FALLOUT 4
Pacify Overhaul by Androl
Fallout 4 » Perks
Added: 22/06/2016 - 02:11AM
Updated: 11/11/2016 - 06:45PM

59 Endorsements

0.1.3 Latest version

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Uploaded by michaelt919

Description

Last updated at 18:45, 11 Nov 2016 Uploaded at 2:11, 22 Jun 2016

Version 0.1.3 fixes a bug that caused banished NPCs to become invulnerable upon respawn.  If you encounter this glitch from using a previous version, it can be fixed by selecting the affected NPC in the console and using the command "setghost 0"

This is an alpha release of a mod that will overhaul the way the pacify perks work in Fallout 4.  The goal is to give the player more non-violent options while still keeping the game challenging and balanced.

Currently the following changes are included:

1) A dynamically calculated chance for the "Pacify" action to work.  Previously, this was always a flat 40% chance.  I've implemented a more complex formula:

% chance = 5 * (PlayerLevel - TargetLevel + PlayerCharisma - 10) + 100 * (1.0 - TargetHealthPercentage)^2 + PerkBonus + SneakBonus

PerkBonus is the bonus from the Black Widow / Lady Killer perks (which originally had numerous bugs that prevented it from working correctly in vanilla), and SneakBonus is a 25% bonus if the player has not been detected by the target.

This percentage is then clamped between 5% and 95%.

2) There is a chance that pacified enemies will start attacking you when you break line of sight with them.  Conversely, there is a chance that when sheathing a weapon, pacified enemies will NOT attack you.  The chance of an attack in either case is the same as the original chance to pacify.

3) For pacified NPCs (i.e. Intimidation perk only) there is now an option to "Banish" them after combat ends.  If this succeeds, the enemy will fade out and be replaced with a dufflebag containing their previously equipped gear.  In terms of role-playing, this can be thought of as an ultimatum demanding that they leave the area or be killed.  This can be used to complete quests that would ordinarily require killing enemies.  If the Banish attempt fails, the target will attack.  The chance of the attempt succeeding is the same as the original chance to pacify.  Banishment awards XP, but generally not as much XP as would be awarded for killing the same enemy.

4) The timeout after which a Pacify attempt fails has been reduced from 60 seconds to 10 seconds.

This mod has no requirements other than the base game.  It will probably be incompatible with other mods that change these perks, but compatible with anything else.  Install using Bethesda.net (see links under "Mirrors"), NMM, or manually.  If there are any issues with installation, please post them in the Bugs section.

Reminder: this is an alpha release.  Backup your save game and save regularly, especially when using the Banish option.  I am not responsible for save games broken because an important NPC was banished and disappeared from the game forever.

I'd appreciate support from any testers willing to trying this out to test for bugs and balance.  I frankly think that as it stands right now it's more logical and robust than the vanilla game implementation but my goal is to improve this over time.

My scripts are included, but I'd appreciate being asked for permission if anyone plans to use any large portions of them on another mod.