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Pacify Major Repair - Completion of Non-Violent and Non-Lethal Goal
About This Mod
This mod changes the way the appeasement perks work in Fallout 4. The goal is to give the player more opportunities for nonviolent action while maintaining the game's complexity and balance. In addition to some balance adjustments, the main thing that distinguishes this mod from other mods that modify the perk "Bullying" is that it provides a simple nonviolent mechanism (exile) to perform quest tasks to "kill" someone.
The following changes are currently included:
1) Dynamically calculated chance of activation of the action "Appeasement". In the past, that chance was always 40%. I introduced a more complex formula:
% chance = 5 * (PlayerLevel - TargetLevel + PlayerCharisma - 10) + 100 * (1.0 - TargetHealthPercentage)^2 + PerkBonus + SneakBonus.
PerkBonus is a bonus from Black Widow/Lady Killer perks (which originally had many bugs that prevented it from working correctly in vanilla), and SneakBonus is a 25% bonus if the player was not detected by the target.
This percentage is then clamped between 5% and 95%.
2) There is a chance that pacified enemies will begin to attack you when you have interrupted direct sight with them. Conversely, there is a chance that when you sheath your weapons, peaceful enemies will not attack you. The chance of attack is in any case the same as the initial chance of appeasement.
3) For pacified NPCs (i.e. only with the "Bully" pepper) now there is an opportunity to "Exorcize" them after the end of the fight. If this succeeds, the enemy disappears and a duffel bag containing his previously equipped equipment appears in his place. In terms of role-playing, this can be seen as an ultimatum requiring the player to leave the zone or be killed. This can be used to perform quests that usually require killing enemies. If the eviction attempt fails, the target attacks. The chance of success is the same as the initial chance of appeasement. Expulsion is awarded XP, but usually not as much as killing the same enemy. Starting with version 0.2.0, if you have a third rank of Intimidation, you will need to "Command" the NPC before you can banish it. This is because it appears to be a limitation/bug of the game engine that caused "Command" to fail when "Eject" was an option simultaneously. For the same reason, Incite's vanilla ability no longer works outside of combat. During combat, the Incite ability must work as normal.
IMPORTANT - be careful with banning named NPCs related to quests. Make a hard save to return to it in case their banishment somehow makes the quest impossible.
4) The time after which the appeasement attempt fails is reduced from 60 to 10 seconds.
5) New in version 0.2.0: if the human enemy is unarmed (due to pocket theft or other perch), when the pacification effect ends for any reason, it will run away. Without this change, they would just throw themselves at you with fists, which is not very realistic in terms of human behavior. This creates a good synergy between the Pocket and Bully Perks.
This fashion has no requirements other than the basic game. It will be incompatible with other modes that alter the "Bullying" perk, and possibly with any modes that alter the "Animal Friend" or "Whisperer of the Wasteland" perks. It will also be incompatible with any mod that adds "activation options" (such as "Exile") when the player aims a weapon at an enemy. It should be compatible with other mods. Install using Bethesda.net (see links in the Mirrors section), NMM, or manually. If you experience problems with the installation, please write about it in the "Errors" section.
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