v1.4 I made the Soft-Hearted perk MUCH more survivable. When in combat, health will now decrease by small increments. I made every perk except Life is Precious more forgiving in letting you kill more creatures without losing the perk. I lowered the level requirement for Mojave Monk from 30 to 20, and I also changed some of the values for Mojave Monk to make it so that you only have to have %60 fame for a faction to get its reward instead of %75 fame.
All in all, Pacifist Perks will be much, much easier to use now.
I like these, but are absolutely broken once you get a companion. Specially one you get extremely early from mods, like Niner. The whole point of the exp rewards is being absolute s#*! in combat, leaving skill checks , quests and exploration as your only source of exp, which are less common than combat kills. And since companion kills count as your combat exp...Well...Lets just say I reached level 30 before even getting to Novac with Niner as a companion.
I guess jokes on me for having a modded companion while running this, but maybe you could tweak the exp multiplier when coming from companion kills a bit.
I think EXP reward from companion kills must be removed altogether if any of these perks are activated. EXP bonuses from perks will give you too much EXP for them and break the game, making you lvl 50 in early stages of main storyline. The other thing is that basically making companions kill people/creatures you want to kill is some kind of fake pacifism so it breaks the reasoning behind these perks too) But the mod itself is great and it's always nice to see more pacifist content.
Not sure it would be possible to implement this in-game(not a modder myself, unfortunately), but if player was losing HP and EXP(or only EXP, but very rapidly) from being in combat (literally "losing heart" from witnessing bloody cruel and vicious nature of Wasteland) it could potentially prevent player from racking up too many EXP levels too early in game and abuse companion kills for EXP. If this is possible to do - it would require a LOT of testing and balancing effort. For example - quests EXP rewards would still give player extreme amounts of EXP, even if he is losing EXP all the time while running around Mojave doing those quests. P.s. Sorry for overusing "EXP".
After some playtesting I do like this mod only one problem; The Softhearted perk is absolutely devastating. Gradual health loss would be a better idea or something that scales with your endurance but by itself it makes the game impossible to play under certain conditions (like some quests have to be all out ignored due to in-combat health loss and even a few DLC's where you'll be in combat literally 90% of the time due to some enemies massive amounts of perception; Old World Blues for example the Lobotomites can see through 100 sneak and a stealth boy!).
Maybe toning it down a bit to be gradual health loss instead of massive chunks where you can end up dead in a matter of seconds might be more feasible I think.
Now that I'm more experienced in modding NV, I know exactly how to fix that problem! The reason massive chunks are being chipped away is because I didn't know that SetQuestDelay is a thing. It basically makes it so that whatever you write in a quest script is only acted upon once every 5 seconds so that the game doesn't explode trying to draw all quests in real time. That's why there's a bit of a delay for those message boxes to pop up in this mod too, because all of the functions in this mod will only operate on the dot every 5 seconds.
All I've got to do is set SetQuestDelay to something short like 0.5 seconds. That way, message boxes will appear almost immediately, and health will be chipped away extremely quickly (but I will adjust the amount of health that is removed every 0.5 seconds)
Thanks for commenting on my mod. I've been meaning to patch this mod anyway to fix the blurry artwork.
Sorry for the long delay and yes; Soft Hearted isn't as brutal as it once was. Many thanks. I'm afraid though there is another issue. When playing Dead Money, your companions have the option of doing damage to Ghost People and for some odd reason it counts against you, even if you didn't do anything. As a result its me avoid the Dead Money DLC but that's a shame if you want a completionist playthrough. Might have been fixed by now but I have yet to test it in the update. Will post if its been changed as a result.
Does this work with more perks mod. I'm trying to use both but the perks for this aren't showing up. Edit going to run loot. i think more perks is overwriting this mod
I really enjoyed my pacifist playthrough. I played Hard and Hardcore with no companions. With all of the perks, 100 time XP is a little OP because I was level 50 before I reached Freeside without doing many sidequests and I ended the game with more caps than any five of my other playthroughs combined. My non-combat skills were so high that I got the Boomers to idolize me within 10 minutes lol. The combat penalty from Soft-Hearted was a must because without it, this playthrough would have been extremely boring and easy despite the difficulty setting.
Thanks you really for this concept ! This MOD + Alternative start Mod to build an peacfull character for a Zero-kill challenge is perfect ! =) Il love it so muuuch
So I really love this mod, there's so many situations already where you can avoid bloodshed and of course there's plenty of mods to improve the knockout system, this mod makes doing so much more rewarding. I'd like to make a suggestion but I admit I know nothing about modding so I don't even know if it's possible. With Tale of Two Wastelands, we can now have long enough playthrough to warrant full character arcs, in my current playthrough I'm going to be opting into pacifism at first and then eventually having him abandon this when his father dies, but I'd love for the opposite to also be possible. So my suggestion for this would basically be to include someway of resetting your kills back to 0, such as a 'Path of Pacifism' Perk, basically allowing you to become a pacifist rather than having to do a pacifistic playthrough from the start.
Hi, great job with the mod, really adds a lot, but there were some things I wanted to change, so I made an edit for myself, could I also upload it in case others are interested in my interpretation? Credit is given of course.
52 comments
v1.4
I made the Soft-Hearted perk MUCH more survivable. When in combat, health will now decrease by small increments. I made every perk except Life is Precious more forgiving in letting you kill more creatures without losing the perk. I lowered the level requirement for Mojave Monk from 30 to 20, and I also changed some of the values for Mojave Monk to make it so that you only have to have %60 fame for a faction to get its reward instead of %75 fame.
All in all, Pacifist Perks will be much, much easier to use now.
The whole point of the exp rewards is being absolute s#*! in combat, leaving skill checks , quests and exploration as your only source of exp, which are less common than combat kills. And since companion kills count as your combat exp...Well...Lets just say I reached level 30 before even getting to Novac with Niner as a companion.
I guess jokes on me for having a modded companion while running this, but maybe you could tweak the exp multiplier when coming from companion kills a bit.
Not sure it would be possible to implement this in-game(not a modder myself, unfortunately), but if player was losing HP and EXP(or only EXP, but very rapidly) from being in combat (literally "losing heart" from witnessing bloody cruel and vicious nature of Wasteland) it could potentially prevent player from racking up too many EXP levels too early in game and abuse companion kills for EXP. If this is possible to do - it would require a LOT of testing and balancing effort. For example - quests EXP rewards would still give player extreme amounts of EXP, even if he is losing EXP all the time while running around Mojave doing those quests.
P.s. Sorry for overusing "EXP".
Maybe toning it down a bit to be gradual health loss instead of massive chunks where you can end up dead in a matter of seconds might be more feasible I think.
All I've got to do is set SetQuestDelay to something short like 0.5 seconds. That way, message boxes will appear almost immediately, and health will be chipped away extremely quickly (but I will adjust the amount of health that is removed every 0.5 seconds)
Thanks for commenting on my mod. I've been meaning to patch this mod anyway to fix the blurry artwork.
I'd like to make a suggestion but I admit I know nothing about modding so I don't even know if it's possible.
With Tale of Two Wastelands, we can now have long enough playthrough to warrant full character arcs, in my current playthrough I'm going to be opting into pacifism at first and then eventually having him abandon this when his father dies, but I'd love for the opposite to also be possible.
So my suggestion for this would basically be to include someway of resetting your kills back to 0, such as a 'Path of Pacifism' Perk, basically allowing you to become a pacifist rather than having to do a pacifistic playthrough from the start.