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Pacify 100% success mod request


Kasseopea

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Hey guys, after putting all i had into Charisma (sitting at about 12 normally and with maxed Lady Killer perk), i am really getting annoyed by about 60% failure even while being Hidden and up against raiders.

 

Could anyone make a 100% success pacify mod? I tried myself with FO4edit, but failed miserably.

 

Please help >.<

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Unfortunately either doesn't have any effect or there is some sort of counter-check for it. Either way - still failing in more than 50% of all cases at CHA12...

I'll try and take a look at it, but the holdupEffectScript is pretty dense, especially for someone that has never used Papyrus. So even if I get to it, it will probably be after fixing the marine armor.

But maybe someone else will help.

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I tried the mod (the one above with the change to teh glob) and it worked great for me. Do you have any other mods that affect the related perks loaded lower/below/after?

Can you do some play testing for me. Make a save (to go back to when your done testing). Then use the console to set the var and try different values;

"set holduppacifychanceglobal to 100"

 

You can try some different values.

 

if it's still failing it may have to do with differences in levels. The holdupEffectScript comments say;

 

;***When the player holds up victim actor, effect is applied after checking a formula based on the player's level vs the victim's level***

getperkBonus()

;pacifyChance = IntimidateBase + perkBonus + (IntimidateMult * game.getPlayer().getLevel() as float / akTarget.getLevel() as float) * 100

;if pacifyChance > MaxChance

; pacifyChance = MaxChance

;elseif pacifyChance < MinChance

; pacifyChance = MinChance

;endif

 

The whole script fragment for pacify;

 

 

 

Event OnEffectStart(Actor akTarget, Actor akCaster)
		;***Add victim to alias so I can play player scene
		VictimAliasCollection.addRef(akTarget)
	    VictimAlias.ForceRefto(akTarget)
	    ;***Play player line and victim response***
	    holdupScene.stop()
		holdupScene.start()
	;***When the player holds up victim actor, effect is applied after checking a formula based on the player's level vs the victim's level***
	getperkBonus()
	;pacifyChance = IntimidateBase + perkBonus + (IntimidateMult *  game.getPlayer().getLevel() as float / akTarget.getLevel() as float) * 100
	;if pacifyChance > MaxChance
	;	pacifyChance = MaxChance
	;elseif pacifyChance < MinChance
	;	pacifyChance = MinChance
	;endif	
	if utility.randomFloat(0.0, 100.0) + perkBonus < pacifyChance.getValue()
		victimActor = aktarget
		akTarget.SetValue(HoldupAV, 1)
		Game.IncrementStat("Holdups", 1)
		Game.ShowPerkVaultBoyOnHUD(CharismaSwfName, UISpeechChallengePass)
		;***Store actor variables that this effect will change
		startingAssistance = akTarget.GetValue(Assistance) as int
		startingConfidence = akTarget.GetValue(Game.GetConfidenceAV()) as int
		startingAggression = akTarget.GetValue(Game.GetAggressionAV()) as int
		;***Make victim unaggressive and make them not care about crime***
		akTarget.SetValue(Game.GetAggressionAV(), -1)
		;akTarget.SetValue(Morality, 0)
		akTarget.SetValue(Assistance, 0)
		;***Send an assault alarm and detection event so nearby actors can react. Then stop combat on victim actor.***
		akTarget.enableAI(False)
		akTarget.createDetectionEvent(game.getplayer(), 66)
		akTarget.sendAssaultAlarm()
		akTarget.stopCombat()
		akTarget.enableAI()
		;***Put Actor in Animation flavor state, causes them to raise arms***
	    akTarget.changeAnimFlavor(AnimFlavorHandsup)
		akTarget.EvaluatePackage()
		;***Registering for all events that can break the holdup state
		;RegisterForDetectionLOSLost(Game.GetPlayer(), victimActor)
		RegisterForDistanceGreaterThanEvent(Game.GetPlayer(), victimActor, holdupBreakDistanceGlobal_Ext.getValue())
		RegisterForAnimationEvent(Game.GetPlayer(), "weaponSheathe")
		RegisterForHitEvent(akTarget, game.getPlayer(), abMatch = true)
		RegisterForPlayerTeleport()
	elseif akTarget.getValue(HoldupAV) == 0
		self.dispel()
		holdupMessagePacifyFailure.show()
	endif
EndEvent

 

 

after your done messing around with various values, go back to your save.

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  • 3 years later...

 

Unfortunately either doesn't have any effect or there is some sort of counter-check for it. Either way - still failing in more than 50% of all cases at CHA12...

I'll try and take a look at it, but the holdupEffectScript is pretty dense, especially for someone that has never used Papyrus. So even if I get to it, it will probably be after fixing the marine armor.

But maybe someone else will help.

 

theres a console command to make pickpocket success minimum 100 percent, and a command to make the maximum 100 percent, surely there's a console command for the modifiers of pacify chance to be changed to one hundred percent.

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ÃÂ

Unfortunately either doesn't have any effect or there is some sort of counter-check for it. Either way - still failing in more than 50% of all cases at CHA12...

I'll try and take a look at it, but the holdupEffectScript is pretty dense, especially for someone that has never used Papyrus. So even if I get to it, it will probably be after fixing the marine armor.

But maybe someone else will help.

ÃÂ

theres a console command to make pickpocket success minimum 100 percent, and a command to make the maximum 100 percent, surely there's a console command for the modifiers of pacify chance to be changed to one hundred percent.
There is. But, each time you load the game you have to re-enter it. I have the command set as a hotkey.

The command is: set holduppacifychanceglobal to #

 

I have mine on 99, but you could set it to whatever you like.

 

Edit: Didn't see the earlier post with that command. Still, setting mine to 99 works 99% of the time, lol. Helps to have the Intimidation perks. I don't mind it failing once in a while.

Edited by star-mystyk
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