests and challenges you will be given unique rewards. There are just so many things to her it’s amazing. She even recognizes when you have been together for an in-game month and gives you a gift for your anniversary! One of the earliest gifts you get from her is a hat that matches hers. It’s called the Smooth Talker Hat. It gives you +10 Speech and +10 Barter! It is super useful, especial early on when you haven’t spent a lot of skill points yet.
One of the more interesting quest bits is her unarmed skill. She will tell you she can’t fight unarmed at all, and if she doesn’t have a gun, with ammo, she will run away in the beginning of the game. She gives you a quest that lets her improve upon that skill. You can get her trained by Ranger Andy, Veronica, and/or Lucius (sp?). If your unarmed is high enough you can teach her some things as well. You can also give her the unarmed skill mags and books and she will read them and learn. The quest finishes when her Unarmed skill hits 100. You get a pair of unique spiked knuckles out of it too.
She loves to cook and is good at it, as I mentioned, but she loves it so much she likes to make new recipes. She already has quite a few unique recipes to begin with, including her Dog biscuits. She will give you a shopping quest, there are 3 merchants she wants to visit, once you complete it she will tell you she needs to make regular visits to them to try making new recipes. Anytime I’m close by one I be sure to stop in for her. I’ve only gotten one recipe out of it but at least it’s proof it works. Sometimes she might not talk to the merchant and if that’s the case, talk to her, she will want to borrow 20 caps to shop with.
There is also a dog you can buy. She talks about a dog she lost to Geckos, thus the recipe for dog biscuits and the hatred for Geckos. You get to a point where you can buy a dog named J.T. from her old traveling companion “The Big Guy.” Do so. He may just be a dog and not give you a perk, but it’s another companion to fight at your side and carry stuff, also he makes Willow happy.
There is so much about her I’m probably missing things. But she is so involved and well designed that I really feel more attachment to her and empathy towards her character than probably any other companion or character in the whole game, mod or not. She is great, the only time she might not be is if you are anti-NCR, because she is from the NCR, and she will warn you about that.
In short, if you only go for one companion mod, go for Willow, she is my favorite for sure, and completely worth the install and doing her quests.
Original Link – Continuation of discussion
Overview[edit | edit source]
One of the features added to New Vegas is the ability to custom modify certain base weapons. While in Fallout 3 this was limited to the creation of custom weapons, New Vegas takes this a step further by allowing the creation of weapon variants based on basic weapons by adding weapon mods.
Unique weapons cannot be equipped with weapon mods, with the exceptions of the weathered 10mm pistol, Mercenary's grenade rifle, holorifle, and Elijah's Advanced LAER. While unique guns usually have better base stats, Obsidian Entertainment introduced this inherent drawback of unique weapons to balance out unique and normal weapons and make the choice less of an obvious decision and more of a preference. However, some unique variants have both mods and better base stats, such is the case of the varmint rifle's unique variant, the Ratslayer, which has all of the mods the varmint rifle can be equipped with.
By themselves, the weapon mods serve no function but, once attached to their specified weapon, will change the characteristics, look and/or function to create a distinct variant. The weapon mods range from scopes and silencers to extended mags and several in-between. In the case of the varmint rifle and other such weapons there exists more than one different type of modification. While you are not limited in the amount of total mods you can apply to a single weapon, you are limited to one of each type of mod per single weapon and therefore are not able to stack attributes like increased rate of fire.
Once a weapon mod is attached to a weapon it cannot be removed and remains a permanent feature of that weapon, along with its added attribute. However, this could not always be a good thing. For example, extended magazines is almost always beneficial unless the magazine must be reloaded on a shell by shell basis (ex: cowboy repeater), forcing a longer reload, or a scope on the other hand has pros and cons, as it may increase maximum range, but makes it harder to use in close combat situations.
The addition of a mod to a weapon will permanently increase the overall monetary value of that weapon by the value of the mod, even if the weapon is completely broken at the time it is applied.
Usage[edit | edit source]
Weapon mods are attached via the Pip-Boy. To attach a weapon mod you must have both the weapon it is intended for and the mod in your inventory. Highlight the weapon you want to mod within the items section of your Pip-Boy, then select the modding menu via the button as indicated in the top right of the info panel. After you have selected a mod, the weapon name will have a + after it to show it has been improved. Once a weapon mod has been installed it cannot be removed!
