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About This File

This mod is deprecated.
You should switch to Holdup, which does the same and more.

If you install MCM, you can turn off the other features of Holdup, so you get almost exactly what this mod did.

 

Purpose
This mod intends to improve the gameplay of the rank 1 Intimidation perk. When I first selected the perk I was quite disappointed:

  • I could not loot the equipment of pacified enemies.
  • I could not pick locks or hack computers - if I tried, the apparently pacified enemies decided to draw their weapons and shoot me in the back.


The best thing to do with pacified enemies seems to be to calmly walk up to them, aim at their head while they stand with hands up, and kill them in cold blood. With this mod keeping pacified enemies alive will become a viable alternative.

 


Scope
This mod allows you to do the following:

  • Tie up pacified enemies. Tied up enemies will not be able to fight and therefore not become hostile if you decide to pick locks, hack computers, or do whatever else you decide to do.
  • Once they are tied up, open their inventory and take their stuff.
  • Untie them. They will return to the ‘hands up’ pose they had before being tied up. Of course they may decide to attack you if you do certain things after untying them.


Known Limitations
This is an early but well working beta. It has the following known limitations:

  • There is no visual representation of bindings. Tied up enemies just sit on the ground with their hands behind their back.
  • Tying up enemies is free and does not use up any resources.
  • In some cases (e.g. after leaving and reentering the cell, or after previously being caught pickpocketing) untying a tied up enemy may show him hostile for a split second and start the combat music. No actual combat will take place.


Not in Scope
As mentioned above, this mod has the simple purpose of improving the gameplay of the intimidation perk. I am open for further ideas, but I will not implement features outside of that purpose. Things that I will not implement include:

  • Lowering the charisma requirements of the intimidation perk.
  • Fixing bugs of the intimidation perk – use the UOF4P, it fixes them.
  • Converting pacified enemies to slaves – other authors are already working on that.


Requirements
Only base Fallout 4 at the moment – this should work without F4SS, DLCs and other mods.

 


Compatibility in General
I expect that this mod is compatible with almost all other mods. Consequently all the things mentioned above in the ‘Not in Scope’ section can be provided by other mods, some of them already existing. Of course if you want to be really, really sure, you will have to try it out.
Technical details: Even though this mod seems to modify the Intimidation 1 perk, it does so without touching any existing quests, perks, spells, effects or scripts. The goal was to make this very compatible with other mods. That being said, the original holdup script written by Bethesda is a big messy bowl of spaghetti in my not-so-humble opinion, and I had to use some workarounds to implement everything without changing that original code. If another mod decides to rip out that original system and replace it with something ‘better’, it will probably break my mod (and every other mod that changes the Intimidation perks) by doing so.

 

List of Known (In-)Compatible Mods

  • UOF4P: Fully compatible, and highly recommended as it fixes the calculation of the bonus from the Black Widow / Lady Killer perks.
  • Intimidation Redone: Mostly compatible. Intimidation Redone allows to tie up pacified enemies, too; the tie up options of the two mods are independent of each other, so a pacified enemy could be tied up twice, needing to be untied twice. I suggest not using the tie up function of Intimidation Redone when using it with my mod.
  • F4:SS: Compatible. Tied up enemies can be captured just like anybody else (e.g. using Pax syringes). Note that F4:SS will replace the standard activation function with a menu, making it impossible to use the untie option of my mod after capturing an enemy. My mod will recognize the situation and automatically untie them when the player interacts with them.
  • Abduction: Compatible. Tied up enemies can be abducted and will stay tied up. Enemies ‘Restrained’ by Abduction cannot be tied up, as the animation played by Abduction will prevent the tied up animation. This is only a visual bug: Once the ‘Restrained’ animation stops (e.g. after abduction, or after walking far away), they will correctly assume tied up position. Note that you need to recruit a tied up abductee to get the untie option.


Please tell me if you find out about (in-)compatibility with other mods that modify the Intimidation perk.


What's New in Version 0.1

Released

  • Tie Up (needs to be intimidated)
  • Force Trade (needs to be tied up, player crouching)
  • Untie (needs to be intimidated, player not crouching)

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