Does this not work with Deathclaws. Trying to roleplay when dealing with the mother Deathclaw at the witch museum. Pacified her and was trying to send her away, like I'll meet her at her nest.
Ah ok. Maybe need a release option lol. Like Pokemon. XD. IE: Release a wild animal back into the wild. Like those cliche movie moments where they go: "Okay girl, you go home now, go back where you belong" Lol. (You don't need to add that. It just popped in my head and I thought itd be funny to share)
The option to Banish currently isn't available on 'sentient' NPCs such as Feral Ghouls and Super Mutants with the Wasteland Wisperer perk. Given that they can be pacified it makes sense that they respond to threats as well although that would not make sense for Mirelurks and Deathclaws.
As the Fallout game's continually remind us, Super Mutants and Ghouls are people too despite how different they are so a non-lethal run would need to respect that as well.
Feral Ghouls, as the name implies, are feral and can't be reasoned with. Any Ghouls that are non-feral but still hostile to the player should be recognized by the game as human NPCs and the Banish option should work.
Super Mutants are more debatable, but I decided to just focus on making this an enhancement of the Intimidation perk, which leaves out the Super Mutants. I think this is fair; although there are a few friendly Super Mutants throughout the Fallout games, they're much more uncommon than non-feral ghouls. It would make sense that they'd similarly be a lot harder / impossible to convince to leave without fighting.
Messes up the perk page when used with War Never Changes. The Intimidation slot moves over to where Brighter Future is supposed to be placed, leaving WNC's intended Intimidation slot blank. What's weird is that it didn't do this immediately. I played for DAYS before it happened.
Edit: Okay, I think I found a sort-of-fix. Used FO4edit to change the conflicting perk actor value from "Charisma "Charisma" [AVIF:000002C5] to "Strength "Strength" [AVIF:000002C2]. The Intimidation perk slot is still blank, but I still can pacify / banish and Brighter Future isn't blocked so I call that a win for now.
Hey I wonder if anyone has made a mod to make the pacify perks work with melee weapons, because if someone did that it would make playing a charisma melee character way better because you could point at an enemy far away walk up to them and beat over the head with a baseball bat. If anyone has made a mod like that please let me know because that would be awesome.
Does the duffle bag disappear on cell reset? I also tried looking at the mod with fo4edit to change the sneak bonus to 100 percent but i cannot find it. . .
It should disappear on cell reset, although I haven't rigorously tested that. You might need to edit the script to change the sneak bonus. The Nexus version should have the source included.
Does it count as a "murder" if you banish a non-hostile? I''m doing a "good" playthrough, but I had to banish one of my settlers b/c he was refusing to work (I thought it was a more humane option than killing him), then later checked my stats & saw I had 1 murder. That's as many as 1 ones. And that's terrible.
Could be just a bug though, or from one of the times I wiped out a bridge-shakedown gang before they aggroed me.
Banishment shouldn't count as a kill towards any stats based on how it's implemented, so it's probably something else. If it's a recurring issue, though, post a bug report, and preferably also send me a save game file that I can use to reproduce the issue.
Is the banishment feature is not compatible with War Never Changes Overhaul mod.? I've dl at least 50 mods total from Bethesda net so that is only a hunch.
Ok so actually its just the 2nd level of it messing up potentially. When the option to incite comes into play banishment no longer works right. No response when pressing the button to banish, not sure why, I can live with this.
Sorry, I somehow overlooked your comment when you posted this a few months back. This issue should have been fixed in the latest version I posted back in May. This was a known bug with this mod that's now fixed and not a conflict with the other mod.
One thing that would be really neat, is the ability to turn them into pseudo settlers. An npc that doesn't necessarily count as a settler, but you can give tasks to. That way I could actually rationalize using guard posts. (Opposed to spamming a billion turrets)
And with that sort of setup settlement attacks could actually hurt you, as the intimidated raiders wouldn't be protected. So losses in settlement attacks could easily cost you time and effort.