Guns[edit | edit source]Pistols[edit | edit source]
Rifles[edit | edit source]
SMGs[edit | edit source]
Shotguns[edit | edit source]
Heavy[edit | edit source]
Energy Weapons[edit | edit source]Pistols[edit | edit source]
Rifles[edit | edit source]
Heavy[edit | edit source]
Explosives[edit | edit source]Rifles[edit | edit source]
Heavy[edit | edit source]
Melee[edit | edit source]Bladed[edit | edit source]
Blunt[edit | edit source]
Unarmed[edit | edit source]
Vendors[edit | edit source]
There are currently 10 vendors who offer weapon mods in the Mojave Desert, with additional vendors included within add-on areas. Inventory of mods changes with stock rotation every 72 hours game time.
1 After completion of Honest Hearts
Guns Tier 1[edit | edit source]Guns Tier 2[edit | edit source]Guns Tier 3[edit | edit source]Guns Tier 4[edit | edit source]Guns Tier 5[edit | edit source]Energy Tier 1[edit | edit source]Energy Tier 2[edit | edit source]Energy Tier 3[edit | edit source]NCR Tier 1[edit | edit source]Dead Money Tier 1[edit | edit source]Honest Hearts Tier 1[edit | edit source]Old World Blues Tier 1[edit | edit source]Lonesome Road Tier 1[edit | edit source]Achievements[edit | edit source]
Attaching 20 mods to weapons grants the Mod Machine achievement/trophy.
Notes[edit | edit source]
Behind the scenes[edit | edit source]
According to J.E. Sawyer, Fallout: New Vegas' project director and lead designer, during brainstorming and development, an appropriate skill level and a workbench would be required to attach a weapon mod. This was later scrapped during development because it came down to the player having already spent a sum of caps for the mod that they wanted to use as soon as they bought it, making the price and usefulness of the mod the main driving force toward the purchase, rather than skills and accessibility to workbenches.[1]
References
Retrieved from 'https://fallout.gamepedia.com/index.php?title=Fallout:_New_Vegas_weapon_mods&oldid=1769324'
Update June 5, 2015: Life got a bit busy and there seemed to be little need to monitor this mod so it fell off my radar pretty hard after a few weeks. With the announcement of Fallout 4, there's been a spike in people playing NV and so I wanted to see how this was doing. I'm assuming FO4 will have an equally wet-noodle approach to melee combat so if it's similarly mod-friendly I will likely adapt this mod to FO4 as well, hopefully sooner than years after the initial release date :POnly bug I see reported that I can really maybe fix is the Adept: Steel Hands perk which I will look at when I have the time. Thanks again for any who take give the mod a download and hope you enjoy! This mod adds perks and traits to New Vegas to add options to 'build' a melee-oriented character. There were a handful of perks in New Vegas + DLC to boost your melee ability, but certainly nothing special. This mod adds 4 particular specializations, each with different strengths:
In addition to the 'Way' perks, there are 'Style' perks. These are side-perks that are considered more optional and in some cases are supposed to be superior to similar vanilla perks that have lower requirements (e.g. Deathclaw Style vs. Piercing Strike). Most are tied to a particular 'Way' but some merely have stat or level requirements and can be taken by anyone that meets them. There are also two new traits to chose from. The 'dodge' chance added by this mod isn't a complete avoidance of damage, rather you roll with the punch (or bullet) and massively reduce it's damage. You take minimum damage for any attack you dodge, and dodge chance stacks fairly linearly (I think). There is an optional second file that fixes some problems some of the original New Vegas perks had (Slayer, Super Slam, etc.), this file is OPTIONAL because there's tons of other fixes/changes to these perks out there already and I don't want my mod to conflict more than it already may. Default rate of perks per level should be fine, but I have included a third optional file that adds a perk every level instead of every 2, which would let you explore a lot more with just one character or change things up depending on what gear you find. In the appropriate gear, with a maxed Way + Styles + Way of the Wasteland Warrior, you're supposed to feel very, very strong, so this mod may not be for the hardcore realism players. That all said, this is my first mod ever and is likely not 100% right in the head. I have simply reused icons from regular perks because not doing that is beyond me at this time. Many thanks to all the people of the various forums who helped me via answering questions or having already posted useful info, as well as the people who have documented the often obtuse GECK. Note: The perk names in-game are largely preceded with 'Way' or 'Style' to make them easier to find in the lists. Perk name length is super short so sometimes it gets cut down to just 'W' or 'S', in addition to the names not being as long as their full names here. But it should be pretty obvious which is which. For perk IDs, replace 'XX' with the load order number of the main ESP - for example, your main Fallout ESM is always 00, and for me, Wasteland Warrior is 35. So Brawler is ID 35000ADD for me.
