Aims to improve the way NPCs act around weapons being drawn, fired and pointed at them. NPCs will warn, draw on the player and eventually attack or flee if the player threatens them with a gun. Optionally prevent dialogue when a weapon is drawn & more! Fully configurable.
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Author notes
You are free to upload modified .ini files to Nexus.
File credits
- Law Dog Gav on discord for helping test and update the TTW patch.
Donation Points system
Please log in to find out whether this mod is receiving Donation Points
Changelogs
Version 2.14.2
Added INI Option: iSmartRequirementsCheck. Allows the user to change the level of requirement detection. Set to 0 if patches are merged. Otherwise I reccomend leaving it at 1 (Default)
Some minor script tidyups and backend changes
Fixed some typos in error messages
Version 2.14.1
Improved Error Reporting: Mod will inform the player if the .ini is missing.
Improved Error Reporting: Mod will inform the player if TTW is installed but missing the patch.
The player will be informed on game startup if Debug mode is enabled.
Reconditioned some scripting that ran when it didn't need to.
Version 2.14.0
Replace "Fists-Up" animation with alternative idles for threatening unarmed NPCs.
Change flee calculations to be expressed as a percentage of the difference of weapon damages.
Fixes a bug in the flee calculation that incorrectly determined the weapon damage delta when the player wasn't favoured in the match up.
Fix a bug that prevented NPCs from fleeing.
Version 2.13.1
Fixes a bug that meant threatening Evil aligned characters resulted in a karma penalty, but threating good ones didn't
Version 2.13.0
The player can no longer talk to NPCs while they are in an agitated state. The length of this state is equal to "fTimeToAggro"
(Optional) Karma penalties no longer apply when threatening "Evil", "Very Evil" or NPCs that are members of any factions marked "Evil"
Added INI Option: iKarmaMode, configures if a reputation penalty only applies to threatening "Good NPCs"
Version 2.12.0
Fixed a bug where NPCs would ragdoll if they attempted to flee while sitting or performing idles
Fixed a bug that caused sitting or idling NPCs to be unable to drop their weapon when they should have
Fixed a bug that caused some NPCs to react to fired weapons indoors when the shouldn't
Improved compatibility with FPS weapon Lowering
Various script optimisations and changes
Mod now checks NPCs against the "Don'tTazeMeBro" Faction. This should catch more mod added companions. It my still be necessary to manually add them to the exception list.
Updated debug mode to provide more useful information
New Feature: Configurable Karma penalty for threatening an NPC
New Feature: Configurable Reputation penalty for threatening an NPC
New Feature: Added 3 Challenges for inciting NPC responses with weapons, causing them to flee and firing indoors. Awards a small amount of Xp.
New Feature: The mod will now throw an error box and suspend operation if "JIP LN" or "ShowOff" isn't loaded, or in the case of ShowOff the version is < 1.80
Added INI Option: iKarmaDamageSeverity, configure new Karma Penalties. By default this is off.
Added INI Option: iReputationDamageSeverity, configure new reputation Penalties. By default this is on and causes a minor hit to reputation.
Removed INI Option: bDropWeapon, setting iDropWeaponChance to 0 has the same functional effect so this option was obsolete
Version 2.11.0
New Feature: Native compatibility with FPS Weapon Lowering. To use, set bStalkerMode to 1
Version 2.10.0
Added INI Option: bDisableExceptionMessages
INI Fix: Fix to iUnlawfulDischarge enabled by default
Prevent firing range exception messages from playing when iUnlawful Discharge isn't enabled
Version 2.9.0
Added the optional ability to have adjacent NPCs to react with voice lines when an NPC in their vicinity is threatened. This was a previous behaviour that was reverted due to issues with cascading voicelines, but re-added at a user's request.
Add bAdjacentVoiceReactions to .ini file
Version 2.8.2
TTW PATCH: Exclude "Moriarty's Saloon" from Unlawful discharge system so the player can intervene in the Mr Burke and Lucas Simms confrontation without aggroing NPCs
Version 2.8.1
Exclude unowned cells from Unlawful Discharge Feature
Added to FNV cell exceptions list
Update exceptions for TTW patch to include Rivet City Bow (Where Zimmer lives) & The national Archives (Where Sydney is) to prevent both fleeing or going hostile. (Only applicable to Unlawful Discharge Mode)
Version 2.8.0
Release TTW Patch
Prevent NPCs from drawing weapons when Idling (Prevents wierd animation issues)
Add exclusion Zone in Hidden Valley bunker for Unlawful Discharge
Rename bEnable main to iMainMode, user can now use a cosmetic only reactions.
