Potentially breaks the quest Booted as the legionaries at the Legion raid camp kick the powder gangers to death. Cant confirm. https://fallout.fandom.com/wiki/Booted
Haha yeah! It add more brutality to the wasteland but it does not completely break the quest. It add a whole new vibe to the place when you approach the camp and see how they're being beated up. Anyway If you're fast, brave and strong enough you can actually save them before the legion ends killing them.
It makes for a pretty funny scene, not like i was going to save them but good to know. It's not that big of problem as you can just disable the kicking. Do you know of any similar quests where this might happen? Benny at the fort probably? Would be nice to know. Thank you for your mods.
THB I'm not sure. I spend most of the time modding the game instead of playing it lol. I usually test the new features of my mods with the firsts quests of the game only.
Gotcha, well I cant be 100% on this but any instance of kneeling NPCs like the powder gangers, Benny and NCR hostages in Boulder City will probably be kicked to death. But as I said its no problem.
I have a suggestion I haven't seen posted in the comments. Is there any chance you could work in the function to tell slaves to stay put? I never knew how much I'd miss that function from Near Death, but I don't want my slaves following me -everywhere-. It's too much of a liability to have them follow me everywhere; for myself and the slave(s).
Hey! Sure, I can think in something. The Idea of slaves exploding if too far away is to have tradeoff involved, so I'll have to think in a tradeoff for this functionality as well.
Great mod and i've been using it anytime i don't plan to have a big intensive firefight (stability goes down the drain). I wonder if it would be too hard to add an option to never let the player drop their gun during agonization as this tends to cause me quite some grief, or at least let you select between endurance or strength rather than both for that hopefully much lowered weapon drop chance.
Update: Aight i've poked and prodded at the script a little bit, don't quite understand the whole of it, but i think i see how i can change this myself. Will be a bit harder to do on my end and i might unwittingly break something in the script, but it's probably no big deal.
Hey! There is already a setting to give a chance of not dropping your weapon (I guess you already knew that). But yeah I guess I could add setting to never drop it. The problem IIRC was that the ragdolled player got stuck in the grund.
Player's No weapon drop chance: When active, the player has a chance of not dropping his weapon (based on Luck and only if it has a minimumof 5 Strength and Endurance). It's deactivated by default because I think it makes the player wobble around if you change view when agonizing.
EDIT: As for stabiliy, try the crowdlimit config setting and tell me if it improves!
Yeah i'm aware of the setting, which i have enabled, and i think i already have the crowdlimit setting on, but i'll double check to be sure. I think the crashing might be humanize-brutalize's fault more than agonize's fault though.
I changed that setting myself in the script to only use strength as a measure (since my character only has 1 endurance), then tested out some near-deaths and it turns out my character always drops the gun anyways. Then i restored the script and gave my character higher endurance, still drops the gun all the time, which is now prompting me to straight up delete that entire function that drops the gun, but eh, instead i just disabled the whole mod and will look at it later this weekend maybe.
YEP i do have the crowd limit feature on and it's set to 3.
Hey, just checked the code and turns out I'm not loading the player weapon no drop form the ini config file. I'll update that in the next update and hopefully it should work much better.
Oh yeah, and i went in there and checked, after playing some without agonize on, i was still crashing, so it's humanize-brutalize that gets me crashing the most, disabling it instantly made my stability in all sorts of fights go up, but particularly the large ones which have more chances of causing errors and crashes. This could be an interaction with other mods that affect combat though, like ragdolls, xilandro's bows and that quirky gas arrow that knocks out npcs and creatures, or even hit reactions, maybe even something else i can't think of right now that i have running on my mod list.
Nice. I recommend you to put crowdlimit in 5 or 6 for both agonize and humanizebrutalize. It should increase framerate in big fights. It also shpuld help with the crashing (beside the classic NVTD, OneTweak, etc).
I suggest you put "NVTF - New Vegas Tick Fix" and "lStewieAl's Tweaks and Engine Fixes" as as they both have the same goal as one tweak with even more features and work together plus onetweak doesnt work that much anymore these days
oh btw it seems specific companions like boone drop their companion weapons and i cant do anything they have no name and boone wont pick it up wont disappear either
All of them should be able to be merged just fine. They're independent but complementary and don't confict to each other.
Atlhough maybe one mod might look for the other in certain conditions and that might create small conflict, I can't remember right now honestly but I can try to check it out. I encourage you to just try and tell here if it worked fine.
edit: It works, but getting weird script error for Humanize-brutalize when ever I look at the console. I'll try and go back and write it down, at least try to remember.
I've got pretty great performance all the way through the 2nd Battle of Hoover Dam, and I added this into a game with about a forty hour playtime without any troubles about a year ago. Furthermore there's an INI that'll let you adjust some settings for potentially better performance.
253 comments
https://fallout.fandom.com/wiki/Booted
Thank you for your mods.
Thanks for the suggestion!
I wonder if it would be too hard to add an option to never let the player drop their gun during agonization as this tends to cause me quite some grief, or at least let you select between endurance or strength rather than both for that hopefully much lowered weapon drop chance.
Update: Aight i've poked and prodded at the script a little bit, don't quite understand the whole of it, but i think i see how i can change this myself.
Will be a bit harder to do on my end and i might unwittingly break something in the script, but it's probably no big deal.
- Player's No weapon drop chance: When active, the player has a chance of not dropping his weapon (based on Luck and only if it has a minimumof 5 Strength and Endurance). It's deactivated by default because I think it makes the player wobble around if you change view when agonizing.
EDIT: As for stabiliy, try the crowdlimit config setting and tell me if it improves!I think the crashing might be humanize-brutalize's fault more than agonize's fault though.
I changed that setting myself in the script to only use strength as a measure (since my character only has 1 endurance), then tested out some near-deaths and it turns out my character always drops the gun anyways.
Then i restored the script and gave my character higher endurance, still drops the gun all the time, which is now prompting me to straight up delete that entire function that drops the gun, but eh, instead i just disabled the whole mod and will look at it later this weekend maybe.
YEP i do have the crowd limit feature on and it's set to 3.
Thanks for the feedback!
BTW I think OneManArmy mod makes the player holster its weapon when going down.
This could be an interaction with other mods that affect combat though, like ragdolls, xilandro's bows and that quirky gas arrow that knocks out npcs and creatures, or even hit reactions, maybe even something else i can't think of right now that i have running on my mod list.
Atlhough maybe one mod might look for the other in certain conditions and that might create small conflict, I can't remember right now honestly but I can try to check it out. I encourage you to just try and tell here if it worked fine.
edit: It works, but getting weird script error for Humanize-brutalize when ever I look at the console. I'll try and go back and write it down, at least try to remember.
Does this hurt performance too much?
Is this mod safe to add to an already existing save?
Thanks.