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 [REL] FNV: Karma Neutralized Mod

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Carabas
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PostSubject: [REL] FNV: Karma Neutralized Mod   Fri Dec 17, 2010 12:34 pm

I'm not satisfied with the way karma works in this game. Unless you're a playing a raving lunatic who is also a cannibal your karma will probably be very high because killing some bad guys will give you heaps of karma.

There is something wrong with stealing as well since you gain karma for killing bad guys but lose karma for stealing from them.

In this game Robin Hood would be the ultimate bad guy...

Anyhow, I've decided to neutralize the karma system by editing some values so karma will be neutral no matter what you do. It will work with existing characters and set their karma to neutral. I've tested it and it didn't break anything.

I was concerned about the game checking the character's karma but as far as I can see that only involves Cass making a scene if you become evil or very evil. Being evil in this game is so hard that I can't see how that would work -unless you're playing a cannibal who prefers killing good guys and will only steal from bad guys.

I haven't uploaded it to the Nexus but since it's a very small file you can find it here: download link.

Any ideas/suggestions are welcome (as always).

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PostSubject: Re: [REL] FNV: Karma Neutralized Mod   Sat Apr 23, 2011 10:47 pm

I haven't been able to play Fallouyt NV but the karma does sound odd. This sounds like an excellent solution to the problem. In my opinion I think you should upload it to Nexus where you can get hopefully generate some interest.

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PostSubject: Re: [REL] FNV: Karma Neutralized Mod   Sun Apr 24, 2011 1:08 am

I've uploaded to the Nexus (link). I'm afraid not many players are interested (then again my mod doesn't add more guns or bigger boobs so that's predictable). It doesn't bother me since I made it for my own use as the karma system is broken in FNV. To be frank I never liked karma that much in the original Fallouts. With my mod I don't have to worry about this issue anymore. My characters can be good or bad at different times, they are humans -well mutated humans but humans nevertheless.

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PostSubject: Re: [REL] FNV: Karma Neutralized Mod   Sun Apr 24, 2011 8:24 am

Laughing Smash and bash, sometimes I wonder why I play and like CRPGs. I would want a mod like yours. In my games I seldom download bigger and better weapons. I go for tweaks, quests, eye candy and anything that will help my eyesight. Smile

Even if only a few download your mod you have made them happy7 and that is what counts. Being numero uno with the masses doesn't necessarily make you the best.

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PostSubject: Re: [REL] FNV: Karma Neutralized Mod   Sun Apr 24, 2011 9:21 am

You know, one good comment is enough. I wasn't going to release it at first and then I thought there may be someone who would like this modification.

I started modding Fallout 3 to make my characters stand out from the crowd. My first mod for Fallout 3 was an attempt to make a Captain Cosmos outfit (think Captain Future in Fallout 3) my texture work was incredibly sloppy and I barely knew what to do with the Geck. It was not a fantastic mod but I learned a lot and in the process I found out a neat trick that I've been using with rad suits (and some other later mods as well).

I came back to this first mod nine months later and improved it thanks to what I had learned. In the meantime I had made some other mods including another armour based on rad suits and some texture work (I'm still sloppy but the end result looks better).

I learned a lot about creatures when I used Floater and Wanamingo models and attempted to bring them back in the game before any of the big modders did it. The bug testing was a nightmare since I couldn't get the console to work in my game but it was fun and players were thrilled (new creatures are almost as good as boobs and guns for your average Fallout player).

The mod that I consider as my personal success is my Infiltrations mod for Fallout 3. I had been looking for something like this and I couldn't find a simple mod that allowed you to disguise and infiltrate other factions. I simply used a modified version of a script that existed in the game and it did the trick. Simple, effective and great as far as gameplay was concerned. When I started out I didn't know anything about scripts, command lines and conditions so it was a great way to learn.

As far as Fallout New Vegas is concerned my problem is that with so many mods sometimes you make something that has already been made (and it happened to me twice). Anyway, it's always a challenge when you try to use assets from the game to make things that weren't possible before. I've also remade some gameplay mods from Fallout 3 because I was tired of waiting for them to be redone for FNV. I've messed around with animations (a great way to learn about that sort of things) but the modification that I'm proud of is the Invisible Pipboy mod (a very simple way to make the annoying clunky portable computer invisible in third person for some armours). It's a 1kb mod and it doesn't mess the game but players see my readme and get spooked because I document every instances in which the mod will not work (technically it works but while it is not game breaking the result looks bad).

I still have to learn to do quests (I've dabbled in NPCs and dialogues though). I don't have the patience for building areas and stuff and I have the utmost respect for people who can find the determination to spend hours in the toolset to create environments and adjust everything. I for one can't be bothered, I'm not that patient.

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PostSubject: Re: [REL] FNV: Karma Neutralized Mod   Sun Apr 24, 2011 12:01 pm

:)When Skyrim comes out we will have to get toether. I can do areas and buildings, add NPCs do a lot as long as I don't have to do a script. I do not have the patience to do a script.

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PostSubject: Re: [REL] FNV: Karma Neutralized Mod   Sun Apr 24, 2011 12:24 pm

Scripts are fine as long as you get the right commands. The problem is finding the commands that work in game and using the proper syntax.

I think that it would be cool if we pooled our resources for Skyrim, not just you and I but all our friends here at BSS. I know TON has a few tricks up his sleeve and working as a team is a great way to keep interested in a project.

It's a bit early to discuss this but I'm sure all of us can contribute. Mods need backstories, well thought of characters and dialogues.

Besides it would be a perfect way to showcase the voice acting here at Belle Sakura Saloon.

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PostSubject: Re: [REL] FNV: Karma Neutralized Mod   Sun Apr 24, 2011 12:48 pm

VA, oh yes, I even have a silly little quest in mind that would use jez's voice, one of them. I hope she is better by 11/11/11. I lived in Cincinnati, Ohio which is built on hills and has houses that are reached by staircase. Because Skyrim is mountanious I was thinking of making a village built on the side of a mountain. Haven't come up with a backstory yet. Cann't do anything until the game comes out and we have a chance to play through and see what is going on.

Getting too far off topic this ireally belongs in The Renegade Scrolls.

A team is just what I had in mind. I would love to know more about TON's tricks.

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PostSubject: Re: [REL] FNV: Karma Neutralized Mod   Sun Apr 24, 2011 5:28 pm

TON strikes me as the kind of person who is capable of thinking "out of the box" and that is a great quality.

But it's too early to approach potential technical difficulties since we don't know that much about the game.

You should post your idea in a new thread in the Renegade Scrolls forum (we can move it back here at the end of the year when things will get more technical). Wink

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PostSubject: Re: [REL] FNV: Karma Neutralized Mod   Sun Apr 24, 2011 7:45 pm

this is a very interesting mod. i also hate that even if i was given a place it is stealing if i take anything from the rooms. -_- in fallout 3 i was very good at stealing as much as i could but doing good things to keep my good side up. i have no idea what i am in NV.
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Carabas
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PostSubject: Re: [REL] FNV: Karma Neutralized Mod   Sun Apr 24, 2011 8:08 pm

A good example is dealing with powder gangers, you gain karma by fighting them and you lose karma when you loot their camps... and the same principle applies for the legion. It doesn't make any sense.

There are probably mods that attempt to "fix" that but I decided to simply get rid of it. It's not as if karma mattered that much anyway as the reputation system is much more important (and better suited to track a character's deeds).

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