Add framework to exclude cells from Unlawful discharge system
Version 2.7.0
Rework Flee Calculations to be based on Player weapon vs NPC weapon with a flat bonus for having the Terrifying Presense perk. Capped at iFleeCap
Added INI Option: iFleeCap. Cap the % chance of NPCs fleeing. [Default = 25%]
Esp > Esm
Version 2.6.2
Fixed a bug that caused the exception list to be ignored.
Main file and .ini file are now seperate to prevent overwriting of user settings during updates. They must now be installed seperately.
Version 2.6.1
Improved reliability of actors aggroing when turning into an already aimed gun
Fixed a bug that causes other NPCs drawing / holstering weapons to toggle interaction when using Ghost Mode
Reconditioned the Ghost Mode message to only trigger when outside combat and detected by NPCs.
Removed Whistle Mechanic
Reverted default max distance to 1000 units
Version 2.6.0
Default Max distance upped to 2000 - Withdrawn
New Feature: Player can now whistle at an NPC to gain their attention - Withdrawn
Added INI Option: iWhistle. Configure a keybind to whistle at an NPC. [Default = 0 = Off] - Withdrawn
Added INI Option: bReverseGenderedWhistle. By default male and female characters have gendered whistle sounds determined by in game-sex. Set to 1 to swap the sound. - Withdrawn
Version 2.5.1
Fixed an issue that caused NPCs to react to weapons being pointed at a dead body
Added debug prints (Only active while the previously unused debug mode is turned on) mostly for my own sanity
Version 2.5.0
New Feature: Warning Shots, NPCs can be configured to fire warning shots at the player
Added INI Option: iFireWarningShot. Configure the chance of an NPC firing a warning shot at the player
Fixed a bug with Ghost mode that caused NPCs to refuse conversation with an unarmed player with their fists out
Version 2.4.1
Hotfix to NPCs responding to zooming without a weapon drawn
Version 2.4.0
TimeToAggro now accepts a float value.
Fixes an issue where weapons without true ironsites (minigun, Laser rifle, etc...) didn't incite a response.
Fixes some weird behaviour that occurs if trying to aggro invincible (Ghost enemies). This is a super edge case that only occurs in the Honest Hearts intro and with the Dead Money holograms
Changes to unlawful discharge flee behaviour. Enemies no longer attack the player and will return to idle after 10 seconds.
Added new mode to unlawful discharge, random chance of fighting or fleeing when firing indoors.
Version 2.3.2
Fixes an issue that caused actors to warn the player when they are already in combat.
NPCs now only play warning lines when aiming at an animal that is currently included in the system (according to .ini settings)
Companions no longer warn the player when aiming at other NPCs
Renaming of some .ini file variables to reflect accepted data
Version 2.3.1
Fix Stalker Mode enabled by default.
See changes in 2.3.0
Version 2.3.0
New Feature: NPCs will consistently play their "Warning" dialogue lines when aimed at
Added INI Option: bMoreFrequentWarningLines. Configure frequency of dialogue warning lines.
Added INI Option: bIncludeAnimals. Control if animals are included in the system, optionally include only unique animals / pets.
Added INI Option: bScreenForZeroDamageWeap. Decide to ignore Zero Damage weapons. Useful if a mod added weapon isn't added to the Exceptions formlist.
Added Euclid's C-Finder to exception list
Fixed an issue where Companions would flee when using bUnlawful Discharge
Version 2.2.0
New Feature: NPCs now dynamically draw weapons when aimed at
Added INI Option: bEnableNPCWeapDraw. Configure enemy weapon drawing and aggro
Re-enable some checks in the script that were accidentally disabled in hotfix 2.1.1
Version 2.1.1
Hotfix to some scripts not running again until loading a save
Version 2.1.0
New Feature: Unlawful Discharge, NPCs will flee if firing in interiors
Added INI Option: bUnlawfulDischarge. Configure new unlawful discharge mode
Added INI Option: bEnableMain. Enable or disable main system, for example if you just wanted to use GhostMode
Added INI Option bMaxDistanceToTarget: Set the Max distance that the system is active
Added INI Option: bDropWeaponChance. Set the chance of a dropped weapon.
