Holdup System
Last Updates: January 7th, 2020
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Holdups in Crime and Punishment function quite similarly to the Intimidation Perk, although unlike that perk, they are available right from minute one of enabling the mod. With holdups, you are limited to robbery actions, unlike Intimidation where you can incite or command someone, on top of stealing their caps.
How to enable holdup mode:
You have two ways to enable it. One is the go into the MCM and enable the mode, which is cumbersome. Or, you can simply hold in your ACTIVATE key, when not in combat, for four seconds and then release it. At that point, you will see an onscreen notice that you have entered Holdup Mode. Once it is enabled, you need simply approach someone and aim your gun at them - put them into Iron Sights. If they are a qualifying NPC, CAP will immediately begin the holdup sequence - you need do nothing aside from aiming at them - there is no key press required like there is with the Intimidation Perk.
Once the NPC enters into their dialogue phase, you have the usual choices of what to rob them off. If you change your mind and no longer wish to rob them, you can look away from them so that your dialogue choices no longer show and then sheathe your weapon, or you can simply walk away from them, at which point, the holdup will conclude. If you opt to cancel a holdup, there is a chance that your intended target will enter into combat with you. Be careful of this, as some NPCs that you are able to rob are mortal (and unique), so engaging with them in battle and killing them, will forever remove them from the game!
Once you have robbed your target, you have options of what to do with them, which upon choosing an option, the holdup will conclude.
Notes: Proximity to the target NPC is required in order for a holdup to function. The closer you are, the better the mod will be able to differentiate scoped aiming at a target versus your intent to hold them up. So if someone doesn't enter into holdup, perhaps you aren't close enough (or they simply do not qualify for the function). Also, you should not that holdups take advantage of CAP's witnessing system, so if you try to hold someone up when there are witnesses within a set distance and have line of sight on you, the holdup will fail and likely lead to combat. Choose your targets and your moment carefully!
How to disable holdup mode:
In the same way you enabled it, you can disable it - either via the MCM or by holding in your ACTIVATE key for four seconds and then releasing it. CAP has also been coded to disable holdup mode should you enter into a combat state.
Holdup System
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