So We can only take their inventory at rank 3? Can you perhapse make an optional file that would let you do that at rank 1? I just want to take their bullets.. It only makes sense
Actually i think it is, i made the condition and changed it to the pacify effect instead of holdup effect, you can now command them even when you holster but the follow command doesnt work unless you make then consolescopequest followers. Little workaround but messy.
Hopefully someone will discover the proper condition to use.
Hmmm, do you think you'd be able to add an Intimidation chance bonus based on level difference or if you are wearing Power Armor (and they aren't), if not now then when the GECK comes out?
I was thinking something like getting the player level value, the intimidation target level value, getting the difference and adding (or subtracting if they are over your level) that to the regular chance, with a flat 10-15% bonus for power armor. The "getting the difference and modifying the intimidation value based on the difference" will probably need the GECK though.
I was thinking about this actually, especially the with the Power Armour. It's possible, definitely. I'll have to take a look at what handles the chance of success and perhaps add some more variables (if it lets me) otherwise I'll wait till the GECK. Was also thinking about being able to intimidate npcs who ARE attacking you if you're in Power Armour and as long as they're not.
I know Fallout 4 Edit let's you add variables with right clicking IIRC, since that's the way it worked with Skyrim, but I'm not sure the programming in the game would actually run them or not without us being able to tell the game those new variables are supposed to be there.
BUT : Will you be able to fix the massive bug or bethesda's intentional fail of rank 2 then rank 3 of the animal / creature / human intimidation perks. In rank 2 if you incite them to attack then you holster you're weapon they don't go hostile, but when you rank 3 them, once you holster they go hostile like rank 1, WTF WAS THAT BETHESDA!
If you can fix it we can now use the proper bat files i created to make them as followers so we can truly be a pacifist and them do the work.
Huh, I didn't have rank 2 for very long so I wasn't aware of this. I thought putting away your weapon and them going hostile made sense (at least for humanoids) but wasn't aware it did this for the animal one too. I will see what I can do about fixing this for both of them regardless. Thanks for the input
Yeah it sucks so much that when you get to rank 3 of this 3 intimidate perks they go bonkers and hostile once they submit to you're commands. But if you stay with just rank 2 [Incite] Command, they actually become you're ally and don't go hostile on holster. But you can't command them to follow or go anywhere, they just wonder by themselves.
Oh god of intimidation edit, please have a work around.
Lol i understand if it isn't possible yet, Oh btw you are the first one to tackle intimidation perk conditions mod, most i see is intimidation chance mods.
I tried what you're saying out, put myself back to rank 2 and yet they still go hostile on me when I holster. Do they go hostile on you when you holster without having incited them to attack?
Edit: Well basically from what I can tell is, when you holster your weapon, a script is run and it dispels the 'pacify' effect from nearby npcs but it doesn't dispel the 'frenzy' effect from ones you have used 'incite' on (which tbh it probably should). The reason this isn't the case with Rank 3, is because you're using 'follower commands' to tell them to attack as opposed to a 'frenzy' effect, so when you holster it dispels the pacify effect and they aren't under a frenzy effect either so they turn hostile.
So I wouldn't say it needs fixing, if anything rank 2 isn't working properly as they are supposed to attack you when you holster but the frenzy effect prevents that until it wears off.
I could probably get them to remain as your 'follower' after intimidating them, but that would most likely be a separate mod and would include changing the way the perk works by a lot.
To get them to go non-hostile with rank 2 you need to incite them first.
OH! so what's been on my mind was right all along, i kept thinking this seems to be a hidden frenzy state thats why they don't go hostile when they holster.
PLEASE PLEASE PLEASE make the optional plugin that they will remain a follower, theres a huge number of people in reddit and me as well that feel this way about this perk, with this optional we can go ahead and have a leader ordering people around and continue being a pacifist, it's balanced because humanoids that are pacified aren't essential and it happened to me where i have 3 raiders at once that all died and thats after I well equipped them.
Thank you.
I'll do anything for you just to make this.... PLEEEASE.
hi ! the most frustrating thing i found with this perk isn't so what you are saying, whi is still totally true, but the fact that you can intimidate someone with a knif at long range... even if this guy have a Rocket launcher ... Really ? yes ! ...
Did you thing it 's possible to add a condition like "if character weapon bigger than enemies" then + [X-Y]% chance ? and of course so reducing the basic % chance.
This can be amazingly more immersive, and traveling with a Rocket launcher or minigun can intimidate enemy at a long range if they aren't enough equipped. That maybe hard to do that without the Geck and other tool, i don't know enough how to create mod, i just know some little thing like condition and that why i was thinking about this.
maybe the idea is possible but with an other formula etc. What did you think ? interesting ?
Hmm, well I tried to do this but... how do you intimidate with a melee weapon? As you can't 'look down the ironsights' with it, alt click just performs the block and that doesn't let you do it.
