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Migck

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miguick

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53 comments

  1. laclongquan
    laclongquan
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    I just release Melee Unarmed Close Combat Support Roleplay Prized Fighter mod. IT should work flawlessly with this mod, but if there's any conflict please comment on my page.
  2. folloh
    folloh
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    from my testing the fatigue damage is not affected by skill level:

    I spawned a pair of boxing gloves and used it on cliff briscoe, first lowering [unarmed] to 1 using console then upping it to 100.
    It takes 8 swings to render him unconscious.
    I didn't bother testing if lucky criticals hits do something or the new legion assault move. The big change I was excited about was the scaling with player stats.
    The pacifist overhaul mod works, if anyone is interested. But it adds much more than that, and seeing the bugs tab it may be buggy
    1. miguick
      miguick
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      True. I shouldn't have mentioned skill. Unarmed weapons are a bit weird because their damage does not actually scale with the Unarmed skill. Instead, the skill adds a small amount of unarmed damage on top of the weapon's own, and which is what's used for your bare fist punches.
      The damage can still scale with other stuff like target's DR or DT, or perks affecting your unarmed weapon, or the weapon being in suboptimal condition.
    2. folloh
      folloh
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      thank you for getting back to me, and so quickly too.
  3. TheBooher
    TheBooher
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    the cattle prod just feels so overpowered now lol....I even cut the fatigue and damage in half to 25 and 10
    1. miguick
      miguick
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      I went with the vanilla damages per swing that it does when non-automatic, but yeah, an automatic weapon does damage quite differently so I should do some adjustment to dps
    2. Hulgore
      Hulgore
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      Hello, has this adjustment been made in recent versions ?
  4. Freyr95
    Freyr95
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    Getting error messages in nvse.log :


    Invalid operands for operator :=
    Error in script 8A001406 (migKaoSCRIPT) in mod MigKao.esp
    Cannot evaluate Array Variable := Number
    Operator := failed to evaluate to a valid result
    Script line approximation: Let ##akW := UNK_OPCODE_293C## (error wrapped in ##'s)
        Where akW=uninitialized array
        File: MigKao.esp Offset: 0x0017 Command: Let
    Error in script 8A001406 (migKaoSCRIPT) in mod MigKao.esp
    Cannot evaluate Array Variable := Number
    Operator := failed to evaluate to a valid result
    Script line approximation: Let ##akW := UNK_OPCODE_293C## (error wrapped in ##'s)
        Where akW=uninitialized array
        File: MigKao.esp Offset: 0x0017 Command: Let
    Error in script 8A001406 (migKaoSCRIPT) in mod MigKao.esp
    Cannot evaluate Array Variable := Number
    Operator := failed to evaluate to a valid result
    Script line approximation: Let ##akW := UNK_OPCODE_293C## (error wrapped in ##'s)
        Where akW=uninitialized array
        File: MigKao.esp Offset: 0x0017 Command: Let
    Error in script 8A001406 (migKaoSCRIPT) in mod MigKao.esp
    Cannot evaluate Array Variable := Number
    Operator := failed to evaluate to a valid result
    Script line approximation: Let ##akW := UNK_OPCODE_293C## (error wrapped in ##'s)
        Where akW=uninitialized array
        File: MigKao.esp Offset: 0x0017 Command: Let
    Error in script 8A001406 (migKaoSCRIPT) in mod MigKao.esp
    Cannot evaluate Array Variable := Number
    Operator := failed to evaluate to a valid result
    Script line approximation: Let ##akW := UNK_OPCODE_293C## (error wrapped in ##'s)
        Where akW=uninitialized array
        File: MigKao.esp Offset: 0x0017 Command: Let
    NewGameHook
    ** Dumping Array #38 **
    1. Freyr95
      Freyr95
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      I'm also not using the latest JIP LN, I'm using its most recent previous version, because the latest breaks the Item Browser mod so I'm just now realizing this may be why these errors are appearing.
    2. miguick
      miguick
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      yep, that's from the new keywords script commands
  5. TheBooher
    TheBooher
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    there is an incompatibility with melee hitstop effects when using the cattle prod...it can be fixed by adding the cattle prod to the automatic melee list.

    I just add this line to your nvse script.
    ListAddForm (EditorIDToFormID "WeaponsAutomaticMeleeLIST") (EditorIDToFormID "WeapCattleProd")
    1. miguick
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      Yep, I missed that, thanks for noticing. Mods should use a GetWeaponIsAutomatic check instead. But Super Slam perk is also using that list in vanilla, so it's unavoidable.
  6. LOLMAN6541
    LOLMAN6541
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    Doesn´t matter where i put the Esp. on the load order, right? I also encounter like a random crash after playing one minute of the game. Did anyone else experienced this.
  7. PaladinLightyear
    PaladinLightyear
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    Any chance you could do a version without kNVSE? 
    Hoping to use this for a multiplayer mod with New Vegas Multiplayer, but they don't support kNVSE.

    EDIT: Don't know how to delete posts. I am an idiot.
  8. morvar42
    morvar42
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    does this work for ttw?
  9. 300IQPrower
    300IQPrower
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    New to modding so sorry for the basic question but where would i find the INI for Showoff? I learned using the VNV guide so I had it from the word go but I don't see an INI for it under the Mo2 info, and the optional file INI on Showoff's download page is blank.

    also, since I plan to use Boxing Tape the whole way through, is this something i even need to worry about, or is what's mentioned about Showoff's ini only for relevant for using bare handed attacks?
    1. miguick
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      Showoff's ini gets created with default values after launching the game once, or if you already have a blank one it gets populated then. If launching through mo2 the new ini will probably be in the override folder

      As for the player character not using bare fists, the mod still affects fatigue damage done by npcs' bare fist attacks, as rare as those are.
  10. mmacola1
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    Which Unarmed related settings should I have turned on in ShowOff NVSE? I know the changelog mentions that bUseGamesettingsForFistFatigueDamage should be on, but what about the other two?
    1. miguick
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      The other two are for creature attacks and for other Unarmed weapons causing fatigue damage. Personally I don't use them, and this mod doesn't do anything to the relevant game settings either, so it's up to your liking. Though I should mention it in the description.

      The Unarmed weapons thing would stack on top of the scripted fatigue damage they do in this mod, for the weapons that have that feature.
    2. mmacola1
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      Thanks for the reply, and for the excellent mod!