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A few warnings before you go ahead and play my mods or post comments here:
1. Translation Mods: All translations you will find of this mod are unofficial translations that were never actively supported by me and they may also be out of date. Only the English version is the official version. Use translation mods at your own risk. Any "bug report" is considered null and void if you fail to heed this warning. 2. Removing a Mod: Uninstalling mods during the middle of a playthrough is not safe and it can corrupt your playthrough. Do not try it. Every time you delete or deactivate a mod, you need to start a new game or reload from a previous save that didn't have the mod activated already. Any "bug report" is considered null and void if you fail to heed this warning. 3. Update Your Game: Older versions of Fallout 4 may not be able to run this mod. Keep it updated, there is no excuse as Steam does it automatically. 4. Cheats: My mods, quest/companion mods especially, do not support the use of quest skipping cheats like "setstage" to advance the story. This is an easy way to break not just the mod, but the vanilla game itself. Any "bug report" is considered null and void if you fail to heed this warning. 5. Bug Reports: These are encouraged, if you're willing to follow the rules above and properly document your findings to the point where anyone could replicate these alleged bugs or at least have a reasonable clue on how to replicate them with ease. A true bug report should also describe a problem inherent to the mod, not merely a conflict with a third-party mod. If you just wanna post vague one-liners like "this mod doesn't work" or "NPC X won't talk to me" save yourself the trouble. My standard response is "no, you're wrong, it's working as intended". I am also far more likely to take an issue seriously if you have tested out the mod on a clean save with no other mods active. 6. Compatibility With Other Mods: A lot of effort is put into avoiding editing vanilla forms and having conflicts with other mods, that said, there could still be issues even if no vanilla form is edited by the mod. Players are encouraged to talk with each other about this as posts like "is this mod compatible with mod X?" are not guaranteed a response from me. Most of the time, I really don't know and I can't account for the changes that 5000 other mods make to the game. If it's not in the description, I probably don't know. 7. Read The Description: This is pretty straightforward. Read it or else...
How about a mod that allows the player to kill DOWNED, essential NPCs? Everything's normal, they're essential, they go down. The world ignores them. But if the player keeps attacking them (maybe one to three hits), they get unmarked and die.
That would be very seamless, keep them protected or essential, and make sure the player notices they're about to kill someone important, should they try to kill someone and they get downed first.
hi, a small request, is it possible for you to make an opposite version of this? basically same thing but adds a protected tag on npc when shot? thanks!
Personally I would say thanks for this mod. I encounted a bug that made all the NPCs I needed to kill for the Nuka World quest open season to be unkillable no matter what I did. This mod let me finish that quest.
I wouldn't say it's less complicated, but it gives you almost total control over who lives and dies and you don't have to worry about accidental deaths anymore or killing NPCs important to main quests if you still want to do those quests.
It's also far more compatible with other mods. I didn't edit a single NPC to make this possible.
I would prefer if you let people do it all, or nothing. Freedom of choice, and all that. Including snot nosed kids, which grow up to be sjw snowflakes.
Thank you, Thank you, At last a selective means to be rid of pesky NPC's that force on you quests even after telling 'him'' time an again "I'm not interested" Example in mind , that ghoul merc working for Jack Cabot. Him and his "we need to have a conversation" I don't 'Need' anything of him. At last answer to be rid of him! For just one NPC this mod is worth praise! Saying Not interested means not interested, miffed off the game doesn't allow for that fundamental response in NPC chat
12 comments
A few warnings before you go ahead and play my mods or post comments here:
1. Translation Mods: All translations you will find of this mod are unofficial translations that were never actively supported by me and they may also be out of date. Only the English version is the official version. Use translation mods at your own risk. Any "bug report" is considered null and void if you fail to heed this warning.
2. Removing a Mod: Uninstalling mods during the middle of a playthrough is not safe and it can corrupt your playthrough. Do not try it. Every time you delete or deactivate a mod, you need to start a new game or reload from a previous save that didn't have the mod activated already. Any "bug report" is considered null and void if you fail to heed this warning.
3. Update Your Game: Older versions of Fallout 4 may not be able to run this mod. Keep it updated, there is no excuse as Steam does it automatically.
4. Cheats: My mods, quest/companion mods especially, do not support the use of quest skipping cheats like "setstage" to advance the story. This is an easy way to break not just the mod, but the vanilla game itself. Any "bug report" is considered null and void if you fail to heed this warning.
5. Bug Reports: These are encouraged, if you're willing to follow the rules above and properly document your findings to the point where anyone could replicate these alleged bugs or at least have a reasonable clue on how to replicate them with ease. A true bug report should also describe a problem inherent to the mod, not merely a conflict with a third-party mod. If you just wanna post vague one-liners like "this mod doesn't work" or "NPC X won't talk to me" save yourself the trouble. My standard response is "no, you're wrong, it's working as intended". I am also far more likely to take an issue seriously if you have tested out the mod on a clean save with no other mods active.
6. Compatibility With Other Mods: A lot of effort is put into avoiding editing vanilla forms and having conflicts with other mods, that said, there could still be issues even if no vanilla form is edited by the mod. Players are encouraged to talk with each other about this as posts like "is this mod compatible with mod X?" are not guaranteed a response from me. Most of the time, I really don't know and I can't account for the changes that 5000 other mods make to the game. If it's not in the description, I probably don't know.
7. Read The Description: This is pretty straightforward. Read it or else...
How about a mod that allows the player to kill DOWNED, essential NPCs?
Everything's normal, they're essential, they go down. The world ignores them.
But if the player keeps attacking them (maybe one to three hits), they get unmarked and die.
That would be very seamless, keep them protected or essential, and make sure the player notices they're about to kill someone important, should they try to kill someone and they get downed first.
Would love that.
The only exception for this version is the kids, but there's another version for them as well.
But please OP, the Gamma Gun and its Ammo is hard to get. Could you just make it lets say a meele weapon?
It's also far more compatible with other mods. I didn't edit a single NPC to make this possible.
There will be a version up later for that, but it will be exclusive to Nexus Mods.
Example in mind , that ghoul merc working for Jack Cabot. Him and his "we need to have a conversation" I don't 'Need' anything of him. At last answer to be rid of him!
For just one NPC this mod is worth praise! Saying Not interested means not interested, miffed off the game doesn't allow for that fundamental response in NPC chat