Traits
Close Quarters Conviction - Your enemies have -75% chance to crit with guns or energy weapons, but you cannot crit with guns or energy weapons at all. Perk ID: XX001375 Fallout New Vegas Unarmed ModBrawler - You gain 1DT, +2 melee and unarmed damage, but your guns and energy weapons have increased spread and cost significantly more AP to use. Perk ID: XX000ADDWays: Way of the Darting Cazador: Like the Cazador, you flit in and out of combat with debilitating strikes and avoid your enemies blows. You gain +5% movespeed and 10% dodge chance while wearing light or no armor, and +5% crit chance with one-handed melee weapons. Requires: Level 2, Melee Weapons 40, 6 Agility, 6 Luck. Perk ID: XX00137A Adept of the Darting Cazador: You've become more skilled in the ways of the Cazador than most. Your attacks with 1-handed melee weapons cause your opponents to bleed for additional damage over 6 seconds, and you gain +1 AGL and +1 LCK. Note on bleed damage: Bleed lasts for 6 seconds, and scales up in damage every 5 levels starting at level 20. Requires: Level 14, Way of the Darting Cazador, Melee Weapons 60, 7 Agility. Perk ID: XX003A11 Master of the Darting Cazador: Zoom zoom. When wearing light or no armor, you gain an additional 10% movespeed , and you gain +10% dodge chance, +1 luck, and for some reason Cazadors no longer are aggressive towards you. Requires: Level 22, Adept of the Darting Cazador, Melee Weapons 90. Perk ID: XX003A15 Grand Master of the Darting Cazador: You are death, if death was way faster. While wearing light or no armor, you gain an additional 10% movespeed, +10% dodge, your Cazadar bleed effect improves, your crit chance with one-handed melee is increased by 5% and crit damage by 25%. Requires: Level 30, Master of the Darting Cazador, Melee Weapons 100. Perk ID: XX003A16 Way of the Crushing Mutant: Like a charging super mutant, you aim to be a steady and unstoppable force. You gain +1 DT, two-handed melee weapons have +3% crit chance and do +10% damage. Requires: Level 2, 6 Strength, 6 Endurance, 40 Melee Weapon. Perk ID: XX001376 Adept of the Crushing Mutant: You are farther along your training and are starting to represent the strength and tenacity of this path. You gain +3 DT, 5% DR, +1 STR, +1 END, and your two-handed melee weapons attack 10% faster. Requires: Level 14, Way of the Crushing Mutant, 60 Melee Weapon, 7 Strength. Perk ID: XX004C10 Master of the Crushing Mutant: You are the mountain. Or at least a very large rock. You gain +4 DT, two-handed melee weapons do +15% damage and have a +5% critical chance. Requires: Level 22, Adept of the Crushing Mutant, 90 Melee Weapon. Perk ID: XX00520A Grand Master of the Crushing Mutant: Nope, definitely a mountain. You gain +5 DT, 5% DR, your two-handed melee attacks ignore the targets DT and have an additional +5% crit chance and +50% crit damage. Requires: Level 30, Master of the Crushing Mutant, 100 Melee Weapon. Perk ID: XX00520B Way of the Steel Hand: You are on the way of turning your body itself into a dangerous weapon. While wearing no armor, you gain +3 DT, +5% DR, and your unarmed skill attacks gain +6 damage. Requires: Level 2, 40 Unarmed, 6 Strength, 6 Agility. Perk ID: XX004016 Note: Most clothing does not count as armor, nor do most helmets Adept of the Steel Hand: You have managed to further refine your body above and beyond the norm. You gain +1 to STR, AGL, and END, and while wearing no armor you gain 10% Dodge +10% movespeed. Requires: Level 14, 60 Unarmed, Way of the Steel Hand. Perk ID: XX006A0D Master of the Steel Hand: You can bring your fists to a gun fight, and walk away victorious. While not wearing armor, you gain +3 DT, +5% DR, +5% dodge, and +10% attack speed with unarmed weapons. Requires: Level 22, 80 Unarmed, Adept of the Steel Hand. Perk ID: XX006A11 Grand Master of the Steel Hand: Crouching Gecko, Hidden Deathclaw. You have achieved a mastery of your body few can match. All your SPECIAL stats increase by 1, while wearing no armor you gain 3 DT, 5 DR, 5% dodge, and 10% unarmed attack speed. Requires: Level 30, 100 Unarmed, Master of the Steel Hand. Perk ID: XX006A13 Way of the Wasteland Warrior: You are learning to adapt to your supplies