Fallout New Vegas
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bbstrobls pekaboom

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bbstrobls

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About this mod

Adds RKR to both regular NV or TTW

Permissions and credits
This mod is based on Peekaboom Responsive Kill Reactions (schlangster + Mezmorki worked on the original concept as well) which has open permissions.


Known Issue: The mod has no way of determining if a body is been pre-placed dead or placed living and was killed/died. This will make non follower NPCs go into flee mode first them you visit a cell with a pre-placed dead body. This is why I added a % chance of flee to make it less weird.

Known issue: If you kill an essential NPC is goes unconscious instead of dying so will trigger no reaction.

Version 1.1
removes all TTW masters and only leaves FalloutNV master which means this will work both in NV and in TTW. 
it also renames the MCM menu yo NV TTW RKR Enhanced and esp is called RKREhanced.esp now (remove prev version)



This is in fact a complete reimplementation so all work (except idea) is mine.  Do whatever you want with this. 

The mod itself is standalone. It depends on FOSE or NVSE to run but should work on other gamebryo games as long as those specific functions or similar functions to scan though refs exist.  As it  is , it should remain compatible with TTW as long as the masters don't change (which I highly doubt they will). Also has built in optional MCM support. It actually need all the TTW masters but if you remove them it should still work. 


This mod  is much more efficient than the original implementation but has the same effect. The idea is to have npcs react when you sneak kill their buddies. Similar concept but different implementation.

Original RKR would scan for dead bodies and would add a token that in turns scans for nearby living actors and would trigger them to become alerted.  This means the original would do: ref scan around player for dead bodies * ref scan for every actor around every dead body. 

My implementation scans for dead bodies every 2.5 seconds and adds a token that creates detection for a DetectionTime every DetectionInterval seconds if the player is killer. If player not killer you get a generic NPC flee token (see below). This will work for NPCs as well as creatures. 

The engine uses two types of detection events : audio and visual. Audio is when NPCs hear and start to look for you to get a visual confirmation. Visual is when they see you and that's when they star to attack. Detection events also have a source. Essentially what my mod does it creates a kind of "fake gunshot" from the Player where the body is located then I let game AI do the rest. 

My mod also has an extra experimental feature  in which bodies (of any actor creature or human) you didn't kill will trigger NPCs to have a fleeing reaction when they see it for the first time based on a flee chance.  You can turn this off from MCM menu. I haven't tested this but it should work on any body including creatures, only on NPcs that are not follower or not in combat. The fleeing is simply a forced behavior not AI so that means they don't actually flee just looks like they are so if anything changes their AI package they stop feeling or they stop after a couple of seconds when they re-evaluate their AI packages. Usually talking to them even tho they appear like fleeing should still work and reset their behavior.  


My mod also sets Variable10 to 1 on dead bodies that have already been processed to make sure they are not processed again. Since the body is dead setting any variables no longer matters. Variable10 is used for player addiction and living water beggars. Nothing is set on the player.

Tokens are set to remove themselves and mark for delete so they don't bloat the savegame file and only the Variable10 persists which is a very tiny value should not affect the save.

Set debug to true in MCM to see info on how the system works in console you gonna get prints of stages for the tokens.