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funisbasic - original mod by hman101

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funisbasic

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18 comments

  1. DesertRanger2000
    DesertRanger2000
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    I'll just say that losing karma for killing non-humans makes no sense in this game.
    1. djdori11
      djdori11
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      You're saying this as if Karma is a feature in every game. This game HAS a Karma system, and they simply fixed it.
    2. DesertRanger2000
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      Of course I'm taking about this game. What I'm saying is that in FNV killing creatures while unseen is a mechanic that is used in quests (such as the Red Lucy questline) and so there is no reason to penalize the player for it. There is also no moral aspect to it (unlike in the original mod), you are hunting dangerous creatures who kill humans on sight.
    3. DesertRanger2000
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      Also, I like how this mod handles humans. It makes sense both as a mechanic (to balance sneak critical hits) and as a moral question, drawing and shooting first is an act that should penalize your character's karma. The only problem with this mod IMO is when it comes to creatures.
    4. MrFluffyWolf
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      Yeah, Seconded. Making it so killing any human while sneaking reduces Karma can make sense even against raiders and such if you wanna make an honor-based argument that you didn't have to kill them and they didn't get a chance, and you started it, ect.
      But with animals, you're basically saying hunting for meat can only be done if you make yourself known to your prey and preemptively killing a known threat from hidden is a karma loss? Again, on humans maybe, but I KNOW that Yao-Guai WILL attack me and I NEED to go that way. It's not a rational person I can talk to. Why is karma involved?

      Weird decision tbh.
    5. SignedName
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      At least based on what the ini says, you don't lose karma for sneak attacking creatures, only NPCs (humans and non-feral ghouls).
    6. funisbasic
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      Interesting ideas guys. Perhaps y'all can build up upon what I got - I've updated the mod with the best solution I can come up with.
      cheers!
    7. SignedName
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      When it comes to Karma loss for killing animals/creatures, maybe the loss can be associated with the kill challenges instead. Hunting for sustenance is a morally neutral action, especially in a world like the Fallout universe, but killing 150+ animals crosses over from necessary for survival to going out of your way to decimate the local fauna. I don't think Karma loss for killing fleeing animals makes much sense, at least (makes more sense for things you wouldn't hunt as game, i.e. humans).
    8. STMsystem801
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      You also kill civilians, sell a companion into slavery or to cannibals etc, something being in a quest doesn't morally defend it, you're still going into the homes of sentients, killing them and taking their babies to be forced to fight. Red Lucy isn't a good person.
      heck, I find this mod too forgiving of animal murder. they're not sapient, they don't consent to combat, and unless you have ultra mega darksouls difficulty it's not too hard to avoid having to kill dogs.
  2. SouthboundSoul
    SouthboundSoul
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    I lose karma for killing bloatflies and also defending myself against a crackhead with a sledgehammer
    1. funisbasic
      funisbasic
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      haha it's not perfect, check out this and this as better alternatives, I use them together and they work mostly well, especially in NV.
      I have another karma mod that is bug free AFAIC, so that's another option. = )
  3. AP84
    AP84
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    Instead of getting +karma for killing ghouls with this mod I get -25 karma

    I also noticed that if there are new additional NPCs/creatures, even if they attack you, you still lose karma

    console command to check your karma   player.getav karma

    This mod is much better and seems to work correctly    https://www.nexusmods.com/newvegas/mods/62512
    1. funisbasic
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      The idea is no karma change for ghouls - I didn't test them before the latest release, and yeah you're right it doesn't work right on them.
      I wasn't actually aware of that mod, thanks for the link! It does seem to work much better, haha, although it is espful.
      I tried fixing my mod to no avail, I'm a total noob when it comes to scripting.. If anyone wants to help be my guest!
  4. SignedName
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    Is this configurable? Also, can there be different settings for humans, sentient creatures (supermutants, aliens), monsters (tunnelers, ghost people), animals, and robots?
    1. funisbasic
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      It is partly configurable per the original mod's config at the moment. This can be considered a test release since I'm pretty sure I'll have to blacklist some non-creature aggressive/evil entities from it giving karma penalties for killing them. Suggestions are welcome.
    2. SignedName
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      Any chances for the karma penalty to apply to fleeing enemies as well? Also, could there be a setting for i.e. feral ghouls that negates karma gains if you're detected (i.e. the opposite of how it works for humans)? 100 Karma for just defending yourself is a bit much. Karma penalties scaling based on relations with the faction in question when relevant could also be a nice feature (ambushing an enemy combatant in war isn't as bad as killing a unsuspecting ally).
    3. funisbasic
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      The original mod already has a setting in the config to not gain karma for killing evil actors which is enabled in my edit. I'd actually like to edit it so you don't gain karma (nor lose karma) for killing evil actors but you do gain some karma for killing "very evil" actors. I have found a way to change the values so I reckon you will gain +25 karma for killing a very evil actor. So no karma gained for killing ghouls and such which will also fix an oversight in the game, per the wiki:

      • The values for Karma gain may be bugged; currently, killing "Very Evil" NPCs such as Vulpes Inculta gains the player character only +2 Karma gain, while killing some Fiends and feral ghouls grants 100 Karma.

      As for karma loss for killing fleeing actors, I'll have to look into it. I'm still new to scripting.
    4. SignedName
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      With the feral ghouls example, I meant that you'd only gain Karma for killing ghouls that haven't detected you, since it fits in the mold of "mercy killing" (presumably why they give karma in the first place) vs simple self-defence. The config in the .ini disables Karma gain when hidden (the opposite). Setting Karma for killing Evil actors to 0 is one way to resolve the feral ghoul issue, I suppose, and probably one that's a lot simpler to do. I suppose if you add non-NPC actors like feral ghouls as a config option it'd be simple to invert the karma values manually to achieve the same effect.