Old Style Criticals
WHAT IT DOES
It adds a hidden perk — which unfortunately for now you’ll have to just give yourself with the console, until there is a CK — which gives you a permanent crit chance equal to your luck rating. And yes, it makes you crit even outside VATS. Items that raise your luck, such as a battered fedora, DO count.
You know, just in the previous Fallout games. Now generally I don’t care much about lore-conformity, but for those of you who do, I’d say you can’t get much more lore-conform than being exactly how every single previous Fallout game worked.
I’ve capped it to 11% at Luck equal to 11 or greater, so you still have SOME reason to wear one more piece of luck equipment even if you have 10 luck. But I didn’t want it to get ridiculously high either. I can’t tell though if it actually gets to 11% or the game caps your luck at 10.
Whenever you crit, regardless of whether it’s in VATS or outside VATS, you’ll get a message on the left side on the screen, near the top. Similar to the message you get for a stealth attack. Which is also how you can tell if the mod does anything, and when it does it.
Note that it doesn’t disable crit banking in VATS, so it might make the game easier unless you refrain from using banked crits in VATS. But in the end, it’s your choice. You have the power; how you use it, that’s up to you. As a wise man once said, with great power comes great responsibility… to abuse it 😉
Made with FO4Edit, in case anyone actually cares about that.
HOW TO GET IT
Type
help crit 0 perk
in the console, and look for the one that’s called “FortifyCritChanceBasedOnLuck”. It should have an ID like “2f000800”. The first two digits depend on your load order, so they’ll be different for each of you, but it should end in 000800.
Then just use player.addperk to give it to you.
Just like any perk, it IS saved in your save game, so you only need to do that once for a character. Doing that more than once won’t make you crit more.
HOW TO INSTALL IT
The state of the launcher being what it is, namely that it tries to disable mods, your best bet is to just use NMM. The alternative involves editing config files by hand, and, well, it works but it’s less comfortable.
HOW TO UNINSTALL IT
With NMM, or just delete the .esp plugin file from your DATA directory.
KNOWN CONFLICTS
None. It should not conflict with other perk mods, or mods that change the player record, etc. It should also stack with Overdrive just fine.
It IS compatible with mods that do any weapons changes, or even with brand new weapons like the lightsabers, because I don’t change the weapon. All the magic is in the perk, nothing else is touched.
For the same reason, it is compatible with the “2 Legendary Modification” weapons.
I THINK it should be perfectly compatible with companions or even villagers, but it’s hard to tell when those did a crit, if at all. So I can’t really test that. It won’t break anything if you give Dogmeat (or whoever else) that perk, though, so if you’re feeling lucky, go for it.
HOW DOES IT WORK
I’m including this section because that seems to be THE question everyone keeps asking and the #1 reason for concern.
It’s just the Overdrive chem effect, modified to be permanent and based on luck. I.e., it’s a core game mechanic, programmed by Bethesda, and compatible with just about everything else in the game as it is. I didn’t script my own effect, I just activated what the game already had. Just normally it was 0% if you didn’t take the chem, or it jumped to +25% if you did take Overdrive.
I just changed the effect so it works like for Obelix. Instead of having to take a potion every time, the perk says that you were dropped in the druid’s cauldron when you were little, so you have a weaker permanent effect 😉
Exactly how weak, that depends on your Luck stat.
The other difference is that I omitted the +25% damage effect that Overdrive also has, since, well, I didn’t want to actually turn you into Obelix 😉
That’s all, folks. It’s simple, it’s safe, it’s been tested by every tester and player that ever used Overdrive, and it just works with everything. You can stop worrying about the perk, and go shoot some supermutant in the head :p