and environment. In light or no armor, you gain 2 DT. In medium or heavy armor, you gain 5% run speed. You only absorb half rads from any drinking source. Requires: Level 2, 5 Perception, 5 Intelligence, 25 Survival, 25 Melee OR 25 Unarmed. Perk ID: XX006A18 Adept of the Wasteland Warrior: You have learned to live more than adequately in the harsh realm of the wasteland. You gain +1 Intelligence and Perception, you gain additional health from consumable items, and bonuses to thrown weapons [10% crit chance and 25% crit damage]. Requires: Level 14, Way of the Wasteland Warrior, 40 Survival, 40 Melee OR 40 Unarmed. Perk ID: XX006A19 Master of the Wasteland Warrior: The wasteland is your home, and you know how to use what your home provides. You gain 5% run speed in medium/heavy armor, +2 DT in light or no armor, 10% damage with unarmed and one-handed weapons and 10% attack speed with two-handed weapons. Requires: Level 22, Adept of the Wasteland Warrior, 50 Survival, 60 Melee OR 60 Unarmed. Perk ID: XX007014 Grand Master of the Wasteland Warrior: You can take whatever the wasteland throws at you with whatever tools you have on hand. You gain +1 to all SPECIAL stats, 10% dodge in heavy/medium armor, 5% DR in light/no armor, 10% damage with one-hand/unarmed melee weapons, 5% crit chance and 25% crit damage with 2-hand melee weapons. Requires: Level 30, Master of the Wasteland Warrior, 60 Survival, 80 Melee OR 80 Unarmed. Perk ID: XX007015 Styles: Ancestors Arms: You have further refined and honed your throw with all the techniques and strength you come across. You gain an additional 10% damage, 5% crit chance, and 25% crit damage with thrown weapons. Requires: Level 20, Throwing Mastery, 70 Melee OR 70 Unarmed. Perk ID: XX007019 Dancing Wind: You move like the wind, and have learned to avoid some enemy attacks completely. While wearing light or no armor, you gain +10% chance to dodge and +5% move speed. Requires: Level 12, 7 Agility, 6 Luck, 70 Melee OR 70 Unarmed. Perk ID: XX004C0E Deathclaw Style: You have studied and adapted the combat techniques of the Deathclaws, giving you and advantage against all enemies and a greater advantage against Deathclaws themselves. Your unarmed skill attacks ignore 15 DT, and you take only half damage from Deathclaw attacks. Requires: Level 12, Way of the Steel Hand, 70 Unarmed. Perk ID: XX001378 Deathmark: Those you strike are doomed. Significantly increases the damage of your bleed effect. Requires: Level 40, Grand Master of the Cazador. Perk ID: XX004011 Flurry: You have honed your arms to strike with unparalleled speed and strength. Your unarmed attacks are 10% faster and gain 5% crit chance and 50% crit damage while you are not wearing armor. Requires: Level 20, Adept of the Steel Hand, 80 Unarmed. Perk ID: XX006A16 Giant Mantis Style: Your strikes seek out enemy vital spots. Your unarmed attacks do significantly more limb damage and your critical chance is increased by +3%. Requires: Level 8, Way of the Steel Hand, 7 Strength, 6 Agility, 60 Unarmed. Perk ID: XX004014 Juggernaut: Pesky things like 'bear traps' and 'explosions' won't prevent you from getting where you want to go. While wearing medium or heavy armor, you have massive resistance vs. traps and you take significantly less limb damage from all sources. Requires: Level 14, 7 Strength, 7 Endurance, Way of the Crushing Mutant. Perk ID: XX004012 Please Note: Traps are super unintuitive in the editor and I have no idea if this works properly or not for anything besides mines, and mines still do way more limb damage than they should for some reason. This is intended as an alternative for light step / adamantium skeleton, and while it definitely fulfills the skeleton perk spot, it is up in the air whether it works right on traps still. Mountain Stance: With proper training, you become an immovable object. You cannot be knocked down or pushed back in combat, and while wearing medium or heavy armor you gain +3 DT. Requires: Level 8, Way of the Crushing Mutant, 7 Strength, 7 Endurance, 60 Melee. Perk ID: XX001658 Precision Cuts: Your attacks are even better at finding enemy weak spots. While wearing light or no armor and using a one-handed melee