Trackers Alliance - Fight Or Flight

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  • Note: If upgrading from V1.4 or older, run the error check function in the Gameplay Options.

This mod does two things:

First: None of the scanned bounty NPCs had spacesuits. They only had a clothing outfit in the spacesuit slot so when in a location with no atmosphere they were not wearing a spacesuit. Now they all have a clothing outfit and a spacesuit outfit so you will no longer find them on an airless moon in plain clothes.

Second: These encounters were mostly the same thing every time. Scan, talk, surrender. Yes, you could just open-fire but it feels kind of artificial. I would think that a criminal might notice someone pointing a scanner at them and not want to stick around and talk.

This mod adds a percentage chance to have the NPC react to being scanned. (When you activate the scan, not just look at them.) They might attack, run away, or just give up and surrender. (The exception to an immediate surrender is if they are wanted ONLY DEAD. They will not surrender in that case, only fight or flee.)

Note: While looking through the base game scripts I found that until you do 10 of these encounters they will all be WANTED DEAD OR ALIVE. You won't see wanted alive or wanted dead until you do 10.

There are Gameplay Options to select:

  • Reaction Chance Default 40%
  • Comment Notifications: Default OFF
  • Tougher Scanned Bounty Targets: Default OFF
  • Crime Wave: Default OFF
  • Bounty Target Notification: Shows a notification if one or more are in the area.
  • Bugged NPC Disposal: Choose how they will be removed.
  • Error Check: Tests for and fixes bugs that can happen.
  • Remove Mod: Run to unregister all events and stop all quests so mod can be safely removed.

---Reaction Chance --- The default of 40% is more realistic. 50% is more fun. You can set it to Disabled to turn off this feature.

--- Comment Notifications --- The comments are just some random "One Liners" that show in the notification area.

--- Tougher Scanned Bounty Targets --- The bounty targets do level with the player but are usually very weak. This setting randomly picks an amount to multiply the NPC's health by. For example: 2x, 3x, 4x There are 3 levels to choose from. If you officially join the Tracker's Alliance they are always a bit tougher.

--- Crime Wave --- Increases the chance for spawning a bounty target. You should see targets more often but this does not increase the overall number of targets. When a bounty target spawns it slightly reduces the chance for the next target to spawn. Normally, when the chance for a target drops below 10% it resets to a high 80 to 100% chance. This option changes the minimum chance to 60%. V1.6: This option also allows bounty targets to spawn in New Atlantis when the UC Vanguard mission: Eyewitness (UC04) is active. Normally, this mission disables all scanner bounty targets until it is completed.

--- BUGGED NPCs --- There is a bug that sometimes happens where the Bounty Target NPCs will not talk to you. You can identify a bugged npc when you point the scanner at them, before you activate, it will say "Active Bounty" instead of "Wanted: Alive", etc. This mod adds a "workaround" for the problem: First, it gives them a proper bounty status (Wanted dead or alive) so you can complete the mission. Then they will attack you. (It's the only option that actually worked) V1.6 Adds an option to choose how the bugged NPC is disposed of: Default is to disappear after 15 seconds. There are options to have them Explode, etc. You can also choose to leave them there forever if you want. Bugged NPCs are not temporary like they are supposed to be.

--- TARGETS STOP SPAWNING --- There is an error in the vanilla game script that can cause the "chance to spawn" a bounty target to drop to 0% or lower. It will never spawn a bounty target again after this and there's no way for the game to recover on it's own. There is now a fix in place to prevent this problem without requiring the vanilla script to be edited. Run the Error Check function from Gameplay Options or go to the Tracker's Alliance office and use the new Scanner Tester tool after updating.

In New Atlantis, if the UC Vanguard mission Eyewitness (UC04) is active it will prevent any bounty targets from spawning anywhere, even in The Well. The Crime Wave option overrides this now. (V1.6+)

Notes:

  • This mod affects the Trackers Alliance "Scanned Bounty" NPCs that you find in cities and at random POIs out in the systems. It does not affect the mission board bounty NPCs.
  • This mod does not edit any quests or scripts. it only watches the quests and takes action when they reach a certain stage. The NPC templates were modified to add a space suit outfit. They all get a random "Settler" spacesuit.

Troubleshooting: Sometimes this mod fails to install correctly. It is supposed to register certain quest events the first time the mod is used, or with a new game. For some unknown reason the game fails to run the startup script. If you scan bounty targets and they never have an alternate reaction (Fight, Flee, or Surrender) then you should run the Error Check option in Gameplay Options, or go inside the TA office and use the Scanner Tester tool located on a wood crate near the front door.

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