Fallout New Vegas

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hexef

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hexef

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  1. hexef
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    Announcement

    This file is no longer supported, it is now part of my Buy or Steal mod as an optional feature.
  2. hexef
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    ---> CHANGELOGS <---

    Spoiler:  
    Show

    Version 2.0:
    - In order to futher avoid exploiting the stealing system, items owned by NPCs that are shot, hit or affected by any explosion will instantly teleport back to their original position.
    - For enhanced realism, you can now move the NPC owned items by either grabbing, shooting or using explosives on them ONLY if the owner is dead/ not present in the cell or no member of the owning faction is alive/ present in the cell.
    - A message will pop up informing you that you cannot grab the item.
    - Fixed a bug where the player could grab an item that wasn't supposed to be grabbed by spamming the Grab control key while moving the mouse around that item.

    Version 2.1:
    - Fixed the "You cannot grab this." message popping up when you could actually grab the item, thanks to FiiZzioN for pointing this bug out.
    - Removed an unnecessary script.
  3. KainThePheonix
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    Since my game is 100% - THEFT - all day, everyday I figure if I want to torture myself I may install this mod.

    Seriously though please reconsider a mod that allows someone to "offer" an amount of caps by and large it could use typical responses and voice files or silent. To me in that time of scavenging and living from day to day might inspire people to be more thrifty and perhaps sell an item for a few caps. I'm not sure how viable or difficult it would be to make a mod like that but it is essentially reverse of what this mod seeks to accomplish.

    A really neat idea even if I may not install it. Thanks for making it.

    Edit: Just read your new post. I was looking through your mods and was going to install Buy or Steal which is similar in concept. You definitely have a good HUD option showing condition etc.
  4. piber20
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    This is an amazing idea! Makes it harder to steal stuff.

    Could you make it so you could buy these items if they're in a shop? I'm thinking of something like this mod but for Fallout New Vegas:
    http://www.nexusmods.com/skyrim/mods/83218/?
    1. hexef
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      I might try to make something like that, no promises though.

      The problem with picking up items in fallout 3 and new vegas is that as far as I know, there is no way to override the default action that happens when you press your USE key on an item, which is putting the item into your inventory.
    2. DarianStephens
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      You can definitely override that with something like a perk activation choice; I've used it for a coffee brewer item which worked by just dropping the thing in the world.
    3. hexef
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      Ok, so a perk activation choice would be a good start. The problem with this is that the "Buy" activation prompt should only show up when the complex condition of the owner being in the current cell is met. This is where the undocumented AuxVarGetFltCond comes in, I guess. I've never expected that I would ever have a need of such function, nor for implementing a feature like this.

      I like the idea and I will try to do it. I will credit both of you for the ideas as well.
    4. hexef
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      Done, here is the link. I have also included No Grabbing of NPC Owned Items as an optional module that can be activated/deactivated via MCM.

      This file is now no longer supported.
  5. harimau93
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    remember in Elder scrolls games, especially Oblivion, if you grab possession item with z key I think, even just grabbing a sec, NPC will started to yell at you, & if you grab the item long enough they will call a guard to arrest you, or at lest they will warn you don't do it again. I miss that system, & feel disappointing with Fallout 3, Fallout 4 even New Vegas don't have this simple system, man I wish diamond city guard would stop shooting at me because I accidentally pick up someone items.
  6. Zaelesh
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    This is a great idea for a mod, This has always been an immersion breaking aspect of stealth for bethesda games. Could you make a version for fallout 4 and/or skyrim?
    1. hexef
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      Highly unlikely that I will make a FO4 version anytime soon as I currently have no interest in playing it. I don't have any hard drive space for it anymore and it doesn't really run well on my laptop. It fluctuates a lot between 45 and 60 fps on full HD resolution and changing to a lower resolution makes it too blurry. That annoys me a lot.

