weapon requirement system
Fully customizable FNV weapon requirements system. All weapons in Fallout New Vegas have strength requirements for proper use. Requires RobCo Patcher (and F4SE) to work properly. The module configuration menu is required to customize functions. Alternatively, a see-through sight can be used to introduce weapon swing.
Screenshots 5 screenshots
About this mod Machine translation
Fully customizable FNV weapon requirements system. All weapons in Fallout New Vegas have strength requirements for proper use. Requires RobCo Patcher (and F4SE) to work properly. The module configuration menu is required to customize functions. Alternatively, a see-through sight can be used to introduce weapon swing.
Pre:MCM:
RobCo Patcher:
STS:
Introduction
Like Fallout New Vegas, all weapons have strength requirements for proper use.
Ranged weapons gain a customizable hipfire accuracy debuff based on how far your strength falls below the weapon's requirements.
Melee weapons gain a customizable chance to reduce damage based on how much your strength is below the weapon's requirements (customizable).
If you're wearing Power Armor, none of these debuffs will activate. Another benefit of wearing power armor.
If a see-through sight is installed:
Ranged weapons (without scopes) get customizable weapon swings based on how far your strength is below the weapon's requirements.
Sneak/Crouch provides customizable improvements to weapon swing.
This feature can be completely disabled via the MCM if you want a see-through sight, but no aim swing for non-scope weapons.
Alternatively, if you don't want any of the features of Perspective Scopes, but want the aim swing, install Perspective Scopes - Add-On and download the optional file on this mod page (blank 3dscopes.esp, esl tag)
If you do not meet the strength requirements, you will receive a PERK showing the strength requirements.
Strength Requirements Customization - Patch via RobCo
RobCo Patch Customization: There are 2 distribution files:
One for the vanilla base game and DLC weapons, and the other for customization files distributed to all weapons except the base game and DLC weapons.
By default, all weapons added by mods adhere to the following STR requirements:
8 STR - Heavy
6 STR - 2H Melee, Ballistic Rifle
4 STR - Pistol
3 STR - 1H Melee, Plasma
2 STR - Unarmed, Laser
In the custom ini I created a format so you can easily remove the required STR requirements and add them to a specific weapon. You need the weapon's esp name and form ID to do this. The instructions are in the ini file.
Limitations:
- Keywords are distributed to weapon records. This means that weapons that can be changed from rifles to pistols (barrel pistols and barrel rifles) have the same strength requirements. When the RobCo Patcher is updated to include adding attributes to OMOD, this mod will be updated to be able to differentiate between pistols and rifles in this way.
- When equipped with a melee weapon, sometimes the damage display of BB Boy will change. This is due to the nature of PERK entries. To determine the normal values for using a melee weapon, simply unequip to see the displayed damage.
Incompatible:
Fatigue - Enhanced combat realism - Only when you aim swing using this mod's see-through scope. This mod is compatible if you disable this feature in the MCM
Chinese address:
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.