weapon, you gain +5% crit chance, +20% crit damage, and do +4 damage. Requires: Level 18, Stinging Strikes, 8 Agility, 80 Melee. Perk ID: XX004010 Stinging Strikes: Your attacks are precise and seek out enemy weak spots. You gain +5% crit chance and +20% crit damage with one-handed melee weapons. Requires: Level 10, Way of the Darting Cazador, 8 Agility, 65 Melee. Perk ID: XX00400F Throwing Mastery: From the lowliest pebble to the marvelous Proton axe, your enemies had better learn to duck when you pull back to throw. You gain 10% damage, 5% crit chance, and 25% crit damage with thrown weapons. Requires: Level 10, Way of the Wasteland Warrior, 6 Strength, 50 Melee OR 50 Unarmed. Perk ID: XX007017 Trueform: Some people's bodies are temples. Your body is what those temples worship. You are immune to poison, radiation, all chems, alcohol, and gain significant resistance to explosions and fire. Requires: Level 30, 6 Endurance, 100 Melee OR 100 Unarmed. Perk ID: XX00165F Undying Earth: Much like the ground you walk on, no cataclysm is so great that you cannot recover. While wearing medium or heavy armor, you gain +1.5 HP regen/sec per perk rank and slowly lose rads. At rank 2, limb damage slowly heals. Requires: Level 24, Adept of the Crushing Mutant, 8 Endurance. Perk ID: XX001659 Void Stance: Mind over matter, and gravity. You take signifincatly less falling damage, can jump slightly higher, and gain 5% movespeed. Requires: Level 16, Light Step, Way of the Steel Hand, 70 Unarmed. Perk ID: XX006A10
Optional File: Changes to New Vegas Perks
Hunter: Added 5% crit chance when attacking animals and mutated animals. Ninja: Now requires 80 melee OR 80 unarmed, and fixed critical chance bug. Piercing Strike: Now requires 70 melee OR 70 unarmed. Slayer: Now requires 90 melee OR 90 unarmed. Super Slam: Now requires 45 melee OR 45 unarmed. Knockdown chance down to 20% for 2-handed melee, 10% for 1-handed or unarmed. Simply use Nexus Mod Manager to download or manually download and place in your New Vegas/data folder and check the ESPs to enable them. I recommend putting them towards the end of your load list (seems like every mod says that), but if you have any issues probably move them more towards the front. I don't really know honestly. This mod requires NVSE and all the New Vegas DLCs (it may run without the DLCs, may not, I merely changed how some DLC items work). I recommend at least the core Project Nevada mod as well, sprinting and bullet time are a way more fun use of AP for this style. Fallout New Vegas Unarmed Mods GuideFallout New Vegas Unarmed Perks Mod
Conflicts
None that I specifically know of BUT I had to modify some items/effects to made things work the way I wanted, so any mod that changes the one-handed melee weapons will cause the Cazador bleed effect to not work (probably), and any mod that changes alcohol's effects may make Trueform not work properly. Note that this also means that any melee weapons added from other mods will not work with Cazador bleed, but most or all other bonuses to melee weapons should apply from the perks. Any armor added from other mods will not be recognized by this mod and so you can cheat and wear new heavy armor or something in the light styles, if you really want to. Thanks for checking out my mod, and I hope it adds to the game for you. This was something I thought was missing from my own experience and so this is a very amateur release - I will rarely make updates unless something easy and obvious is broken.
This is less of a mod request and more of a “If I could mod I would totally make this” kind of thing. I just felt like spouting my idea of an awesome mod that would revolutionize unarmed combat in Fallout 4, both in, and out of power armor.
So Fallout 4 doesn’t have very many options for unarmed combat. Sure we have the power fist and Deathclaw gauntlet, but we don’t have many other great unarmed weapons. Fallout New Vegas pretty much revolutionized unarmed combat, giving us a total of 17 unarmed weapons to choose from, not including unique variants. In addition, Fallout 4 basically screwed unarmed builds when it comes to power armor, only giving us some mods that really don’t do a whole lot.
