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Dynamic karma mod?


SignedName

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I always found it funny how you can slaughter the entire population of the NCRCF and come out with positive karma. I don't want there to be no karmic benefits to killing bad guys, but the context matters a bit- it make sense to get karma defending Goodsprings against the Powder Gangers, but less so when killing them one by one after they've let you into their base. I dunno how the best way to go about this would be- maybe something like a "truce" flag activated when you're claim to be peaceful, like when visiting NCRCF, Hidden Valley, The Fort, The Strip, etc. that removes karma if you kill an enemy unprovoked (i.e. you wouldn't get penalized for stuff like Benny's men ambushing you at your suite, but you would if you just opened fire on the Tops casino floor).

 

Additionally, perhaps the karma you get for killing someone could be made dependent on how much you know about them- for example, you lose karma if you kill Clanden before finding out he's a serial killer, or more generally if you learn of the misdeeds committed by factions you can gain karma from killing them (meaning you lose karma if you go killing Powder Gangers or Legion without learning who they are- so no more shooting Joe Cobb in the back of the head at the Prospector Saloon without losing karma).

 

Another idea is that you lose karma for killing people who you have a good reputation with, whether you get caught or not- killing people who trust you with their lives is generally seen as evil, regardless of the morality of those that trust you.

Edited by SignedName
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  • 4 months later...

There is or at least was a mod that made killing enemies not net positive karma. The reset would require rescripting the results of many quest outcomes to modify karma base on player actions and add more. That would quite an overhaul even if done with scripts that just check quest stages. Not surprising something like this hasn't been done.

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