      After I buy a new PC, which is also very unlikely in the near future, I will surely start up modding FO4 and port many of my mods.
    2. Stickmanfan126
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      It doesn't matter what rig u got, their engine is garbage and you can get lag spikes with any graphic card
  7. codexarcana0123
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    I don't usually steal items. Only did it once while inside the Brotherhood bunker at Hidden Valley because I just couldn't resist not stealing power armor of any kind even though I'm playing a stealthy character -- a trait I've developed while playing Fallout 2. (Just gonna have me some of that oh so sweet Enclave Power Armor boi). But still felt the need to download this particular mod. Something to stop me from succumbing to the urge of further theft, I guess. Anyway, endorsed.
  8. FiiZzioN
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    Am I the only one getting the "You're not allowed to pick this up" pop-up when you pick an item up while the owner is alive, but is not in the cell?
    1. hexef
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      Where does this happen exactly? Maybe there is a member of the owner faction present in the cell.
    2. FiiZzioN
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      I’m using the “Afterschool Special” mod in which there’s an NPC named Paul Edgecomb. He wonders around the outside of his home and comes inside every so often, and after you’ve done a few quests you’re able to trade items.

      In this instance I was in his house while he was “outside”, to be technical, he was in another cell. When I went into the crafting room and grabbed the items I got the "You're not allowed to pick this up" pop-up, yet I was able to move them around however I wanted. However, when he came back inside, the items were locked in place and the mod worked perfectly.

      I’m not sure how the “Afterschool Special” mod handled the NPC’s if this mod relies on just factions. I don’t know if this type of behaviour will occur in other parts of the game, but I also don’t know if there are other mods that may face the same issues that are discussed here.

      I’m sorry that the only example I have is occurring in another mod… I’ve just started playing again and am on a new save. :/

      Hopefully, this'll help you to see if it’s reproducible in another environment.


    3. hexef
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      Fixed in 2.1. Thanks for telling me about this problem.
    4. FiiZzioN
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      Glad I could help!

      Now it's time for me to say thanks! I'm not quite sure how this exploit was left in the vanilla game to begin with... I say this because, when I did my first playthrough, this was the first thing I did when I could move in the Van Graff's. If you knew about the "Grab" key, it was like seeing a goldmine!

      So, thanks for fixing such a small, yet glaring issue. Have a good one!
  9. Ladez
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    Excellent idea. All items would be locked in their place if I had my way.

    By the way, you have dependencies to all the DLC. You might want to clean masters on the plugin with FNVEdit.
    1. hexef
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      Thanks for the heads up, fixed.

      I was thinking of just freezing the items in place but I don't know how to do that. Also, it would kinda make it unrealistic when explosions and gunfire wouldn't move them at all.

      For further game balancing would be good though.
    2. Ladez
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      SetRigidBodyMass can freeze items in place with a value of 100. Not sure how to reverse it without a way of knowing the original value. Haven't used the function much.
    3. hexef
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      Yeah, reversing the effect of that function is a problem.

      Another way would be running MoveToEditorPosition every frame but we both know that will wreck the fps.

      Looks like I will leave this mod as it is for now.
    4. xax34hah
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      How about keeping track of the item's change in position (having some float variables dx, dy and dz that have the item's change in coordinates for the current frame added to them every frame), and if it gets too large (the squared vector length dx^2 + dy^2 + dz^2, I mean), you run MoveToEditorPosition?
    5. hexef
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      @xax34hah

      I'd still need to check in every frame the position of every NPC owned item in the current cell, which is too costly.

      In the new 2.0 version, shooting at them or using explosives on them will restore their original position, which is a big improvement.

      Still, bumping into them won't restore their position because I have not found an efficient way to monitor whether someone bumped into the NPC owned item or not.
    6. xax34hah
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      There was a function added to JIP LN recently that returns an array of objects the calling reference is colliding with. Maybe that will help?
    7. hexef
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      Noted. I might be able to do something with these collision functions in the near future.
  10. GuardianofLight137
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    Gotta be actually sneaky to steal now eh? Not bad. Not bad at all.
  11. harimau93
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    groovy!! this is good idea to tweak that game mechanic logic, it make NPC aware more of what are you doing in their shop. also I have a question, what if PC have sneak skill to 100 & use stealth boy to grab the stolen item, will NPC notice it or...
    1. hexef
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      This mod doesn't change any sneak settings so you will get noticed the same way as in the vanilla game.
  12. Manan6619
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    Hm, very interesting! This was definitely a strange quirk about the original game. Although, I would presume that when you do pick up an owned item and drop it again, you still wouldn't be able to grab it?
    1. hexef
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      As long as no owner is present in the cell, you can grab them as many times as you wish.