It's possible that I just don't understand how nail knuckles and unarmed fighting combine but I was under the impression that they added to whatever damage your unarmed attacks were already doing so as long as you didn't have claws equipping nail knuckles or another unarmed weapon would be superior to just punching no matter what your strength was.
The NPC in question is a post threshold bear mutant but has no mutations that provide an attack. They have the mutations: Fat Deposits, Huge, Hibernation, Insanely Strong, Martial Arts Training (I understand this does not actually work on NPCs), Quick, Shaggy Fur, TAAAANK, Ursine Ears, Badly Deformed, Smelly, and Bear.
They have melee 4, unarmed combat 5/5. Their strength is 27 (modified to 28 by stats through skills). When I try to have them equip the nail knuckles I'm told that their current "weapon" (I've checked their inventory and moused over them to look. They are unarmed.) is better than the nail knuckles with the nail knuckles having a value of 35.9 and their fists having a value of 36.9.
I am uncertain if the problem is with the NPC code or the code of the nail knuckles. It's also possible that one of their mutations renders them unable to use the nail knuckles but if that's the case the message the game provides is confusing the issue.
Used debug to remove his martial arts training in case that was somehow causing the issue. It did not solve the problem.
Probably abandoning this save anyway, I started it in a world I didn't mean to with mods I didn't want active and aside from the big buff bear mutant following me the spawn location looks bad. Jaberwalky to my east, FEMA camp to my west, and nothing decent near by.
Steps To Reproduce
Try to give a big buff bear mutant who's unarmed and has no claws some nail knuckles so he can punch zombies harder.
Watch him refuse because he says he punches harder without them.
Be baffled how that works.
Screenshots
No response
Versions and configuration
OS: Windows
OS Version: 10.0.19045.4894 (22H2)
Game Version: 0f12288 [64-bit]
Graphics Version: Tiles
LAPI Version: 2
Game Language: []
Mods loaded: [
Bright Nights [bn],
Disable NPC Needs [no_npc_food],
Simplified Nutrition [novitamins],
No Rail Stations [No_Rail_Stations],
Limit Fungal Growth [limit_fungal_growth],
Item Category Overhaul [Item_Category_Overhaul],
Wild Living [WildLiving],
Abrahms Recipes 1 [AbrahmsRecipes1],
Adurnsyl's Assorted Arms and Armour [AAA],
Advanced Technologies [advtech],
Alexs Mutant Power Armor [a_mutated_arsenal],
anti-fungal gear [anti_fungal_gears],
Armor Up! Survivor Expansion [ArmUpSurvEx],
Bens GF recipes [Tolerate_This],
Bionic Space Expander [Bionic_Space_Expander],
Bionics Systems Recipes [bio_recipes],
Modular Turrets with No Blacklist [modular_turrets_no_blacklist],
Bootleg Walkers [Bootleg_Walkers],
CBM Equipment [CBM_Arms],
CIVILIAN POWER ARMOR [CIVILIANPOWAAA],
Craft Ammo Mags & Belt Links [SD_Magcrafting],
Culinary Days Ahead [culinary_days_ahead],
Expanded Archery [ExArch],
Gourmand's Graces [Gourmand'sGraces],
Large capacity storage CBMs [eps_cbm],
Makeshift Items Mod [makeshift],
More Armors [More_Armors],
More Makeshift Stuff [makeshift_stuff],
More Survivor Notes [more_survive_notes],
Survivor's Lost item [Survivors_Lost_item],
Survivor crowbar [surv_crowbar],
Whaleys Collectables [collectablemod],
Salvaged Robots [Salvaged_Robots],
Jury-Rigged Robots [jury_rigged_robots],
Merchant Mod [Merchant],
More Survivor Stuff [more_survivor_stuff],
Mutant NPCs [mutant_npcs],
NPC Recruitment Options [recruitment_options],
Sarcophagi Access [sarcophagi_access],
Wandering Masters [wandering_masters],
Whaleys Hair Mod [WHALEYHAIR1],
Caches [P_Caches],
Alternative Basement Layouts [basement_extension],
More Locations [more_locations],
Morlock Village [morlock_village],
Trailer Parks [trailerpark],
Whaleys TALL Buildings [whaleys_tallbuild],
Blazemod - Vehicle Additions Pack [blazemod],
Folding Parts pack [deoxymod],
Shrub it off [shrub_mod],
Amplified @'s Features [amplified_players_features],
Hair and Skin Color Cosmetics, UDP and MXotto+ version p10 [mxoudpcosmetics],
Zetsukaze's Hair - 0.E EDIT [zets_hair_extensions_undead],
Zet's Hair - More Locations [zets_hair_ext_more_locations],
Necropolis Actually Findable [necro_find],
SpeedyDex [speedydex],
Stats Through Kills [stats_through_kills],
Stats Through Skills [StatsThroughSkills],
Vehicle Additions Additions [blaze_extension_M],
Magical Nights [MagicalNights]
]
I don't recall how unarmed weapons scale with unarmed skill and your stats versus just being unarmed. It's possible that unarmed weapons are worse than being unarmed completely.
Describe the bug
It's possible that I just don't understand how nail knuckles and unarmed fighting combine but I was under the impression that they added to whatever damage your unarmed attacks were already doing so as long as you didn't have claws equipping nail knuckles or another unarmed weapon would be superior to just punching no matter what your strength was.
The NPC in question is a post threshold bear mutant but has no mutations that provide an attack. They have the mutations: Fat Deposits, Huge, Hibernation, Insanely Strong, Martial Arts Training (I understand this does not actually work on NPCs), Quick, Shaggy Fur, TAAAANK, Ursine Ears, Badly Deformed, Smelly, and Bear.
They have melee 4, unarmed combat 5/5. Their strength is 27 (modified to 28 by stats through skills). When I try to have them equip the nail knuckles I'm told that their current "weapon" (I've checked their inventory and moused over them to look. They are unarmed.) is better than the nail knuckles with the nail knuckles having a value of 35.9 and their fists having a value of 36.9.
I am uncertain if the problem is with the NPC code or the code of the nail knuckles. It's also possible that one of their mutations renders them unable to use the nail knuckles but if that's the case the message the game provides is confusing the issue.
Used debug to remove his martial arts training in case that was somehow causing the issue. It did not solve the problem.
Probably abandoning this save anyway, I started it in a world I didn't mean to with mods I didn't want active and aside from the big buff bear mutant following me the spawn location looks bad. Jaberwalky to my east, FEMA camp to my west, and nothing decent near by.
Steps To Reproduce
Screenshots
No response
Versions and configuration
Additional context
No response