I'm not sure, as I haven't played NVBII in years now. If any of them need to be knocked out prior to capture, then this mod should support that natively.
Hey, whenever i use this mod dynamite/every explosive does an absurdly high number of damage, is this normal is it a compatibilty issue with other mods?
I have a question have you thought about adding TTW DLC Support for this I mean in Operation Anchorage and The Pitt you might not to be able to Do a lot of these knock outs??
For this mod, do knockouts count as deaths practically for quest completion? Say npc1 tells me to kill npc2. I go knock out npc2. Does the quest continue as if npc2 is dead?
No, however, coupling this mod with my Subjugation mod will do that. It's the only way I could think of doing what you're asking about without going in and editing every quest that requires someone to die.
I have miguick's Reload Reloaded handling separate sneak attack damage multipliers for melee/ranged weapons, is there a way to disable the sneak attack multiplier changes from this mod?
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Had a moral crisis about knocking a guy out and he woke up and ran I scream and fired shots at him and he died and I started crying and ended it.
Came back home and played fonv with this mod, and after reading mod page instructions my pacifism run was back on track :)
Was just wondering??
Sadly can't use fatigue to get rid of Phillipe cause I thought I had something creative going on.