Fallout New Vegas
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Migck

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miguick

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About this mod

Removes scripts from faction armor to handle their disguise system through... handlers... HANDLE DEEZ NUTS

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Faction Disguise De-Scripter


The disguise system in Fallout™: New Vegas™ is double minus ungood (source: JustTrustMeBro). The thing is it works via object scripts on eeevery such faction armor, which to compound the insult contain local variables to temporarily hold any faction reputation you may have and restore it from them on unequipping the one armor you're using, just asking for something to go wrong and break apart.

This mod fixes this system by removing all these scripts and reworking them into unified handlers when equipping and unequipping the relevant armor pieces. In case you weren't aware, the relevant armors are from these factions:
  • Brotherhood of Sneed (formerly Chuck)
  • Ceaesaear's Leaegeaion
  • Genghis Khans
  • New California Republic
  • Power Rangers
  • White Glove Society: a special case, triggers only when equipping both a White Glove Mask and Attire

By default, equipping one of those outfits automatically disguises you as a member of the faction like in the vanilla game. PlagiarizingTaking a page from Essential Vanilla Enhancements Merged, the configuration file offers the option to activate this disguise system through a pop-up upon equipping the outfits. If choosing "no", they'll act as a regular outfit, with no change to your reputation or faction hostility. Or you can use the configuration file to disable this popup and thus the entire disguise mechanic, if you have no use for it, and still benefit from scriptless faction outfits.

This mod is compatible with the above, and with Simple Reputation and Disguises (which is already incorporated into it). Those mods still use the vanilla armor scripts to enable their features, while mine replaces and replicates it in its own handlers. Only thing were there might be compatibility issues is in other mods changing the DisguiseFactionQuestScript, where there's a failsafe in case the unequip handler doesn't trigger on removing a faction outfit.

Additionally, some of the vanilla companions have qualms about wearing faction outfits, and would not consent to even carry these items in their inventory. This is now handled somewhat differently in that they still won't equip them if the outfit you give them has better armor rating than their current one, but instead of dropping the item to the floor, it will return to your inventory and their companion interface will reopen for you to reconsider. Or, you can disable this behavior in the configuration file, so they won't mind what faction outfit they wear.
(You read vanilla companions, right? It's up to the modder to set up how their companions handle faction outfits, not me)

BEFORE INSTALLING OR UNINSTALLING, make sure you're not wearing a faction outfit. Else chances are things will break.

And uhhhhhhh that's it. Scram.