- #Karma in fallout 4 for free
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Increase in stealth, and able to steal things a little bit more easily Raiders (and maybe Super Mutants as well) will become your settlers instead of normal people (this is more meant for when you have high Negative Karma) Raiders and Super Mutants hesitate to hurt you (less accurate) Easier to persuade people in a mean way (including the demand for more caps), but makes it harder to persuade in a nice way Raiders will sometimes tend to ignore you
#Karma in fallout 4 mods
possibly something to do with Settlements, like increase in population size, or stronger settlers (again, I know there are mods for this, this is just an idea)
#Karma in fallout 4 for free
have people give you some materials for free when you speak with them (random civilians)
#Karma in fallout 4 mod
you can have more companions follow you (I am aware there's already a mod for that, so this perk might be obsolete) companions can take more damage before falling in combat (debuff - raiders can also take more damage, OR perhaps appear in greater numbers, but not both) Bartering is cheaper to buy, and you get more caps from selling Increase in Charisma, making persuasion dialogues easier in a nice way, but mean persuasions (including the demand for more caps) becomes more difficult. Here are some quick ideas of how each side of Karma can benefit you (these aren't the effects you'll get in order, just random ideas): Each time you reach a Karma milestone (every 10 points in either direction, possibly?), you'll gain a perk (and lose a perk if you go below the requirements of that perk), and get a bonus (and debuffs) in stats. Now, what exactly does gaining and loosing Karma do? Well, unlike the previous games where it could effect how the overall world sees you, it would be more focused on how your character plays through the world.
But, once you officially join a faction, anything good or bad towards that faction will cause you to gain or lose Karma. Joining a certain faction won't effect anything with your Karma, considering all factions could be argued as good or evil, so it comes down to your personal preference. Losing Karma, obviously, would be the opposite, in the sense of persuading people by being harsh or mean, talking people into giving you more caps for something, killing innocent people, and so on. Gaining Karma would be effected whenever the player successfully persuades someone using something inspiring, sympathetic, or overall helpful, killing legendary bad guys, helping settlements, and so on.
Vise Versa for whenever the player does or says something immoral, they'll lose points, and eventually go on the negative side of the tracker. The tracker would start off at 0 (neutral), and whenever the player does or says something with good intentions, they'll gain positive karma, causing the karma tracker to go positive.
The first thing would be to add a Karma tracker, located somewhere in the Stats section (or perhaps have its own tab in the Stats section). And lately, I've been thinking of how Karma could be implemented into Fallout 4 the way the game currently is, and I think I've come up with something that could work fairly well.
#Karma in fallout 4 how to
So, Here's my idea of how to implement Karma back into Fallout 4Īs we all know, there's not really a Karma system in place, except for Companions (which I honestly really like). I understand that it's still in a "beta" stage, and still might not be capable of achieving this level of modding, but some of you out there are crazy at what you're able to pull off. Just wanted to re-post this now that the CK has been released.