Karma is back! Experience a fully fledged, responsive, and polished version of Fallout 3/New Vegas’s Karma system, with custom-animated icons. Highly reactive, customizable, and includes extensive utility for modders.
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Author notes
Everything in this mod is free to use with credit, aside from:
The .swf icons. You need permission from ItsMeJesusHChrist to be able to use the icons in the main mod, since they were made with his assets.
You need permission from DevastatinDave to use the icons in the Classic Fallout Icons optional file, since he is the creator of these assets.
The karma sound files. You need permission from tostikaas to redistribute them, as they were created by him.
File credits
This author has not credited anyone else in this file
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FIXED: Resolved an issue where karma was not being granted or removed.
Version 2.0.2
---### MINOR UPDATE ###---
CHANGED: Reformatted and organized karmaLib.psc for readability. Existing mods and scripts should be unaffected.
CHANGED: Merged ModKarmaDirect() into ModKarma() as an optional argument.
OPTIMIZED: Minor script and logic optimizations.
Version 2.0.1
CHANGED: Rebalanced NPC kill karma amounts to be closer to Fallout 3 and Fallout 4's Game Settings for Karma.
OPTIMIZED: Minor script optimizations.
Version 2.0.0
---### MAJOR UPDATE ###---
IMPORTANT: Completely re-wrote the event detection system to feature in-depth, contextual, proper quest and dialogue choice karma responses. This is how the system should have been implemented from the start, but I wasn't sure how to do it until recently. This is a massive improvement, and should feel far closer to karma in Fallout 3. | - This system borrows code and technology from my WIP Reputation mod, so the responses are highly contextual and appropriate for dialogue choices, and occur at an appropriate frequency. - This system automatically and dynamically covers the entire base game, Automatron, Far Harbor, and Nuka-World.
ADDED: Toggleable “Explain My Choices” setting in the MCM to allow you to provide additional roleplaying context for ambiguous decisions in quests. This is disabled by default, and only appears on a small handful of quest choices,
ADDED: Even more utility and documentation to karmaLib for modders/patchers to use.
ADDED: Native fortify/reduce karma magiceffect records. Includes ability records and fire-and-forget records for each.
CHANGED: Karma sounds now sound like they are coming from your UI rather than the world, this should feel more cohesive with other UI sounds.
CHANGED: Rebalanced NPC kill karma amounts.
CHANGED: The mod now requires Automatron, Nuka-World, and Far Harbor due to the new and massively improved event detection system.
CHANGED: Improved the soft requirement script template.
Version 1.4.2
---### MINOR UPDATE ###---
OPTIMIZED: Rewrote, restructured, and reorganized karmaLib, and many of the scripts in this mod. Safe to update on existing saves, and still works for other mods that have already incorporated karma.
karmaLib: - Merged "xKarmaSilent" functions into their main function and added an optional boolean argument for a silent call instead. - Optimized and tweaked many functions for less script activity. - Incorporated new global functions for easier soft-requirement development.
Other scripts: - Removed subclassing from many of the scripts in this mod. This further centralizes karmaLib, and reduces the amount of redundant properties in the scripts, which is better practice.
Version 1.4.1
---### MINOR UPDATE ###---
ADDED: New toggleable feature, "Killing Costs Karma". You now silently lose a (very small) configurable amount of karma when killing any human or non-feral ghoul. This should help balance karma a bit, and keep positive karma gain in check by adding a passive karma sink. | Inspired by the FNV mod created by hman101 by the same name, which I consider a must-have on my TTW playthroughs: https://www.nexusmods.com/newvegas/mods/79581
FIXED: You no longer lose karma for killing creatures.
Version 1.4.0
---### MINOR UPDATE ###---
ADDED: There is now a custom (and relatively rare) loadscreen that explains karma in an immersive way, based on official text from Fallout 3. It has a very low chance of appearing, but can be disabled in the MCM if you dislike it.
CHANGED: Polished up the MCM for consistency and added new config options.
CHANGED: Assault Actor karma events will now only occur for assaults on non-hostile humans, human children, non-feral ghouls, and non-feral ghoul children.
CHANGED: The Pip-Boy tab custom click functionality is now disabled by default as I found it too tempting and exact, but it can be enabled in the MCM.
Version 1.3.0
---### MINOR UPDATE ###---
ADDED: You can now click on your karma alignment in the KARMA custom tab to view your current karma as a number. This is a more immersive way to check your exact karma value.
ADDED: Implemented initial backend support for PineDog's custom messagebox to be used as an option to display your exact karma as a number. This is not finished yet, but the required files are included in the mod for future use.
Version 1.2.0
---### MINOR UPDATE ###---
CHANGED: Re-did the soft requirement script source code and instructions, so it's even easier to follow and integrate! Massive thank you to WitchsWorkshop and SoleVaultBoy for their help with workshopping and testing this update!
Version 1.1.1
---### MINOR UPDATE ###---
ADDED: Added a new global function to karmaLib, "getPlayerKarmaAlignment()"
ADDED: More documentation on how to use KARMA as a soft requirement. This is visible in the ARTICLES tab.
