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Player-controlled Karma tweaks mod

General mod discussion and requests.
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Damianwolff
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Player-controlled Karma tweaks mod

Post by Damianwolff » Sat Nov 26, 2016 8:12 pm

Is it possible to make a mod, which would allow the player to use an MCM menu or an INI file to change the amount of Karma gained or lost through various actions? Not unique actions, like quest related stuff, but murder (of Very Good, Good, Neutral, Evil and Very Evil characters), theft, charity, etc.



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Puppettron
Gary
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yes, to an extant.  the

Post by Puppettron » Sun Dec 18, 2016 8:50 pm

yes, to an extant.  the murder and theft karma values are stored as game settings, but quest karma is rewarded by script, so if you want to alter that you'd have to modify the quests and their scripts


perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

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Damianwolff
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Thankfully, I care more about

Post by Damianwolff » Mon Dec 19, 2016 6:00 am

Thankfully, I care more about game values than quest karma.


While I am not skilled enough in modding to do what I was asking about, I make do with a mod I cobbled together from RoyBatty's advice and from the value borrowed from some other karma mods.


It should give evil karma for most types of murder (except for Very Evil Npcs), remove karma gain from killing of creatures, increase karma loss for theft a bit, and add karma loss for graverobbing (by blatantly taking a script from a different mod author, although he did advise merging his mod into some other mod for space saving).


I'm not sure how well it works, though, because so far my karma stays on Very Good, and I haven't seen changes there.



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Puppettron
Gary
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might also look at the karma

Post by Puppettron » Mon Dec 19, 2016 6:59 am

might also look at the karma value assigned to cannibalism, it's in the perk's script


perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

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Damianwolff
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I have that in the mod, I

Post by Damianwolff » Mon Dec 19, 2016 8:49 am

I have that in the mod, I think. Cannibalized it from Color Me Evil mod.


Its -20 at the moment. I'm okay with it so far, even if I'm not using it.


I'm waiting for the Karma to drop, so I can start trying to use Animated Takedowns and Project Ultimatum more often, but I'm still Very Good, so waiting...



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Puppettron
Gary
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the real problem with

Post by Puppettron » Mon Dec 19, 2016 1:23 pm

the real problem with cannibalism is that the perk says it's an act of unnatural evil, but the script says stealing a fork is 5x worse than eating someone.  so -20 is a good start


perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

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Damianwolff
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Yeah, -1 Karma for eating

Post by Damianwolff » Mon Dec 19, 2016 2:08 pm

Yeah, -1 Karma for eating human remains is as ridiculous as pretty much every other decision both Bethesda and Obsidian have made about karma. Positive Karma for killing feral ghouls, and no karma loss for killing neutral npcs is ridiculous.


 


Ideally, in a cruel post-apoc setting, Evil karma should be easy to slide into, Neutral Karma should be closer to the norm, and Good Karma should feel like an achievement.


In vanilla games Good Karma is nigh-automatic, Evil Karma requires calculated puppy kicking and poodle-pocking to maintain, and Neutral Karma amounts to "save a character, burn an orphanage".



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jlf65
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Not even "save a character",

Post by jlf65 » Mon Dec 19, 2016 4:40 pm

Not even "save a character", more like "give someone water" or "donate a few caps".


Yeah, the karma values need some major overhauling.


 



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Puppettron
Gary
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well, it doesn't help that in

Post by Puppettron » Fri Dec 23, 2016 5:35 am

well, it doesn't help that in vanilla settings, killing an evil actor is +100 karma and killing a very evil actor is +5 karma.



i run the feral ghouls through tenpenny as early as possible to get the mask so i don't accidently become the savior defending myself from attacking ferals later on


perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

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Damianwolff
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Yeah. I know Obsidian focused

Post by Damianwolff » Sat Dec 24, 2016 10:42 am

Yeah. I know Obsidian focused on reputation instead of karma, but the nature of game making implies that the stuff we see was decided upon by somebody. Now, how could somebody decide that the player should be receiving karma for killing feral ghouls? To the point where the player has to actively avoid killing the fallout version's of zombies and the majority of automatically aggressive human enemies (those tagged 'Evil'), to maintain Evil karma.


Which often means that half the time, the nightmarish Very Evil PC has to play the part of a saint, avoiding duking it out with half the wasteland.



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