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OCD - Revised Critical Damage

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Mod version:1.1
Game version:all
The mod has been successfully tested for the absence of viruses
20150.11K501.18K

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About This Mod

Are you tired of having to use VATS to strike critically? Are you annoyed by the crete count? Would you like everything to go back to what it was like in New Vegas?


If you answered "YES" to any of these questions, then this mod is for you. Introducing Overhauled Critical Damage (because my OCD does not allow other acronyms). Let's get to the point:

- Bobbleheads no longer increase Critical Hit damage by 25%. They now increase their corresponding Basic Weapon Damage by 15%, introduce a Critical Hit Chance outside of VATS by 15%, and retain a reduced Critical Hit Damage Bonus of 15%.

- Logs don't just increase Critical Hit damage by 5% per level. In addition, they now have a critical hit chance of 1% per level and a corresponding weapon damage increase of 1% per level.


But how does this dark magic allow you to deal critical blows outside of VATS, you may ask. Have you ever wondered how Overdrive works? Normally you, a player, have a 0% chance of a critical hit, in VATS when using a critical hit this chance increases to 100%, Overdrive introduces a flat 25% chance of a critical hit for a player exposed to the drug. This mod does something similar, but the bonuses are applied depending on the weapon in hand, so a weapon based on projectiles won't receive a bonus from Energy Weapons Bobblehead or Tesla Magazine.


In update 1.1 we (I) in the office decided that we were too generous with the bonuses we gave. We wanted to make things a little more complicated, but not so much that you didn't want to use this mod. So we added a little bit more immersion to the game. Magazines will remain the same, because collecting 10 magazines is not easy. But bobleheads - wow, you take one trinket and BOOM instant reward. Well, it's not that exciting anymore, is it? Now you have to work to get the reward. If you have a head, you'll get a 1.5% bonus to Critical Hit Damage for each level of perception, up to 15%, because with higher perception you need to know where to hit to hurt. And with each level of luck, you get a 1.5% chance to critically hit up to 15%, because you're a really lucky bastard.



List of changes:

- The following bobbleheads reduced their Critical Hit Chance to 15%, Basic Hit Chance to 15% and Critical Hit Chance to 15%.

- Large guns, Energy weapons, Explosives, Melee weapons, Small guns.

- Increasing damage from critical hits now depends on perception. +1.5% per level up to +15% on a Perception of 10.

- The chance of a critical hit now depends on luck. +1.5% per level up to +15% with Luck 10.


"The following bolds of energy weapons and small arms have been added a condition that they do not apply to heavy weapons.


- Steal effect doubled from 10% to 20%.


- The following bobbleheads have animations and sounds on the perk menu.

- Barter, Big Guns, Energy Weapons, Explosives, Locking, Medicine, Hand-To-Hand Combat, Repair, Science, Small Guns, Stealing, Speech, Unarmed.


- The following logs were given a critical hit chance of 1% and a 1% increase in base damage per level.

- Barbarian, Weapons and Bullets, Science of Tesla.


- The conditions have been changed in the journal "Science of Tesla" so that it is correctly applied to energy weapons.


- All previously modified items have their pick up messages changed to reflect their changes.



Changelog:

- 1.1 : The chance of a critical hit now depends on luck and increases to 15% at 10 luck.

Critical Hit Damage is now perceivable at 15% for 10 perceives.

Basic explosive damage gain was reset to vanilla 15%.

- 1.1b : Contains all changes made in 1.1, only for bombheads.

- 1.0 : Original download

- 1.0b : Original download containing changes only for Bombay heads

- 1.0m : Original download with MAGAZINES only changes

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Game Version *

all (OCD1.1-OverhauledCriticalDamage-8542-1-1.rar)