Fallout New Vegas

208 comments

  1. StealthDick
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    Remember to endorse ;)
  2. MegaMasterSword
    MegaMasterSword
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    Instructions unclear.

    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 :)
  3. jedp15
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    Sweet mod! Wondering, does this change how long the knockout state lasts?
  4. BigIron5457356254
    BigIron5457356254
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    unable to configure on the MCM menu, knockout menu isnt working because of that. what to do?
  5. Hailformed
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    Would this work fine with NVBII (Some bounty targets can be taken alive, but it only happens when certain conditions are met)
    1. StealthDick
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      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. 
  6. olunuer
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    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?
    1. StealthDick
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      This mod doesn’t touch anything related to explosives. I’m not sure.
  7. Dillylynx
    Dillylynx
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    Would this be compatible with Humanize-Brutalize?
    1. tnu
      tnu
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      I would olike to know as well please.
    2. tnu
      tnu
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      After looking over it I think this should be compatible in theory. this mod uses fatigue for its mechanics whereas Humanize-Brutalize uses health.
    3. Dillylynx
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      Thanks!
  8. wasdwasd12
    wasdwasd12
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    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?? 

    Was just wondering??
  9. Tact100
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    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?
    1. StealthDick
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      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.
    2. Tact100
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      Understood. Thank you so much for replying!
  10. ObsidianSilverFox
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    Really like this mod.

    Sadly can't use fatigue to get rid of Phillipe cause I thought I had something creative going on.
  11. Redixes
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    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? 
    1. StealthDick
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      I think you can adjust it in the mcm, if not, then no.
  12. Dillylynx
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    Could someone please make a patch between this and SWEEP? The fatigue effects are disabled in SWEEP.