About this mod
CURSE is a simple, script free mod that aims to improve combat for a more challenging experience.
- Requirements
- Permissions and credits
- Changelogs
It introduces new, brutal mechanics such as Dismemberment, Trauma and Cheap Shots
Completely script free, achieved through the use of perks, spells and game settings.
FEATURES
// HEALTH & RESISTANCES //
To combat Bullet Sponginess the health formula has been revised.
- Health scaling is disabled, no more extra HP per level for you and NPCs
- Player starts with 120HP + 5 per ENDURANCE, maxing out to 230HP with 10 ENDURANCE and Rank 3 Lifegiver
- NPCs now gain a small HP boost to give early/mid game enemies more survivability
- Boss type creatures gain a large HP boost
- Tweaked formula for Damage and Energy resistance, higher resistances are now more effective vs low damage attacks
// NPC ADJUSTMENTS //
Features customised combat styles for NPCs and adjusts accuracy and creature damage.
- Raiders are aggressive and sort of unpredictable - low level raiders like to get up close and personal and higher level raiders are more reserved. Their aim tends to be poor and are less likely to dodge bullets, avoid grenades and use cover. Melee Raiders are very formidable, they can toss you around and can break open your guard so be careful if you plan on going toe to toe with them in melee combat
- Gunners are experienced mercenaries, they like to flank, keep their distance, dodge more often, use cover and their aim is very good. They also have some new self defence moves such as countering your melee attacks or performing leg sweeps during your power attacks, these guys are well trained for a reason!
- Most creature melee attacks have been reduced in power
- All creatures/robot ranged accuracy have been lowered, they are not snipers
- Deathclaws, Yao Guai's and Vicious Dogs deal bleed damage with their attacks
- Wild Dogs can now hold you down, be careful when approaching packs of dogs
- Utility Protectrons no longer obliterate you with their railway spikes
- Behemoths no longer throw magic seeking boulders at you
- Vertibirds no longer seek you out when they are about to crash
- Attacks that deal radiation has been changed to deal a flat amount instead of dealing damage over time
- Attacks that deal poison have lower damage but increased duration
// CRITICAL HITS //
Critical hits make a return!
- You now have a 1% chance per LUCK to crit (reduced to 0.25% chance for automatic weapons)
- Attacks in VATS will add an additional 5% to your Critical Hit chance
- Critical Hits deal less damage when performed outside of VATS
// STEALTH //
Stealth is a lot less powerful.
- Enemies now take longer to search for you when they lose sight
- Actions such as moving around, attacking and shooting will have a much more impact on stealth
- Stealth is easier if they are sleeping
- Sneak damage for melee attacks reduced from 3x to 2x
- Sneak damage for knives deal 5x instead
- Sneak damage for guns is DISABLED*
*Sneak damage with guns is too OP, even with reduced sneak damage.
// MOVEMENT //
Adjusts movement speeds for humans.
- Sprinting and running speeds lowered, walking speed is increased
- Strafing speed is lowered slightly
- Backpedaling is lowered significantly
- Sneaking speed in general is lowered
- Moving is slower with Big guns, Other guns and melee weapons - not so much
// GLOBAL DIFFICULTY //
Adjusts damage dealt and damage taken across the board.
- Very Easy - 1.25x/0.50x
- Easy - 1.00x/0.75x
- Normal - 1.00x/1.00x
- Hard - 1.00x/1.25x
- Very Hard - 1.00x/1.50x
- Survival* - 1.00x/2.00x
*Adrenaline now reduces damage by 2% and requires 3 kills per rank instead of 5.
// VATS //
Made VATS less of a crutch in combat.
- You now take 75% less damage in VATS instead of 10%, dying during VATS is now possible
- Time slow effect is reduced to 20% from 4%
- Camera sequences sped up to keep up with the flow of combat
// MELEE OVERHAUL //
Overhauls the crappy melee combat into something less crap.
This reworks the 3 core components to melee combat - Regular Attacks, Power Attacks and Blocking.
Your basic Regular Attacks are now much faster (except for 2H weapons) and can no longer be bounced off from blocking.
Power Attacks are more deadlier. During the wind up animation you take less damage and you can not be interrupted.
Blocking now only reduces damage by 85% instead of 100%.
No more panic blocking! You can no longer block during attacks or when your power attacks gets parried.
You can 'parry' power attacks by blocking with the right weapon equipped, leaving them open to a power attack of your own.
However blocking ability is dependant on the weapon your blocking with.
So unless you want broken arms, you don't want to go around blocking Sledgehammers with a kitchen knife.
// LOCATIONAL DAMAGE //
Damage to body parts and limb health has been reworked.
In general, body shots deal more damage and head shots deal even more damage.
Arms and legs take half damage but are easier to cripple.
// CRIPPLE & DISMEMBERMENT //
Expands upon the crippling system, keep an eye on your body condition!
Limbs recover much quickly but are now easier to CRIPPLE.
Further damage to a crippled limb can result in DISMEMBERMENT, causing them to bleed out over time.
The penalties for crippled limbs are now much harsher.
- Head - VATS accuracy reduced significantly
- Torso - Loss of AP & reduced AP regeneration
- Arms - Reduces melee damage per crippled arm
- Legs - Movement damages HP
Now also features two new mechanics - TRAUMA and WOUNDS.
Crippling a limb will inflict TRAUMA, dealing a burst of damage.
Damage is scaled to current health (less effective on low health) and the type of limb that is crippled.
For example, crippling heads will deal major damage whilst crippling arms will deal minor damage.
TRAUMA can be triggered again if a limb is dismembered.
After inflicting TRAUMA you will be left with a WOUNDS debuff.
WOUNDS will cause you to recieve more damage and limb damage.
These can STACK multiple times, resulting in you being extremely vulnerable to damage overall.
WOUNDS last for long time but will go away if the crippled limb is healed.
Robots, Synths and Power Armor users are not affected by TRAUMA and WOUNDS.
Feral Ghouls are only affected by TRAUMA if it is triggered via the head.
// CHEAP SHOT SYSTEM //
Deal and take bonus damage under certain conditions.
- Staggered +25%
- Hit from Behind +25%
- Less than 30% HP +25%
- Reloading +50%
- Parried* +50%
- Downed** +100%
- Using Furniture*** +100%
These effects can STACK with each other.
*Parried - When an actor has their Power Attack blocked
**Downed - When an actor is KNOCKED DOWN, PARALYZED, FROZEN, CANNOT MOVE (both legs crippled/dismembered)
***Using Furniture - When an actor is SITTING, SLEEPING, LEANING or using a WORKBENCH
// MISC CHANGES //
- Reworked fall damage to be more prominent, watch out when jumping off roofs
- Traps are now more deadlier
- Explosions can cause knockdown, molotov impact damage reduced
- Hidden damage perks for NPCs (crDamage) changed to give damage reduction instead
- Message popups for crippled limbs have been altered to reflect the new changes
// COMPATIBILITY //
Not compatible with mods that edit abLegendaryCreatureItem, PlayerPerk and BodyPartData.
For example, mods such as MAIM or Better Locational Damage would not be compatible.
If you use a body mod such as CBBE , you must use the reduced body version otherwise dismemberment will not work on females.
Other than that you are Gucci.
// RECOMENDED MODS //
Floating Damage - to see the new damage changes
Realistic Dismember and Explode - makes it so that only certain weapons can cause dismemberment
Nerfed Perks for Survival - nerfs damage perks to be less OP
Streamlined Weapons - best balance for weapon attachments