A lot of people have suggested something along these lines, and the idea is really growing on me. However, the chief difficulty is that the way that settlements are set up, its not straightforward to just dynamically make someone who wasn't intended to be a settler become a settler - in other words the "settler" behavior script is only attached to certain NPCs. I'd like to figure out a way around this and have some ideas, but I can't promise that I'll ever get around to doing this, if at all.
Too bad you couldn't have the mod spawn a new settler within a selected player settlement that looked like the newly 'banished/converted' raider, gunner, Child of Atom, etc; then remove the original from the game. If it were possible, it would give the illusion that you pacified an enemy and gave them a choice to leave the Commonwealth (banish), join a settlement or die. I like the idea of this mod.
Actually, if the banish option already makes them disappear, you could just have a menu where you tell them which settlement to go to, then they despawn, and a settler is spawned that is a clone of the captured enemy on the settlement you chose.
This way you could quickly build up settlements regardless of if you can afford materials to build a generator and recruitment antenna, which is very useful if you're finding settlements far from your supply line. For example, you could find a new settlement, capture an enemy, the game spawns a settler clone of him at the new settlement, you make them a provisioner, and now you have supplies to build the antenna.
It would give you a clear incentive to pacify enemies, and not just be a role playing thing. I for one love playing with limb crippling mods that often leave the enemies defenseless. You could go in, cripple arm and legs, then pacify and send to your settlements. It would also give you an incentive to sneak and capture. It might even be fun to capture the highest level enemies you can with stealth and crippling to defend your settlements.
The second way it would work would be in conjunction with mods that make building and looting more efficient. For example, Sim Settlements automates a lot of the settlement process. If you use this hypothetical mod and the Salvage Beacon mod, you could quickly get the supplies and population to just quickly build up cities as you progress through the commonwealth, with means more artillery and minuteman coverage. You could even use the Companion Overhaul mod to recruit those very settlers into a squad as you advance through the map and conquer it
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As the Fallout game's continually remind us, Super Mutants and Ghouls are people too despite how different they are so a non-lethal run would need to respect that as well.
Super Mutants are more debatable, but I decided to just focus on making this an enhancement of the Intimidation perk, which leaves out the Super Mutants. I think this is fair; although there are a few friendly Super Mutants throughout the Fallout games, they're much more uncommon than non-feral ghouls. It would make sense that they'd similarly be a lot harder / impossible to convince to leave without fighting.
What's weird is that it didn't do this immediately. I played for DAYS before it happened.
Edit: Okay, I think I found a sort-of-fix. Used FO4edit to change the conflicting perk actor value from "Charisma "Charisma" [AVIF:000002C5] to "Strength "Strength" [AVIF:000002C2]. The Intimidation perk slot is still blank, but I still can pacify / banish and Brighter Future isn't blocked so I call that a win for now.
Could be just a bug though, or from one of the times I wiped out a bridge-shakedown gang before they aggroed me.
And with that sort of setup settlement attacks could actually hurt you, as the intimidated raiders wouldn't be protected. So losses in settlement attacks could easily cost you time and effort.
This way you could quickly build up settlements regardless of if you can afford materials to build a generator and recruitment antenna, which is very useful if you're finding settlements far from your supply line. For example, you could find a new settlement, capture an enemy, the game spawns a settler clone of him at the new settlement, you make them a provisioner, and now you have supplies to build the antenna.
It would give you a clear incentive to pacify enemies, and not just be a role playing thing. I for one love playing with limb crippling mods that often leave the enemies defenseless. You could go in, cripple arm and legs, then pacify and send to your settlements. It would also give you an incentive to sneak and capture. It might even be fun to capture the highest level enemies you can with stealth and crippling to defend your settlements.
The second way it would work would be in conjunction with mods that make building and looting more efficient. For example, Sim Settlements automates a lot of the settlement process. If you use this hypothetical mod and the Salvage Beacon mod, you could quickly get the supplies and population to just quickly build up cities as you progress through the commonwealth, with means more artillery and minuteman coverage. You could even use the Companion Overhaul mod to recruit those very settlers into a squad as you advance through the map and conquer it