Fallout New Vegas
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Lime

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LimeMods

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About this mod

Aims to improve the way NPCs act around weapons being drawn, fired and pointed at them. NPCs will warn, draw on the player and eventually attack or flee if the player threatens them with a gun. Optionally prevent dialogue when a weapon is drawn & more! Fully configurable.

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Join my Discord Server: https://discord.gg/7m7Hb3R38W

This mod aims to improve the way NPCs act around weapons being drawn, fired and pointed at them. NPCs will warn, draw on the player and eventually attack or flee if the player threatens them with a gun. Optionally prevent dialogue when a weapon is drawn & more! Fully configurable.

I always found it strange that you could aim a loaded rifle at someone and only be mildly or sarcastically ticked off. With this mod, the NPC will either opt to fight or flee the player and the chance of each is based on a strength-weighted calculation. Fully configurable with multiple additional features including modes where Npcs won't converse with the player if a weapon is drawn.






  • If the player is aiming down their sights at a valid actor, within a set distance [determined by iMaxDistanceToTarget] and is detected.
  • The NPC is checked against a list of excluded actors (Mostly companions) & weapons. If they are on the list, the script is terminated.
  • A grace period occurs equal to bTimeToAggro in the .ini,  the player can change their mind at this point.
  • NPCs will draw their weapon and warn the player at this point.
  • NPCs may fire a warning shot at this point.
  • An invisible dice roll occurs to determine if the NPC is going to fight or flee in fear. The dice roll is weighted based on player weapon damage vs NPC.
  • If the NPC chooses to fight, they will become immediately hostile & attack the player
  • If the NPC chooses to flee, they will run from the player.
  • In either scenario they may drop their weapon in panic
  • If the player does not kill the NPC, they should return to their normal docile state within a few in-game days and after the player has left the area.

Features and .ini breakdown

This mod is fully conifgurable using the included .ini file and has several additional features, see the articles section of this modpage for a more detailed breakdown of the included features and .ini settings.

Flee Calculations

Fleeing is based on a capped difference between player weapon damage and NPC weapon damage with a bonus for having the Terrifying Presence perk. If you are interested in more details on how flee calculations are handled, see the articles section for a detailed breakdown.

Information for modders

I've done my best to ensure this mod works well with mod added weapons, NPCs and animals. However in cases where an author wants more control over how their work interacts with this system, see the articles section of this modpage for a breakdown on formlists modders can use to patch their own work into this system.



First, install the latest version of xNVSE, JIP LN & ShowOff. Next, simply Install both the main and config files using a mod manager of your choice. Alternatively add or remove PointThatSomewhere Else!.esm from the data folder as required and PointThatSomewhereElse!.ini from the Data > Config folder. There are no particular load-order requirements for using this mod.

Optionally install the TTW patch and load after PointThatSomewhereElse.esm.

Finally, edit PointThatSomewhereElse!.ini with a text editor of your choice to configure and enable additional features. It does however, come pre-configured with a default set of settings.

Once installed, Simply aim down the sights with any equipped gun whilst at any humanoid NPC to start the fun!



I can be contacted/followed at the following - feel free to pass on any feedback or even give me a follow for new mods & content:

  • I can be contacted on NexusMods (I'm Semi-Active in checking messages or comments)
  •  Reach me on my Discord Server: https://discord.gg/7m7Hb3R38W

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