Fallout New Vegas
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bbstrobls pekaboom

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bbstrobls

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  1. bbstrobls
    bbstrobls
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    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.
  2. robbyandrew3000
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    For me, this broke the honest hearts final mission, where Josuah shoot's White-legs at the end. Quick fix though is to disable the mod then replay the cutscene over again.

    Funily enough, it also made a lot of the npc's cower in fear even though (I think) they're suposed to be fighting. I think this is part of the problem where npc's can't tell if the bodies are pre placed or not.
  3. darlingg
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    How does this mod interact with Leave No Witnesses? Can both be used, and if so, in what order? Or must one choose between them?
  4. jaid11111
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    Yay, installing and testing now. Sad that Enhanced Combat Awareness is buggy, but hopefully this does some of what that was trying to do, without the bloat and crashing.
    1. bbstrobls
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      Let me know if you have any issues. I did some testing but nothing extensive . It appeared to be working.
  5. robot
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    Description of the mod made me believe I can just clean the masters in FNVEdit, to make it work with just NV.

    Am I correct ? But for what purpose would you add all these masters then ?

    I'll try to use it like that for my NV only setup anyway.
    1. bbstrobls
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      Yes and no. The mod is essentially a Quest , Quest script and also a token and token script. The quest runs the script every so often I think every 1 or 2 seconds which checks for dead bodies around the player and adds a token for each body. The token is really just an armor item with a script on it that creates a fake trigger every say 1 second for about 10 seconds then it marks the body as "processed" setting actor variable10 to 1 then it removes itself. So providing the functions the scripts have exist it "should" technically work for any version of the game Fallout 3 or NV possibly even Oblivion. Tho it would need the extended functions NVSE FOSE OBSE etc.
      With that said simply removing or cleaning the masters might or might not work. You would first need to remove the FWE masters and keep maybe only FalloutNV or Fallout3 as master then you would need to load it up in GECK and make sure the scripts compile properly and finally test it. If that works then is fine!
    2. mr5nrub
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      Did you end up testing this? I would love to use this in NV but no experience with this kind of thing
    3. bbstrobls
      bbstrobls
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      I ported it to NV and tested it and it appears to work. Let me know if you find any issues.
  6. taberone
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    Would an NV version be possible? The Responsive Kill Reactions module from Puce Moose Tweak and Balance Center does literally nothing, and the best way to nerf how overpowered Stealth is, in my opinion, would be to make NPCs actually react to dead bodies.
    1. bbstrobls
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      Just made the mod work on NV as well as TTW 
    2. taberone
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      Thanks!
  7. TheInternetSucks
    TheInternetSucks
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    Is there an alternative that is compatible without TTW?
    1. bbstrobls
      bbstrobls
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      yes I just made it compatible with TTW just regular NV. 
  8. darlingg
    darlingg
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    This mod doesn't actually reference any records from its listed masters except for FalloutNV.esm . In principle its  .esp could be loaded into FNVEdit by temporarily including the Fallout 3 and TTW .esm master files, to then be cleaned of its need for them, giving an .esp that would work in both TTW and FNV. Possibly the mod author would be willing to do that.
    1. bbstrobls
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      Yes is true this is pretty much a NV mod rather than strictly a TTW mod. 
  9. yoyoma3010
    yoyoma3010
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    So I'm using TTW and the newest xNVSE. I've managed to isolate my crashes to this mod. Usually after I kill someone in combat or after all npcs are dead in combat, I get a crash. Not sure what the issue is, this mod worked fine prior to me updating to the newest xNVSE.
    1. bbstrobls
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      I also use the lastest nvse and it doesn't crash .  
  10. darlingg
    darlingg
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    Interesting. Do NPCs react to bodies killed by companions the same as by player?
    1. bbstrobls
      bbstrobls
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      Yes NPCs should react to companion kills but Flee only works on actors that are not in combat. Maybe once combat is over they might react but the body may no longer be hot at that point. Though I think companions kill on behalf of the player because you get experience. Not sure how it works with companions.
    2. bbstrobls
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      Note that NPCs will react to any dead body including creatures