somberX Posted December 11, 2015 Share Posted December 11, 2015 I have been looking into this and i think the best option would be to make them flee after the pacify effect ends, or cower, explode, catch fire, etc... Link to comment Share on other sites More sharing options...
VagueAbond Posted December 11, 2015 Share Posted December 11, 2015 Only modding and minor scripting I've done is in FO3/FNV...so I'm not sure how different this would be...but I'm hoping it probably wouldn't be too hard to make a script to both open up their inventory (without 'pickpocketing') and subdue/restrain pacified NPCs. Hell. there are handcuffs already littered throughout the game, and the animations for NPC's on their knees with hands bound exist and are used in the engine. Just the matter of what to do with them once the player exits the cell.Regardless, I don't think we'll see much development on this front until the official tools come out unless someone thinks of a clever stop-gap or workaround. Link to comment Share on other sites More sharing options...
somberX Posted December 11, 2015 Share Posted December 11, 2015 I have been working on this for a little bit now and i was able to make it so instead of immediately becoming hostile enemies will flee and then roam around as non hostiles, they will not fight with you or against you. It would be great it i can make it so they become bound/handcuffed but for now this is the best I can do, let me know if anyones interested. Link to comment Share on other sites More sharing options...
Kasseopea Posted December 11, 2015 Share Posted December 11, 2015 I have been working on this for a little bit now and i was able to make it so instead of immediately becoming hostile enemies will flee and then roam around as non hostiles, they will not fight with you or against you. It would be great it i can make it so they become bound/handcuffed but for now this is the best I can do, let me know if anyones interested.Definately interested in any mod, that would prevent them from turning hostile again. A perfect mod would be if it also marked them as killed. I had several quests where people gave up, but the NPCs kept screaming that i have to kill those, because they are still a threat. However, everything is better than them turning around and like "Huh, the guy in the power armor and a minigun looks at a terminal, quick, lets shoot him with my pipe pistol, pew pew pew" Link to comment Share on other sites More sharing options...
somberX Posted December 11, 2015 Share Posted December 11, 2015 This is what i have so far. http://www.nexusmods.com/fallout4/mods/5563/? Its definitely still a work in progress so let me know if there are any bugs or issues. Link to comment Share on other sites More sharing options...
Kasseopea Posted December 17, 2015 Share Posted December 17, 2015 Works, but has a similar bug to mines and pacification in general being messed up after reloading a savegame. In this case targets become neutral, even if the pacification failed before saving. Link to comment Share on other sites More sharing options...
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