Improvements to the way fleeing is handled and setting of confidence levels
Improved Flee calculations
Version 2.0.0
Entirely Re-Written to be event handler based, more efficient, faster and less taxing in the background
Timing of hostilities is now more accurate
Added INI Option: bTimeToAggro. Select the time in seconds before hostilities are initiated
Added INI Option: bDropWeapon. Prevent or allow NPCs to panic drop their weapon when fleeing or fighting
Added INI Option: bFlee. Prevent or allow NPCs to flee and optionally only allow fleeing if the player has the "Terrifying Presence" Perk
Ghost mode, improved to be much more reactive and event handler controlled
Capped fleeing chance at 40% with max strength
Removed Redundant lines of code
Added ShowOff XNVSE Version 1.80 as a hard requirement
Version 1.4.0
Adds an option to disable the pop up that appears when using "Ghost Mode"
Version 1.3.0
Added LOS checks and Assault alarms.
Version 1.2.2
Fixed console spam & Stalker mode improvements
Version 1.2.1
Fixed ghost mode .ini configuration
Version 1.2.0
Added weapon exclusion list, added .ini configuration, added stalker mode - where un-holstered weapons can incite a response, added ghost mode where having a weapon drawn will cause NPCs to refuse conversations. NPCs now have a small chance to drop their weapon if fleeing.
Version 1.1.1
Fixed a bug where NPCs would not react to scoped weapons.
Version 1.1.0
Added exclusion list for Companions / Yes man. Added a detection check so that NPCs only react if they can detect the player. Performed some tidying of script.
This mod aims to improve the way NPCs act around weapons being drawn, fired and pointed at them. NPCs will warn, draw on the player and eventually attack or flee if the player threatens them with a gun. Optionally prevent dialogue when a weapon is drawn & more! Fully configurable.
I always found it strange that you could aim a loaded rifle at someone and only be mildly or sarcastically ticked off. With this mod, the NPC will either opt to fight or flee the player and the chance of each is based on a strength-weighted calculation. Fully configurable with multiple additional features including modes where Npcs won't converse with the player if a weapon is drawn.
If the player is aiming down their sights at a valid actor, within a set distance [determined by iMaxDistanceToTarget] and is detected.
The NPC is checked against a list of excluded actors (Mostly companions) & weapons. If they are on the list, the script is terminated.
A grace period occurs equal to bTimeToAggro in the .ini, the player can change their mind at this point.
NPCs will draw their weapon and warn the player at this point.
NPCs may fire a warning shot at this point.
An invisible dice roll occurs to determine if the NPC is going to fight or flee in fear. The dice roll is weighted based on player weapon damage vs NPC.
If the NPC chooses to fight, they will become immediately hostile & attack the player
If the NPC chooses to flee, they will run from the player.
In either scenario they may drop their weapon in panic
If the player does not kill the NPC, they should return to their normal docile state within a few in-game days and after the player has left the area.
Fleeing is based on a capped difference between player weapon damage and NPC weapon damage with a bonus for having the Terrifying Presence perk. If you are interested in more details on how flee calculations are handled, see the articles section for a detailed breakdown.
First, install the latest version of xNVSE, JIP LN & ShowOff. Next, simply Install both the main and config files using a mod manager of your choice. Alternatively add or remove PointThatSomewhere Else!.esm from the data folder as required and PointThatSomewhereElse!.ini from the Data > Config folder. There are no particular load-order requirements for using this mod.
Optionally install the TTW patch and load after PointThatSomewhereElse.esm.
Finally, edit PointThatSomewhereElse!.ini with a text editor of your choice to configure and enable additional features. It does however, come pre-configured with a default set of settings.
If using FPS Weapon Lowering, it is reccomended to set bStalkerMode to 1 and DO NOT merge "FPS Weapon Lowering.esp"
If any of the patches included on this mod page are merged, set iSmartRequirementsCheck to 0
Once installed, Simply aim down the sights with any equipped gun whilst at any humanoid NPC to start the fun!
I can be contacted/followed at the following - feel free to pass on any feedback or even give me a follow for new mods & content:
I can be contacted on NexusMods (I'm Semi-Active in checking messages or comments)