Though I will say that with this mod it may make a bit more sense, as you cannot intimidate if they are already shooting you anyway, so you could think of it as coming up behind them with a knife and holding it to their neck.
I hoped for a mod like this and then a moment later it appeared. Thanks. If I might make a suggestion, I think there should be a brief opportunity to intimidate a hostile NPC at the beginning of combat.
Hey, yeah I agree there should be, but I am unsure if that's possible at the moment. It may be, but I'll have to look and see if I can figure it out. As in, if you have your gun on them before they shoot/attack then yeah it should be possible. But the condition I used to make this only has 3 states, "searching" "Not in combat" and "in combat", so hard to specify beyond that at the moment. But thanks for the suggestion, I will take a look at some point.
Weeeelll ... if a guy is shooting at me, and I shrug off those bullets fairly unimpressed, while I tell him to stop shooting or he'll soon learn that my firepower is on par with my defensive capabilities ... that guy WILL put his weapon down. Only exceptions are when they are beasts, raider psychos, or super mutants too stupid to understand the implications. But that's just my 2 cents.
Hey im sorry but i cant understand this thing:if an npc or a raider is hostile to you (shooting you) you can't pacify them to calm down? You can do this in vanilla and i liked that feature.Also love the new "sneaking" features you added,you couldn't do this in vanilla right?
Intimidating them whilst they're shooting at you was the main thing I wanted to remove, so no you cannot do that with this mod. I didn't add any sneaking features, you have always been able to intimidate from stealth.
27 comments
once we successfully intimidate someone, allow us to send them to a settlement and recruit people by force.
could get more complex with that, but that would do for now
Hopefully someone will discover the proper condition to use.
I was thinking something like getting the player level value, the intimidation target level value, getting the difference and adding (or subtracting if they are over your level) that to the regular chance, with a flat 10-15% bonus for power armor. The "getting the difference and modifying the intimidation value based on the difference" will probably need the GECK though.
BUT : Will you be able to fix the massive bug or bethesda's intentional fail of rank 2 then rank 3 of the animal / creature / human intimidation perks.
In rank 2 if you incite them to attack then you holster you're weapon they don't go hostile, but when you rank 3 them, once you holster they go hostile like rank 1, WTF WAS THAT BETHESDA!
If you can fix it we can now use the proper bat files i created to make them as followers so we can truly be a pacifist and them do the work.
EDIT : Track / Voted / and Endorsed, good job.
Yeah it sucks so much that when you get to rank 3 of this 3 intimidate perks they go bonkers and hostile once they submit to you're commands.
But if you stay with just rank 2 [Incite] Command, they actually become you're ally and don't go hostile on holster. But you can't command them to follow or go anywhere, they just wonder by themselves.
Oh god of intimidation edit, please have a work around.
Lol i understand if it isn't possible yet, Oh btw you are the first one to tackle intimidation perk conditions mod, most i see is intimidation chance mods.
Edit: Well basically from what I can tell is, when you holster your weapon, a script is run and it dispels the 'pacify' effect from nearby npcs but it doesn't dispel the 'frenzy' effect from ones you have used 'incite' on (which tbh it probably should). The reason this isn't the case with Rank 3, is because you're using 'follower commands' to tell them to attack as opposed to a 'frenzy' effect, so when you holster it dispels the pacify effect and they aren't under a frenzy effect either so they turn hostile.
So I wouldn't say it needs fixing, if anything rank 2 isn't working properly as they are supposed to attack you when you holster but the frenzy effect prevents that until it wears off.
I could probably get them to remain as your 'follower' after intimidating them, but that would most likely be a separate mod and would include changing the way the perk works by a lot.
OH! so what's been on my mind was right all along, i kept thinking this seems to be a hidden frenzy state thats why they don't go hostile when they holster.
PLEASE PLEASE PLEASE make the optional plugin that they will remain a follower, theres a huge number of people in reddit and me as well that feel this way about this perk, with this optional we can go ahead and have a leader ordering people around and continue being a pacifist, it's balanced because humanoids that are pacified aren't essential and it happened to me where i have 3 raiders at once that all died and thats after I well equipped them.
Thank you.
I'll do anything for you just to make this.... PLEEEASE.
Did you thing it 's possible to add a condition like "if character weapon bigger than enemies" then + [X-Y]% chance ? and of course so reducing the basic % chance.
This can be amazingly more immersive, and traveling with a Rocket launcher or minigun can intimidate enemy at a long range if they aren't enough equipped.
That maybe hard to do that without the Geck and other tool, i don't know enough how to create mod, i just know some little thing like condition and that why i was thinking about this.
maybe the idea is possible but with an other formula etc. What did you think ? interesting ?
edit: just read the most behind me ^^ ... sorry
Though I will say that with this mod it may make a bit more sense, as you cannot intimidate if they are already shooting you anyway, so you could think of it as coming up behind them with a knife and holding it to their neck.