My idea of a mod would do three things; I’ll explain everything in more detail later.
1. It would add quite a few unarmed weapons from New Vegas into Fallout 4 for use outside of power armor.
2. It would add unarmed mods for power armor that would basically be built in unarmed weapons, (for example, a built in Ballistic Fist, or a power fist), which appear on the power armor like jetpacks do.
3. Both the normal, and power armor unarmed weapons would be capable of dual wielding via a new crafting work bench that creates a “linked” weapon.
1. Like I said, the First bit would be simply adding unarmed weapons from NV into Fallout 4. The weapons I was thinking about adding would include: The Ballistic Fist, The Bladed Gauntlet, The Mantis Gauntlet, (A unique and very familiar bug themed villain would have this), The Displacer Glove, and The Zap Glove. These weapons would behave much like their NV counterparts, and would be found on various enemies or found in certain areas. I didn’t include the Bear Trap Gauntlet in this list because I felt like it would be a much cooler legendary mod for power armor, most likely found on Tessa. I figured that Tessa’s Fist could benefit from an exclusive fist mod, since it’s a pretty lackluster piece of legendary power armor by itself. In addition, I’m not sure if I would add the Industrial hand, since that weapon really doesn’t behave like an unarmed weapon, (more like Ripper strapped onto your arm), but if enough people wanted it, I would add it.
2. For the second section, I would add power armor arm mods that would add various unarmed weapons to the armor. These weapons would be all of the previously mentioned unarmed weapons, including the Power Fist, (the Fallout 3 variant, the 4 variant I think would not work as well for what I had in mind), and The Deathclaw Gauntlet. Basically, these mods would graft an unarmed weapon to the gauntlets of the power armor suits. These mods would work just like their non-power armor versions, and would have paints to go along with them, so they can match whatever paintjob you’re using. For some of these weapons, such as the Bear Trap Fist, and the Deathclaw gauntlet would have animations on them that would allow them to move into and out of position. For example, when the Bear Trap Fist is not in use, it would slide to the side of your arm so that it doesn’t interfere with the aiming of other weapons, (So that it basically won’t clip with the guns you might be using), and when it’s in use, it would slide to the front of your fist so you can hit s***. I would try to make as many patches for the various armors that are on the nexus, such as the Tesla X-01, and Tumbajamba's Combat Power Armor, and make as many patches for the paint mods, like Worsin’s Garage. However, I probably wouldn’t be able to cover every single paint mod, so I would add some generic paints for the gauntlets to try and blend in with and paints that I could not patch.
3. I always felt that it was kind of silly that you couldn’t duel wield power fists in Fallout 3 and NV. I mean, you have time to pull out a giant Fat man, but no time to put on two Ballistic Fists? This mod aims to change that by creating a system where you can duel wield the unarmed weapons. The way it would work is that there would be a new work bench that you would go to. Simply have two unarmed weapons on you, and craft the duel wield variant you want, and be gifted a combined weapon placeholder that when selected, would make your character pull out two unarmed weapons. This would allow you to mix and match unarmed weapons, (have a Ballistic Fist on one hand, and a Deathclaw Gauntlet on the other), and be able to put that combined weapon in your favorite bar for quick equipping. The workbench would also let you craft power armor single (If you only wanted to attach one unarmed weapon for example), and duel wielding weapons that you just keep in your inventory, (they would be weightless), and whenever you are wearing power armor, simply select the weapon, and behold you are now using the weapons you attached to your arm. In addition, I would make it so that the Power attack button is separated into two buttons, so you can power attack with either hand. The last thing this part would do is allow you to craft a non-mod related placeholder that would allow you to use the vanilla power armor arm mods, (That way you could just favorite the placeholder and be able to pull out your fists, and not have to deselect your gun). When you are using certain unarmed weapons that have their own unique firing animation, (The Deathclaw and Mantis Gauntlet would use a swiping animation, while the others would use a punching animation), the combined weapon would keep those animations. Basically your character would punch with one hand, then swipe with the other.
Well that’s basically it for my Mod idea. Feel free to spout your opinions in the comments, and if anyone felt like my mod was worth making, feel free. I would forever be in your debt if you made this mod real.
Edited by HenryBAKAE, 19 March 2017 - 02:11 AM.
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