Fallout New Vegas
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Lime

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LimeMods

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  1. LimeMods
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    Hi everyone!

    Just wanted to thank everyone that has provided suggestions and improvements for this mod so far.

    There's likely a few things that need tweaking and I'd appreciate any suggestions. Please report any relevant bugs in the bug tracker.

    A few things:


    • I may look to adjust the aggro range of NPCs based on user feedback (currently range is ~30m).
    • I may need to add more NPCs to the exclusion list. (I'd appreciate user feedback on this also)
    • Another issue I came across today is that NPCs will not currently react to scoped weapons - I'll fix this next update. - Fixed as of Ver. 1.20
    • I'll be adding a weapon exclusion list so that binoculars, detonators etc don't incite a hostile response. - Done as of Ver. 1.30
    • Looking to add DLC support - Done as of Ver. 1.30
    • I'll be adding .ini configuration that allows a stalker style mode (Npcs can become hostile if you are aiming at them with weapon drawn) - Added Via .ini as of Ver. 1.30
    • I'll be looking to an option where npc's will not talk to the player if they have a weapon drawn. (this will be a later update.) - Added via .ini as of Ver. 1.30
  2. jedp15
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    Just looked at a mod today called Lay That Pistol Down where NPCs become hostile when you "discharge loaded firearms in peaceful areas or shoot at their feet." Seems like they'd be compatible but just want to check what the consensus is. Both mods seem like the ultimate immersive combo
    1. LimeMods
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      I've not tested it - but at a glance, should be fine.

      Would reccomend testing yourself though.
    2. jedp15
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      Will do, and I'll try to remember to come back and let ya'll know :)
  3. DanielModderdude
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    Would it be hard to give a new reaction where they stop and put up their hands when you point at them, and then flee or attack once you stop aiming at them?
    1. LimeMods
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      It's definitely doable, but I'm not an animator so not something I can do
    2. DanielModderdude
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      Maybe it could use that animation where they crouch together when they're fleeing but standing still? Just an idea though for extra realism, great mod regardless!
  4. ZedraxStereo
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    Hey Lime! Could you make a patch to make it work with FPS Weapon Lowering? or some similar mod?
    Every time I have my weapon drawn and my sights pass for a millisecond in front of an NPC they want to attack me
    1. LimeMods
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      Sure I can look at this at some point.

      Don't know when though. Fairly busy with other stuff.
  5. naspec
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    Interesting immersion improvement for those of us experienced with real firearms. Would you consider making a reciprocal mod where the wandering merchants don't point their guns at you when you trade with them? Could be as simple as having them holster their weapons by default while their bodyguards can keep theirs drawn.
    1. kachniashovsky
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      Try WAR mix. That mod makes npcs and your character switch 3rd person animations. Most of them are what you are looking for.
    2. naspec
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      Thanks, will give it a try
  6. Rocketpouncer
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    https://www.moddb.com/mods/duskills-needful-things/downloads/immersive-sleeping-travel-encounters-point-somewhere-terrifying-presence

    "Basically, besides splicing those four mods into one plugin (You still need to install all four first, then deactive them, and replace with my ImmersiveFastTravelEncounters plugin), it also maketh sure that when you point a gun at someone (The main feature of someone else), random roll for nullifying their confidence and making them drop their weapon and flee only happens if you have the Terrifying Presence perk. See, while I like the concept, the fact that a fully equipped Brotherhood paladin could suddenly drop his minigun and start running just coz you pointed at him that nice little subsonic .22, real gently, for no reason coz odds, is just odd.
    Now there's going to be a reason for it, your presence is terrifying. Otherwise, they'll just initiate a combat normally when you point your gun at them (Or start running, but only if their confidence was on cowardly level by the game's default, not coz of a chance roll)."
  7. okButWhoAsked
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    can you make a version of this mod where npcs will do the calculation when you shoot around them? It feels wierd that they dont react when you miss a shot on them
    1. LimeMods
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      I would love to, but this isn't easy to do with my current scripting knowledge and the functions available within FNV.
    2. msivo
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      Bros... I've been looking for a mod that does exactly this for ages. Trying to trawl through nexus and google actually brought me to this mod. I would love it if you achieved this, or know of any other place to look!
    3. LimeMods
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      I'll look into it. If it's possible I'll add it as a feature.

      Something like firing in peaceful areas = a hostile action?
  8. PlasticPotatoes
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    I've been playing with Ghost mode for a while and it works like a dream. My only issue is the warning for NPCs refusing to speak with you keeps popping up randomly. Is there a way to hide it entirely?
    1. LimeMods
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      I can add that option in the ini when I get a second.
    2. LimeMods
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      Added an optional toggle in the .ini file that disables the message in version 1.6.1

      Please update to that version and set bGhostMessageDisable = 1 to remove the message.
    3. PlasticPotatoes
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      <3
  9. Matrimelee
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    This is such a great idea! Endorsed!  Also, is it possible to reduce the NPC act time even further?
  10. SignedName
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    Can you make a version where they put their hands up when they have a weapon pointed at them, before doing the fight/flee calculation? Maybe even replacing the fleeing behavior with them keeping their hands up until the player is far enough away/holsters their weapon.
    1. LimeMods
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      It's a great idea but unfortunately not really in the scope of this mod at the moment. I don't have the knowledge on how to animate something like this sadly.
  11. ElRusoMods
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    does this mod work with ttw? i downloaded but appears it is not working
    1. LimeMods
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      Should work with TTW. make sure you have updated xNvse and Jip