Version 1.1.0
---### MINOR UPDATE ###---
ADDED: Modders can now call "getKarmaScript()" to use karma features without adding the mod as a hard requirement. This is explained with examples in the ARTICLES tab.
FIXED: Karma perks no longer show up in perk overhaul menus.
Version 1.0.3
---### BUGFIX UPDATE ###---
FIXED: Dogmeat being crippled should no longer cause karma loss.
Version 1.0.2
---### BUGFIX UPDATE ### ---
FIXED: The assault karma event should no longer occcur when the player is not the attacker. This should fix reports of random karma loss.
Version 1.0.1
---### MINOR UPDATE ###---
CHANGED: Karma sounds were converted from .wav to .xwm, courtesy of shreddah4.
CHANGED: Karma sounds were normalized to be the same volume/db level, courtesy of shreddah4.
Version 1.0.0
---### INITIAL RELEASE ###---
Donations
No donations accepted
OVERVIEW KARMA HAS RETURNED TO FALLOUT 4. | You now earn and lose karma based on your actions in the wasteland! | FEATURING - A fully-fledged, reactive karma system - - A brand-new KARMA Pip-Boy tab - - Custom-animated Pip-Boy icons - - Level-dependent karma titles as seen in Fallout 3/New Vegas - - Custom karma sounds (created by tostikaas for F4NV) - - Extensive customization in a robust MCM - | ESL-FLAGGED ESM | NO VANILLA EDITS | INSTALL AT ANY TIME | COMPATIBLE WITH EVERYTHING
BREAKDOWN Exactly what it sounds like! Explore the wasteland, make decisions, speak to people, and your karma will react accordingly. You can balance and adjust the mod in the MCM, so you have agency over the system. | This mod has been extensively rewritten, rebuilt, and optimized to be as efficient as possible. Much of the event detection runs engine-level, to minimize impact on performance and scripts from other mods. | This mod works on the current Fallout 4 version and will work perfectly fine on the Next-Gen update. Just enable karma as a perk to view your alignment without PipboyTabs installed, either by setting it in the MCM before updating, or by entering these lines in the console. You can swap between 0, 1, or 2 at any time, without issue. "set KARM_MCM_EnableKarmaPerks to 0" - Disables karma perks. OR "set KARM_MCM_EnableKarmaPerks to 1" - Enables karma perks with effects. OR "set KARM_MCM_EnableKarmaPerks to 2" - Enables karma perks without effects.
NOTES WHAT ABOUT THE NEXT GEN UPDATE? KARMA will be just fine. You'll be able to use it regardless of the version you'll be playing on. I've spent quite a while rebuilding it from scratch to have less hard dependencies, and now you can technically use it without F4SE installed at all. However, I still highly recommend installing MCM, RobCo Patcher, and especiallyPipboyTabs for the full experience. | I'M USING CRIME AND PUNISHMENT. CAN I USE KARMA TOO? Yes! You can absolutely use these mods together. Just make sure that you disable the karma system in Crime and Punishment, and its associated features, as most of Crime and Punishment's karma system is redundant if you want to use KARMA anyways. However, do not uninstall CAP on an existing save. | DOES THIS INCLUDE THE REGULATOR/TALON/LITTLEHORN CONTENT? Nope! That mod has been reworked into a full-fledged quest mod that requires this system, and it is still under development. I'll drop some more Regulator content in the meantime. | NOTE FOR MODDERS KARMA was made with extensive features and support for quest modders/modding utility in mind from the start. If you are a modder who has an idea for a quest mod, or really any mod, that would benefit from interacting with KARMA, check out the "karmaLib.psc" file included in this mod for a full library of very straightforward and documented functions to safely and easily interact with the Player's karma. The article on the modpage also details ways that you can use KARMA in your own mods.
CREDITS LOC (ItsMeJesusHChrist) - For creating the icons and assets used in the thumbnail, banner, and the mod itself. Thank you LOC! | alegendv1 (yoyoma3010) - For teaching me numerous tips and tricks with animation bashing, animation style, scripting, and numerous other things that made this mod possible. | DevastatinDave (Artstation) - For providing me with even more tips, tricks, criticism, and ways to improve, and for creating the icons in the Classic Fallout Icons optional file. | Tostikaas (Youtube) - For creating and sharing F4NV karma sounds for this mod. | Lemon/shreddah4 (shreddah4) - For editing the karma sounds to be the same volume and converting the sounds from .wav -> .xwm, and for debugging KARMA's soft requirement functionality. | pinedog - For massive help with prototyping KARMA's soft requirement functionality. | Luca (SoleVaultBoy) - For help with further development and workshopping of KARMA's soft requirement functionality. | WitchsWorkshop - For beta testing nearly every revision of KARMA's soft requirement functionality (there were a lot of versions). Thanks Witch! | Thank you to KARMA's beta testers! WitchsWorkshop (again!), Ledouie, Dekompetent, and condemedcatbiceps all helped to stress-test this mod, which allowed me to handle and address any early bug reports before release. Be sure to give them a thank you if you see them in the posts tab.
TO EVERYONE ELSE! Everyone who provided design feedback across various discords - For helping me make KARMA the best that it can be, whether it was through feedback on design, balance, icons, or logic, you helped make the mod what it is today.