Fallout: New Vegas usually has some base case way to do a quest so this is why I am posting this here too because I've seen other people make posts where they end up killing these characters before they get near into the forced dialogue that is required. You cannot finish That Lucky Old Sun if you kill Mr. Fantastic before he can do the forced dialogue as there isn't some sort of quest item to loot of his dead body that gives you the Western Terminal password. You also can't start it either if you kill Lt. Haggerty before she can do the forced dialogue when you approach the main door of HELIOS One. As a side note, I was able to at least start the quest anyways by talking to Lt. Haggerty (had to reset because I realized I couldn't activate the switch at the end of the quest) because there also exists a bug (I will end up submitting a separate posting for that) where if you stay inside the chainsaw attacking animation (by holding down left click or the attack button) you can bypass forced dialogue. It sounds counterintuitive but somehow that was able to let the forced dialogue "catch up"? before they became hostile as they usually did (because I am playing with the Nightmare Mode mod on). This is funnily notable when you come back to the Vikki and Vance Casino and walk past to get behind them and sneak attack critical them all by retreating to the back of the casino (they will begin to walk towards you after you come out of the chainsaw attack animation and you can shoot them during that). By chainsaw I also mean other automatic firing melee weapons.
Yes, all actors loaded in the game should be affected as long as they meet the requirements like their AI having enough Confidence and Aggression to attack and being able to detect the player.
Can this be extended for all mods we have? It seems that npcs that are added by mods, while seemingly hostile on the radar, are not actually attacking the player.
I want to use this mod mid game without my followers going hostile. They are the only ones I need. Can I do it? Is there a console command or something to make them non hostile after this mod makes them hostile to me?
An interesting concept~ A major part of our resupply come from buying, so this will severely limit our arsenal. LR's commissary, DM's vending machine, OWB's The Sink merchant interface, will be our major resupply.
A suggestion for your alternate start: Either Zion or Sierra Madre
Start in Zion right outside of the passage. If chose to start with the HH slide, you will be in that caravan but they soon die anyway. This will provide some light clue about how to proceed.
Start in Sierra Madre after the starting DM prologue. The slides will provide some clues. And when we return to Mojave we are soooooooo public's enemy number one.
OWB and LR is not suitable because they are too highlevel~ A start without equipment and skill will get player killed in short order~
a promising "concept" but ultimately flawed and pointless unless you are going to implement an alternate start into this mod as well as it seam's pointless that Yes Man dug you up and took you to the Doc's house; while it might not be stated outright doctors and law enforcement take oaths to "serve and protect" (law enforcement aka police and soldiers) and doctors take an oath to "do no harm" meaning them WONT kill/ hurt people with their medical knowledge. so this mod seam's counter productive. if you really want every NPC/ faction to be hostile then all you need do is kill everybody and get negative faction rep so this mod is pointless. if anything this mod is just a cut down version of DUST and DUST is better so again this mod is just pointless
I agree, DUST is better. It's environmental storytelling and atmosphere are superb. This is just for fun. It's more challenging to kill NPCs when they're already hostile to you.
i can almost understand that except having everybody even the person that "saved your life" be hostile still seam's pointless i mean why would the Doc save you only to then try and kill you
He wouldn't obviously. It wouldn't make sense for domesticated bighorners to charge you on sight either. The idea is that you're in a nightmare. You haven't actually woke up in the real world yet.
My original intention was to add more spooky stuff like changing weather, enemies randomly being huge and random debuffs to the player like moving slowly, catching on fire etc. But it didn't pan out.
alright now you have added "context" aka that it's a fever dream while the doc operates on you that makes sense maybe you should add that to the description, the changing weather and different sized enemies sounds good shame it wasn't possible
Oh I got randomized weather and enemy size working. It was the malus roulette that didn't really pan out. I set a personal deadline for this past weekend because I knew I wouldn't have much time during the week to work on it. Oh well.
again it doesn't appeal to me personally but for those into it i can see the attraction i still think putting that it's meant to be a fever dream while the doc removes the bullet needs to be added to the description
I think most other people either didn't care (because it didn't appeal to them either) or already "got it" from the name of the mod being "New Vegas Nightmare".
36 comments
Fallout: New Vegas usually has some base case way to do a quest so this is why I am posting this here too because I've seen other people make posts where they end up killing these characters before they get near into the forced dialogue that is required. You cannot finish That Lucky Old Sun if you kill Mr. Fantastic before he can do the forced dialogue as there isn't some sort of quest item to loot of his dead body that gives you the Western Terminal password. You also can't start it either if you kill Lt. Haggerty before she can do the forced dialogue when you approach the main door of HELIOS One.
As a side note, I was able to at least start the quest anyways by talking to Lt. Haggerty (had to reset because I realized I couldn't activate the switch at the end of the quest) because there also exists a bug (I will end up submitting a separate posting for that) where if you stay inside the chainsaw attacking animation (by holding down left click or the attack button) you can bypass forced dialogue. It sounds counterintuitive but somehow that was able to let the forced dialogue "catch up"? before they became hostile as they usually did (because I am playing with the Nightmare Mode mod on). This is funnily notable when you come back to the Vikki and Vance Casino and walk past to get behind them and sneak attack critical them all by retreating to the back of the casino (they will begin to walk towards you after you come out of the chainsaw attack animation and you can shoot them during that). By chainsaw I also mean other automatic firing melee weapons.
A suggestion for your alternate start: Either Zion or Sierra Madre
Start in Zion right outside of the passage. If chose to start with the HH slide, you will be in that caravan but they soon die anyway. This will provide some light clue about how to proceed.
Start in Sierra Madre after the starting DM prologue. The slides will provide some clues. And when we return to Mojave we are soooooooo public's enemy number one.
OWB and LR is not suitable because they are too highlevel~ A start without equipment and skill will get player killed in short order~
My original intention was to add more spooky stuff like changing weather, enemies randomly being huge and random debuffs to the player like moving slowly, catching on fire etc. But it didn't pan out.
Thanks for sharing your thoughts.