Iprovidelittlepianos
Vault Senior Citizen

I’ve been thinking of a way that could make FNV into more of an RPG and less of a shooter, by which I mean making combat more reflective of the character’s skill than the player’s skill. For the record, I lack the modding experience to make a mod like this, so this is all theoretical. Just thought I’d share the idea here.
The first part of this mod would implement some kind of auto-aim lock-on feature, similar to games like GTA. When you hold the aim button, your crosshair locks on to the nearest enemy’s torso (or center of mass in general). And by nearest I mean nearest to the center of the screen, not the distance between the enemy and the player. Another button(or joystick) would be used to switch between targets. Perhaps the speed at which you can switch between targets could be affected by your Agility. The use of V.A.T.S. would be required to (intentionally) target the head/limbs. Guns could still recoil, with the crosshairs gradually returning to the starting position after each shot, the speed of which would depend on the character’s weapon skill. I’m gonna be honest, I have no idea if any of this is even possible for a mod to achieve.
The use of free-aim would still be possible while not pressing the aim button, but as with the base game this would be less accurate.
The next part of the mod would be changing weapon spread. Spread will be much more heavily affected by the player’s Guns/Energy Weapons skill to simulate the chance-to-hit system of the original games. At low skill levels the spread will be ridiculous and unrealistic, making it almost impossible to (intentionally) hit a target. At high skill levels the spread would be reduced to near zero. This part I actually think I could do on the GECK, but I know it would take a lot of annoying math and balancing to make work.
For cosmetic purposes, iron sights should be disabled and bullets should be rendered invisible, so we don’t run into the issue of seeing the shot lined up perfectly but still missing, or seeing your bullets fly off in wildly unrealistic directions. Unfortunately, there’s no way around this last issue when it comes to Energy Weapons or Explosive weapons.
Melee weapons would remain unaffected by this mod for obvious reasons. I don’t think thrown weapons could be affected either.
The first part of this mod would implement some kind of auto-aim lock-on feature, similar to games like GTA. When you hold the aim button, your crosshair locks on to the nearest enemy’s torso (or center of mass in general). And by nearest I mean nearest to the center of the screen, not the distance between the enemy and the player. Another button(or joystick) would be used to switch between targets. Perhaps the speed at which you can switch between targets could be affected by your Agility. The use of V.A.T.S. would be required to (intentionally) target the head/limbs. Guns could still recoil, with the crosshairs gradually returning to the starting position after each shot, the speed of which would depend on the character’s weapon skill. I’m gonna be honest, I have no idea if any of this is even possible for a mod to achieve.
The use of free-aim would still be possible while not pressing the aim button, but as with the base game this would be less accurate.
The next part of the mod would be changing weapon spread. Spread will be much more heavily affected by the player’s Guns/Energy Weapons skill to simulate the chance-to-hit system of the original games. At low skill levels the spread will be ridiculous and unrealistic, making it almost impossible to (intentionally) hit a target. At high skill levels the spread would be reduced to near zero. This part I actually think I could do on the GECK, but I know it would take a lot of annoying math and balancing to make work.
For cosmetic purposes, iron sights should be disabled and bullets should be rendered invisible, so we don’t run into the issue of seeing the shot lined up perfectly but still missing, or seeing your bullets fly off in wildly unrealistic directions. Unfortunately, there’s no way around this last issue when it comes to Energy Weapons or Explosive weapons.
Melee weapons would remain unaffected by this mod for obvious reasons. I don’t think thrown weapons could be affected either.