A means to deal with animals non-lethally, including quests involving them.
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Credits and distribution permission
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Author notes
Do whatever!
File credits
This author has not credited anyone else in this file
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This mod is not opted-in to receive Donation Points
Changelogs
Version 0.2
The Inhibitron would pretend to work on unconscious sapients rather than instead looting the unconscious as it should've, this is due to an earlier beta version which had a more far-ranging scope of involving not just critters. This has been fixed, now the Inhibitron will work on unconscious critters, and instead unconscious sapients will be looted.
Version 0.1
Initial release.
The Inhibitron!
Description
The Inhibitron is an experimental Enclave device purloined liberated by Dr. Henry when he and the other Remnants abandoned the Enclave. A few were produced, one was captured by the East Coast Fauxclave where it was used in their deathclaw project. The West Coast Enclave had a similar project, albeit one that yielded intelligent deathclaws. Now, it's being toyed with by doctors Henry and Mitchell as a means to provide wasteland veterenarian efforts. Well, it was, until youstole it.
How does it work?
You need to knock out an animal, crouch by them, and press the activation key while targeting them. If you have The Inhibitron in your inventory, it will pacify the critter and they'll become completely non-hostile. How you knock out the critter is up to you. There are means of fatigue damaging in the game already, and plenty more mods that add extras.
You will need to set bLootUnconsciousVictims = 0 though if you use LStewieAl's Tweaks. Due to how this uses activation, that would likely break it and this mod has built-in handling for looting unconscious foes.
What about quests?
It works for quests! Give it a go on the geckos. Of course, you have to be fast enough to beat Sunny to the punch before she slaughters the lot of them, but that's the burden of a guardian of the green.
What about people, you hypocrite?!
Okay, look, the quests involving people are way more involved! It's kind of interesting actually. Those involving critters are Fallout: New Vegas's only Fallout 4-ish Shopping List 'o Murder style of quests. Quests involving people tend to almost invariably offer options to handle things non-lethally, even something something spoilers about stuff. You probably know if you've beaten the game, it's hilarious. The point is? The only quests which require the murder of people involve irredeemably, profoundly evil psychopaths. So that's a thing. It just means that my interset in handling quests regarding people is diminished.
That isn't to say I won't. It's just a big headache for very minimal gains. Whereas there are a number of critter-related quests where the only objective is die die die die die die die, and that just felt out of place in a game where you can resolve so many quests in a peaceful way. Thus, dealing with those quests was given priority. It's likely that there'll be an Inhibitron for people eventually, but not right now. Right now, this is what I want, and what I'm happy with.
How does it function? I want to know how the sausage is made!
Very carefully.
On a more serious note? It's just tweaking aggression levels and factions of critters, and tweaking quests via scripts. The only records I had to edit were the ones regarding a dialogue for—mild spoilers—deathclaws near Sloan. It was weird. Unlike other quests, it was made very intentional for the player to say I sure did kill 'em, quite a bit. That isn't the weirdest thing, though! The weirdest thing is that there are script variables for handling those deathclaws, which would've made my life easier had the dialogue used them. Instead, the dialogue just espouses the bloody variables and uses direct death checks! Weird!
I bet Avellone did it, he has such a hate-boner for deathclaws.