i dont know if its a glitch or whatever but i feel like some enemies that i pacified keep friendly even after being killed & re-spawning the synths in fort hagen are basically harmless now and i believe its a glitch
there is a similar glitch where using any cryo weapons can make the enemies re-spawn with the 'frozen' tag forever attached to them, could this mod be causing something similar but with pacify instead? if so is there any easy fixes?
Thank you for creating this mod! Having more non-killing options and self-preserving behavior from enemies goes a long way to making the game more realistic and fun. Frankly, the way the game forces you to fight to the death all the time seems terribly unrealistic (not saying that the brutal nature of the game isn't appreciated, I just think it's restrictive to not allow for enemies to behave more like people would in a fight and try and preserve their own lives sometimes).
Would it be difficult to increase the chances of pacifying an enemy if they say, have no weapon? (like through pickpocketing) Or if they are already wounded? This could add more of a strategic element to fights and gameplay, I think.
Hi, is it possible to sneak through a building or a camp with several enemies and pacify them all, or can one only have a single target pacified at once, please?
I never used it in vanilla, so I am not sure about this.
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i dont know if its a glitch or whatever but i feel like some enemies that i pacified keep friendly even after being killed & re-spawning
the synths in fort hagen are basically harmless now and i believe its a glitch
there is a similar glitch where using any cryo weapons can make the enemies re-spawn with the 'frozen' tag forever attached to them, could this mod be causing something similar but with pacify instead? if so is there any easy fixes?
Where can I see the sneak multiplier bonus using fo4edit?
Also, it's nice to use with other mods to give me a non-lethal alternative playthrough.
Bravo!
Would it be difficult to increase the chances of pacifying an enemy if they say, have no weapon? (like through pickpocketing) Or if they are already wounded? This could add more of a strategic element to fights and gameplay, I think.
I never used it in vanilla, so I am not sure about this.
have you considered making the chance partially dependent on the target health and number of enemies