this, would love to see EVERY single npc in the game killable, companions, kids, etc. i want everything to be important enough to care about me proteting so they dont die.
Kids are killable with another mod, altho there is no reason to kill any of them. IMHO, killing kids only mattered in FO2 and FO3, because they were annoying little shits in those games. In FO2, there were kids that would steal from you, and you would have to buy your things from some asshole at inflated prices(including quest items). In FO3, little lamplight, do I need to go further?
Ok, so I was doing the airship questline, and one of the robots went out to fight the scavengers and got itself disintegrated with a laser gun. The game still treated it as 'alive'. I just resurrected it via console, but still, I thought npcs were all killable but protected? If I may make a suggestion: add some kind of event in case a quest-relevant npc dies, so the game tells you that you've failed the quest or something.
A weird issue I have is Jun and Marcy are still essential. I heard that they become non-essential once you finish Sanctuary, but they're still essential after...
for some reason my npcs Deacon and danse wouldnt die in missions where i kill them both for the brotherhood. tried everything. this finally solved it. thank you very much.
246 comments
Immersive Npcs (XB1)
If I may make a suggestion: add some kind of event in case a quest-relevant npc dies, so the game tells you that you've failed the quest or something.