RenaSan Posted December 21, 2016 Posted December 21, 2016 View File I play with Bullet Time instead of V.A.T.S. and find it irritating to have no use for perks aimed for it. There already is a mod out to allow criticals outside of V.A.T.S. and I suggest using it with my additions:http://www.nexusmods.com/fallout4/mods/12653/? by NotSure700 This is not yet a finished overhaul of all the V.A.T.S. related perks, but since I don't know how soon I will have them all done I will submit each perk individually. I've now merged all perks into one ESP, but if there is request for it I can also make specific perk changes into single esps. Perks I've touched up so far: Sniper Rank 3: Changed 25% head shot chance in V.A.T.S. to 20% more sneak damage with non-automatic, non-heavy gun, scoped rifles. I don't know how game breaking this is, since I play with 5x damage multiplier for all actors, most of my shots one shot enemies anyway without this perk. However it does give me a bit more dmg against larger or bulkier enemies, which makes sense to me, since if I got the sneak attack on them it will ideally be a shot to a vital body part. Awareness: Small chance of paralyzing small to medium enemies with any weapon. This excludes Deathclaws, Behemoths, Mirelurk Kings & Queens. Concentrated Fire: Adding stagger chances to guns and rifles. Excludes any energy or plasma weapons and explosives. Blitz: Chance to stagger enemies with meele weapons based on weapon type and enemy size. Better chances with Rank 2. Perks I still need to touch up: Grim Reaper: I hope to be able to change it to any kill having the chance to fill up the AP bar. V.A.N.S.: Originally I had changed this to 2x scrapping yields, but while I find that a good perk to add, it doesn't go with the icon. However, I might tweak it to 50% more yields from scrapping and re-use the icon from another perk. Penetrator: Not sure yet, maybe armor piercing. Gun-Fu: Not sure at this moment. Attack Dog: Simple remove the V.A.T.S. reference in the description. I haven't played around with it too much, but I believe he does it either way. Quick Hands Rank 2: Either even faster reloading or AP refresh on reload. Mysterious Stranger: I doubt I will be able to spawn the mysterious stranger outside of V.A.T.S. so might change it to companion or utility type perk. Critical Banker: Since the crits outside v.a.t.s. mod uses luck to determine criticals instead of a build up I don't know how to change this mod while keeping it's original purpose. I might just put flat luck values on it for more critical chances. KillShot: Same as Sniper. Might be changed to headshot damage multiplier. Please keep in mind that I am making this mod for myself based on my gameplay experience with Fallout 4, so it may be imbalanced for you. I play on Survival with a difficulty mod enabled that multiplies all damage by me and to me by 5. When shooting someone with a Sniper Rifle I expect it to kill them, unless they aren't human. Suggestions always welcome. Submitter RenaSan Submitted 12/21/2016 Category WIP / Beta Requires
Ark of Truth Posted December 21, 2016 Posted December 21, 2016 Interesting mod, going to have to put this one on watch list.
RenaSan Posted December 22, 2016 Author Posted December 22, 2016 I would try to keep the perks relevant to the stock icons. so that any icon replacers "fit" if they try to do the same. But nice mod! Yea, I am trying. I was thinking that staggering is a fundamental mechanic to have, so adding it as a 100% value with another mod seems good too. However, since I got a number of perks unused by me due to the lack of VATS I should change them so I can have viable, strategic options with those perks. When you play with 5x damage received it becomes pretty impossible to pla a meele character, unless you have staggers. So using awareness for flexible weapon/enemy based stagger chances and Blitz for flat stagger chance improvements seemed like a fun thing to do. I don't know how this mod effects playthroughs where a ghoul does not one shot the player, or basically anything does. With enough armor at the mid point of my playthrough (I think) I could take two or three hits by a ghoul. Encountering 8 of them at a time made it pretty mandatory for me to use my bullet time, mainly because I cannot aim as effectively on a controller, with a mouse / keyboard set up I'd probably not use it as much or change it from 30% to 10% slowing of time. Truth be told: Originally I wanted to link awareness with Bullet time and then use Gun-Fu to improve the AP drain and slow time from 10% to 30% andfrom 30 ap drain to 10. Buuut, not sure how I'd achieve that. I suppose the original creator of Bullet Time could do it. There is a configuration item that lets you change these values, so hooking that to the Perks would be kind of cool. Well, I might look into that possibility, but then again not everyone likes playing with bullet time. I like it, but I probably also wouldn't if it wasn't for how hard it is to kill a big number of ghouls that 1-2 shot you fast enough with my controller aim. Part of the reason why I want to try a meele build, but for that I definitely need some perks to help me with staggering / resisting staggers. Mainly I am making this mod for myself and my personal needs, but perhaps there are folks out there who'd also like a change in perks for a V.A.T.S. free playthrough. Anyway, thanks for the comment
RenaSan Posted December 23, 2016 Author Posted December 23, 2016 Right, I just realized through testing that I will in fact not be able to take the lazy route with Gun-Fu and Blitz in terms of adding stagger. They don't stack. So I'm trying to find an elegant way to solve it. Right now I'm thinking of a few ways, not sure which one I will do in the end. Might also be a while before I actually come to a conclusion, I'm in no rush, as I'm mainly developing this mod for myself and my future playthrough. Which I'll start sometime, not so soon I think.
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