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Author notes
I give permission for any of my mods to be translated and uploaded to the Nexus. You do not need to ask me first. For any other changes, please contact me first.
Please consider the following recommendations for translations:
1. Please clearly state the mod version of your translation and link back to the original file, so users can check they have an up-to-date version. 2. Do not change the name of any files, including the mod esp/esm files. This is because some other mods may search for the mod by name in their own scripts. 3. Also, do not translate or change the name of any options contained in INI files, since these are referenced by name in scripts too. However, you can freely change any instructions contained in INI files. 4. You can post your translated esp/esm files along with any of the original mod assets, and you do not need to ask for permission. However, please consider posting only the esp/esm file whenever possible, and requiring users to download the original file for the assets. This will allow the users to endorse the original file and contribute to downloads to help mod visibility. 5. If you find any scripted messages (created by the functions MessageEx ot MessageExAlt) that cannot be translated without editing the script, please contact me and I will move the message to a form instead.
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FrenchAuthor: PushTheWinButton - traduit par zebumper
Karmic Balance (2.0) - version francaise
Changelogs
Version 2.0
Fixed the Lawman perk's ability, so now infamy is correctly removed.
ElPascal has kindly rebalanced the hitsquads stats and equipment to be more akin to the vanilla game's faction hitsquads. This should mean the challenge level is more reasonable.
ElPascal has also changed the encounter system, so that the hitsquads will only hunt you in the same areas as the vanilla hitsquads. This means you'll no longer get pounced in settlements, etc.
Some minor scripting tweaks.
Version 1.42
Fixed Good and Very Good abilities.
Version 1.41
Changed the debug text to reflect the change in mod name, because - y'know - it was bugging me. (Meh-ha! Your Pun skill increased. You should rest and meditate on what you've learned.)
Version 1.4
Simplified and balanced leveled lists.
Balanced hit squads.
Version 1.3
Script improvements and leveled list fixes.
Version 1.2.2
Fixed Sheriff armor leveled list.
Protector now gives a discount on all items that aren't armor or weapons.
Version 1.2.1
Fixed a minor oversight which meant there could be a slight delay before the hit squads began hunting you if you swung heavily from one good to evil or vice-versa.
Version 1.2
Hit squad encounters should occur slightly more frequently. It will still be at least 3 days between each attack (or whatever your global respawn time is - though you really shouldn't be messing with this setting).
Fixed an oversight which made it possible to not get perks under certain circumstances.
Fixed hit squads still attacking when you had neutral karma under some circumstances.
Hit squads will give you a bit more breathing room when they attack after waiting or fast travel.
Hit squads will now definitely only attack in exteriors in the Mojave Wasteland or Freeside (for sure this time).
Reduced the health of hit squad members slightly.
Version 1.1
Hit Squads should no longer attack in locations other than Freeside and the Mojave.
Neutral perk renamed to "Drifter" and its critical chance bonus was replaced with a reduction in weapon spread.
Good perk renamed to "Protector" and added a Barter bonus.
Changed the trader discount for the Very Good perk to a damage resistance bonus.
The karma system in New Vegas is lacklustre—even the help screen tells you it means nothing. This mod aims to change that by adding consequences to your karma alignment, in the form of karma-specific perks and Fallout 3-style hit squads. I recommend you use this mod alongside a mod which corrects the game's karma distribution. My mod, JSawyer Ultimate Edition, is the most comprehensive in my opinion but I'm sure there are other alternatives.
My intention is for this mod to fit in seamlessly with the vanilla game. I've gone for a Vegas/Wild West theme, but the writing is ambiguous enough to still be relevant to the Capital Wasteland if you're using Tale of Two Wastelands (in which case no patch is required).
Karma Perks
With this mod, you will be awarded perks depending on your karma level, starting from level 2. There are five different perks, one for each of the alignments: neutral, good, evil, very good, very evil. The good and evil spectrum perks are cumulative - so being very good nets you the good and very good perks, for example. The first time you receive a perk, a message box will display telling you of its effects; after that you will receive un-intrusive corner messages to notify you which perks are gained and lost. The Perks are:
Neutral: "Drifter" - bonus movement speed and reduced weapon spread;
Good: "Protector" - bonus to Speech and Barter, large discount on small items from merchants;
Very Good: "Lawman" - bonus to damage resistance, slowly lose infamy if you're the friend of a faction;
Evil: "Desperado" - chance of additional money on civilians you kill;
Very Evil: "Crimelord" - damage bonus and moderate discount from merchants.
One interesting feature of the "Lawman" perk is that you now have a route to redemption with the Mojave's major factions. Previously, there was no way to remove infamy except in a few scripted instances (such as Vulpes' invitation or paying off James Garrett), meaning you could be permanently locked out of some aspects of gameplay. Now if you want to work your way back into a faction's good books, you can simply maintain a very good karma alignment and they'll slowly forget about that time you accidentally capped one of their guys.
Hit Squads
Much like in Fallout 3, straying from neutral gains the attention of certain parties. They will only attack after level 4, and you will receive a notification hinting at this. If you are on the good karma spectrum, Mobsters from a Vegas crime syndicate will try to kill you, and if you're evil, Bounty Hunters will attempt to claim the bounty on your head.
These enemies are intended to be a challenge; they level with your character and select their equipment from tiered, level-dependent lists. In my opinion this is a much needed departure from New Vegas' standard, where combat is mostly woefully easy. That said, stay well equipped and use the proper ammo and you'll be fine. However, difficulty is a difficult thing to get right, so I'll welcome feedback on this.
Hit squads will attack at least every three days (vanilla respawn time), but are more likely to take longer. They will only attack in the Mojave or Freeside, so your immersion will not be broken by them attacking in the Capital Wasteland or some other similar location where they wouldn't logically be able to reach.
The method I have used for the encounters is somewhat crude; it's the same method that was used for the Spell Tomes DLC Conjurer in Oblivion. However, I really like it because of its simplicity and reliability. If you notice anything overly dodgy, feel free to mention it and I'll consider changes.
Please ensure you have the latest version of all the above before reporting an issue. It's best to update plugins as and when the authors release updates.
Uninstallation
This mod can be safety uninstalled at any time and will have no permanent effects on your game.
My Mods
I spend a lot of time creating and supporting my mods, so any donations are gratefully received.