Or use the old standby: quicksave, then charge straight for the NPC. If they attack, load the last save.
The update modifies the game launcher to overwrite your plugins.txt to include only the base game .esm. This means that any .esm or .esp mods you have installed won’t be loaded. Mods that don’t use plugins won’t be affected - texture replacements and the like. Oddly, the dialogue mod still works.
You can of course use any number of workarounds to prevent the updated game launcher from messing with your mods. The Nexus forums explain several options.
I was playing last night with Deacon as a companion. We’re out at one of the farms up north, and I walk around the corner of the farmhouse just in time to see Deacon strip down to his underwear and put on a different disguise. I love that they didn’t code that as some sort of randomizer when they load the character model, but actually put it in the game as an AI routine.
Well, you know if you consider them ennemies. You don’t need the game help.
In fact, IME, there are very few non hostiles in this game. You’d rarely go wrong by shooting first and asking questions later.
But, yes, otherwise, you can target people to check whether they’re hostile or not by their colour.
I’m on good terms with the BOS. Last night i stumbled on a firefight between BOS and some mutants in which I took the BOS side. After the last Shrek went down, the BOS team turned on me, VATS showing them as red. I ended up killing all of them to no great sorrow on my part. Later visited the airship, where they all treated me as a friendly. Who is an enemy may be somewhat fluid in the wasteland.
Nah, you probably just hit one of them with a stray round. Happens all the time.
Possibly, but I doubt it. I was sniping.
Some of this stuff seems really inconsistent.
I had a Railroad mission that required me to clear a bunch of synths from a location. I’m still friendly with the institute, so I scouted it out before killing the dudes (killing guys in the open world doesn’t seem to affect your relationship status). I picked the strongest one I could find, walked up to him, and started blasting. It took an awful lot of shots before he figured it out and turned on me along with the rest of his buddies.
The game clearly has a forgiveness buffer for friendly fire, but I have no idea whether it’s a certain amount of damage or a certain number of shots or what.
On an only slightly related topic, the Nexus announced that their user base got breached, based on seeing an old-ish database dump in the wild, so if you had an account at any of the Nexus sites before 22 July 2013, you’ll absolutely want to change your password and be aware that your email etc. is out in the open. You may want to update your password anyway, regardless of when you joined there.
ETA: also, in a few rare cases, some F4 mods were recently updated by someone other then their authors to include a DLL file they shouldn’t actually need, so that’s a little suspicious also. Download mods cautiously.
I feel like I run into random non-hostiles in the wild frequently. If it just says “Mercenary” they tend to be green and don’t bother me. A few named characters that I don’t know what role they may play later.
Drinking Buddy turned on me when he wandered too close to a car I had shot up and it then exploded damaging him.
I am not mod savvy. How can I tell if there is a DLL on the zip file that the mod actually doesn’t need?
On principle, mods don’t need DLLs. The only “mods” I’ve seen that include DLLs are things like Script Extender, and includes a DLL to implement it. Mods may depend on Script Extender, but SE is its own distinct mod package, and mods that need it don’t include it (since it’s someone else’s work).
The DLL name cited is consistently “dsound.dll”, which doesn’t even sound like something a modder would include. The site folks are treating it as malicious and had it sent out for malware analysis.
I guess, my advice, (A) change your password there, and (B) be cautious downloading “updated” mods. For myself, if I’m deferring updating mods until some kind of “all clear” signal, and if I have to update something, I’m manually downloading it and examining its contents with a paranoid eye. No system-executable contents (which a DLL is), and all differences between new version and previous version are reasonable and understandable.
While stopping off at Diamond City last night, it occurred to me that idealistic do-gooder Piper just straight up abandoned her (10? 12?) year old sister to explore nuclear ruins and boink on stained Raider mattresses with me.
Saving the world starts at home, Piper.
Thanks!
I thought the same thing. I can’t seem to figure out how to get the companions to go back to their everyday lives when I don’t need them.
On a computer it’s easy from what I understand , but on console I’m not sure.
I feel bad for Nick and his secretary, they probably have other cases to work on right?
On the computer when you want to ditch a companion and the menu comes up for where to send them all you need to do is just turn away. That ends the conversation and they go back to where you found them.
Yes. This I know.
I’m on a console.
Does console not have a cancel button? On PC, I believe you can push TAB (I’ve never tried walking away). TAB also opens the Pipboy if that helps.
How do you end a conversation without replying on a console?
Simply using the mouse to look away from the character seems to work just fine. I’ve inadvertently cancelled out of any number of conversations that way.