One should view the notion of "neutral karma" as simply being confused, uninformed, or a coward. You either seek to bring good into the world, you seek to destroy good, or you simply haven't chosen a side. Nobody wants to be that guy. Pick a side, fight, do something. The middle isn't even in the contest, they are just dead weight.
Being an indecisive coward with no clue who hasn't chosen a side probably shouldn't be rewarded, or pivotal. Just as in real life.
"Achievements of the World's Greatest Moderates" is a really, really thin pamphlet....
Having two factions waging war for no good reason other than to boost their ego and wanting nothing to do with either doesn't make you a coward. Wanting to stay out of something doesn't make you a coward nor does it make you undecisive. You just want to stay out. Point. Personally I find the handing out of good or bad karma something completely stupid and pretensious from the developers. Because it's not about what YOU think is good or bad but about what THEY think is good or bad.
You can stay out of a conflict for years and no-one gives a flying cahoot. Until someone asks your help and you decline to 'help' and then all of a sudden you're the bad guy. Come on.
You're not wrong, but lets be honest. The karma system in Fallout 3 is pretty BS. I mean. There is no way you should be able to nuke a town, enslave hundreds of wastelanders and cannibalize an entire settlement and then simply donate a couple caps to a church and be considered "savior of the wasteland".
I see this mod as essential simply as a means to make karmic impact more meaningful. Now it won't be so easy to shift from evil to good and everything in between/
"AFAIK, there isn't a mod to freeze you at neutral but there's this mod https://www.nexusmod...tab=description which greatly expands the neutral range and I presume you could expand it further yourself in FO3Edit if you wanted. I haven't used it myself."
I am curious as to whether or not I could use this to freeze my karma at neutral or at least make it so that it "seems" like I'm permanently neutral. I don't want to be the goody two-shoes lone wanderer but I also don't want to have to keep on balancing good and bad acts.
Looking for something that completely removes Karma increases for killing anything (murdering innocents and the like still gets neg karma). Tired of seeing my bad guy get good karma for killing raiders when he does so simply out of self preservation, just for a fun, or because he's hungry and wants a snack.
That is indeed the problem - those two alterations are not savegame compatiable. It doesn't explicitly say so in the mod description, but it does list two esps which are savegame compatiable. I misread that and I assume everyone else did too.
I'm getting the same problem as the folks before me: donating water to beggars and caps to the church results in vanilla Karma gain. I tried differing load orders, disabling all other mods and starting from a clean save, and both the packaged and modular esps - all with no change.
I used to mod for Oblivion, so as a last resort I fired up GECK and had a look. There is absolutely nothing wrong with the mod that is apparent and the only thing I could think of was setting the global as a constant, incase there was a script in the game altering it for whatever reason. Anyway, there is something wrong with my libraries and I can't save this change to test it. If I can be bothered I may have a go tomorrow, but I'm 99.9% sure it isn't this.
Only other thing I can assume is that this mod is not save-game compatiable and requires a new start - I may test this too. I do remember some odd things happening with globals and save games when I modded Oblivion, but as that was so long ago I'm hazy on what exactly those odd things were.
To anyone with this problem, are you using a new game or a save game?
I'm also having an issue with the all in one KarmaRevamp1010 in an existing game. The threshold part kicked in okay as I dropped from 'Very Good' to 'Good' with 800+ karma, but I'm still getting the vanilla +50 for donating water. I haven't tried any other karma related actions yet to see if they remained at the vanilla values.
I'll try using the individual modules to see if that makes any difference.
Edit: I've done a bit more testing with the all in one esp. Stealing, donating scrap, turning in fingers, and enslaving work as advertised, but the water donation mentioned above and church donations are remaining at the vanilla levels.
This mod isn't working at all for me. I'm using the KarmaRevamp1010 all in one thing. Theres no error message or anything, I've installed it EXACTLY as the README tells, nothing happens. I still get -100 for killing innocents, I still get +50 from donating purified water. Its as if its just not applying. If you want to see all of the other mods I have, go to: http://arwen.freeforums.org/ucp.php?i=pm&m...view&f=-1&p=126
I got these mods off a list someone else is using (Arwen) so if she can use it all right, then I should too... >_>
I'm gonna try this and enneract's mod together. I have high hopes for this, because it's just way to easy to become evil in vanilla. I want to have to work at it some.
There's a bug with your mod to increase the karma thresholds. There's a script for achievements called "AchievementScript" that needs to be modified to have the new values. Otherwise it doesn't understand the changes made and cannot award you achievements correctly.
I noticed this when playing a Neutral character. Since the values were modified to be much higher my character was thought to be good rather than neutral.
30 comments
Being an indecisive coward with no clue who hasn't chosen a side probably shouldn't be rewarded, or pivotal. Just as in real life.
"Achievements of the World's Greatest Moderates" is a really, really thin pamphlet....
You can stay out of a conflict for years and no-one gives a flying cahoot. Until someone asks your help and you decline to 'help' and then all of a sudden you're the bad guy. Come on.
I see this mod as essential simply as a means to make karmic impact more meaningful. Now it won't be so easy to shift from evil to good and everything in between/
I am curious as to whether or not I could use this to freeze my karma at neutral or at least make it so that it "seems" like I'm permanently neutral. I don't want to be the goody two-shoes lone wanderer but I also don't want to have to keep on balancing good and bad acts.
I used to mod for Oblivion, so as a last resort I fired up GECK and had a look. There is absolutely nothing wrong with the mod that is apparent and the only thing I could think of was setting the global as a constant, incase there was a script in the game altering it for whatever reason. Anyway, there is something wrong with my libraries and I can't save this change to test it. If I can be bothered I may have a go tomorrow, but I'm 99.9% sure it isn't this.
Only other thing I can assume is that this mod is not save-game compatiable and requires a new start - I may test this too. I do remember some odd things happening with globals and save games when I modded Oblivion, but as that was so long ago I'm hazy on what exactly those odd things were.
To anyone with this problem, are you using a new game or a save game?
I'll try using the individual modules to see if that makes any difference.
Edit: I've done a bit more testing with the all in one esp. Stealing, donating scrap, turning in fingers, and enslaving work as advertised, but the water donation mentioned above and church donations are remaining at the vanilla levels.
http://arwen.freeforums.org/ucp.php?i=pm&m...view&f=-1&p=126
I got these mods off a list someone else is using (Arwen) so if she can use it all right, then I should too... >_>
Thanks.
I noticed this when playing a Neutral character. Since the values were modified to be much higher my character was thought to be good rather than neutral.