About this mod
Stun Batons as they are now feel... wrong to me, so I fixed them!
Hopefully without them being *too* strong
- Permissions and credits
- Donations
- Set the ShockedDuration to always be 1 second, with no perk increase. But also set it to trigger on EVERY swing so there is no charge up.
- Changed the 2ndary effect of the perks to instead be similar to the Sledgehammer's AoE Knockdown; Stun Batons now have the same chance to AoE with power attacks at perk tiers 3,4,5 but changed the effect to Shock (again with a 1 second duration) I also gave perk tier 1 a 5% chance and tier 2 a 10% chance.
- I didn't change the Repulsor Mod nor the Nerd Tats interactions which could start to get a little OP when they trigger on ALL hits (if you think it becomes too strong, just don't use those modifiers... tho they are quite fun)
I'm pretty happy with the end result, but let me know what you think in the comments!
Known Bug:
The Stun Baton NORMALLY will display the 5 charge spark effect - ALL the time... However, just because of the way it is coded, I can't fix those sparks not displaying the first time it is equipped. The check to display those sparks comes BEFORE the line that initializes the charge count and I don't think I can change that with just xml editing commands. Gist being, equip it, put it away, re-equip it and the sparks work from then on - plus this is purely visual aesthetics and doesn't affect function at all.
My other 7D2D mods: