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- Leave No Witnesses
Leave No Witnesses
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Version4.2.9
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Last updated
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Created by
IntenseMuteUploaded by
IntenseMuteVirus scan
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About this mod
Adds a witness system to the game to simulate more realism.
- Requirements
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Nexus requirements
Mod name Notes JIP LN NVSE Plugin v55.30 or newer JohnnyGuitar NVSE v3.45 or newer UIO - User Interface Organizer v2.30 or newer Off-site requirements
Mod name Notes xNVSE - Permissions and credits
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Credits and distribution permission
- Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources
- Upload permission You can upload this file to other sites but you must credit me as the creator of the file
- Modification permission You are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
- Conversion permission You can convert this file to work with other games as long as you credit me as the creator of the file
- Asset use permission You are allowed to use the assets in this file without permission as long as you credit me
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You are allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
The NVSE Team - Created NVSE
nvse.silverlock.org
xNVSE Contributers - Amazing performance improvements and additions to NVSE
https://github.com/xNVSE/NVSE/graphs/contributors
LuthienAnarion - Created Lutana NVSE plugin
https://www.nexusmods.com/users/1372985
Jazzisparis - Created JIP NVSE Plugin and User Interface Organizer
https://www.nexusmods.com/newvegas/users/4716447
Pelinor - Created The Mod Configuration Menu
https://www.nexusmods.com/newvegas/users/988481
carxt / c6 / lStewieAl - Created JohnnyGuitar NVSE
https://www.nexusmods.com/newvegas/mods/66927Donation Points system
This mod is opted-in to receive Donation Points
- Changelogs
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Version 4.3.0
- This file is experimental and untested. Assuming everything goes to plan, this file should prevent any stutters that some have reported.
- ---
- Please update to the latest xNVSE, JohnnyGuitar NVSE and JIP LN NVSE Plugin.
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Version 4.2.9
- Legion messengers responsible for giving the player the "Mark of Caesar" will no longer be hostile even if the legion deems the player as a shoot-on-sight threat.
- The list that keeps track of all the victims killed by the player will now be finite, with the oldest victims being removed first upon full capacity, this is in addition to the already existing timer that automatically removes victims after 1 in-game day.
Basically, if you kill a lot of things all at once, your game's performance won't take a hit. - Fixed typo within The HUD Editor's debug example text.
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Version 4.2.8
- *Hotfix* Fixed NPC vision multiplier not being set correctly.
- *Hotfix* Fixed an incompatibility with Vanilla UI Plus.
- The Pip-Boy's reputation screen will now show if a faction is hostile
- Increased NPC vision when detecting dead bodies (+40% increase in effectiveness). You can now also modify this value yourself by using The Mod Configuration Menu.
- For users that have both The HUD Editor and Leave No Witnesses installed, the debug text will no longer show up in the editor if it has been disabled in The Mod Configuration Menu.
- Added support for the mod Westside Reputation (https://www.nexusmods.com/newvegas/mods/74175).
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Version 4.2.7
- DELETED
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Version 4.2.6
- DELETED
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Version 4.2.5
- Cannibalizing a body will now gain the player infamy if reported.
- Added support for reputation based factions added by the Lonesome Road DLC.
- Better organization of the support files.
- Fixed bug with invalid form IDs/references.
- Re-added tweak to aggression when an actor becomes a witness.
- Fixed issues with factions telepathically tracking crime.
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Version 4.2.4
- Hotfix: Forgot to erase arrays in last update, this would cause bugs related to victim detection.
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Version 4.2.3
- After this update, your MCM settings should no longer reset upon updating to newer versions.
- Detection of dead NPCs has been improved and should also now be affected by mods that modify Game Settings.
- Removed a tweak to aggression when an NPC becomes a witness.
- Improved performance: Optimized victim detection relating to the position of the victim's head
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Version 4.2.2
- Fixed bug that caused the mod to read factions that an NPC is no longer associated with.
- The field of view that NPCs have when detecting dead allies was mistakenly set to be 130° in the previous update instead of 140°
- Performance improvement: Removed an unnecessary CPU intensive calculation that dealt with hostility timers
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Version 4.2.1
- Hotfix: Fixed bug preventing NPCs without a reputation from becoming player aware.
- Decreased the field of view for NPCs when detecting dead allies (180° FOV reduced to 140° FOV)
- NPCs who have discovered a dead ally and are unaware of the player will now investigate for a few seconds.
- Fixed bug that prevented the "Witness Distance" setting from saving to the INI file.
- Added a new MCM setting, "Debug Misc: Hide Form-IDs". If enabled, debug messages containing references to NPCs will have their Form-IDs hidden.
- Reduced the default "Witness Distance" setting from 330ft to 305ft
- Reduced the default "Witness Timer" setting from 30 in-game minutes to 15 in-game minutes.
- The "Witness Distance" setting will now be ignored if the player advances time using the wait/sleep menu.
- NPCs that have reported the player for the death of a dead ally will now be able to identify a player wearing a disguise.
- Fixed issues with factions tracking crime.
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Version 4.2.0
- DELETED
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Version 4.1.2
- In the vanilla game, Boone will warn you of leaving if your infamy level with the NCR has increased, he will now also warn you of leaving if he witnesses you or himself murder the NCR.
- Fixed bug that prevented the witness distance setting from being read.
- Fixed bug with "unaggressive" witnesses not becoming hostile after seeing a murder by the player.
- Fixed issue with The HUD Editor, debug messages for the HUD should now be customizable in the editor again.
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Version 4.1.1
- Hotfix: Fixed bug preventing enemies in faction armor from helping their allies kill the player.
- Settings can now be modified via "The Mod Configuration Menu".
- Improved performance for the NPC's ability to become aware of dead allies.
- Fixed issue that caused NPCs to be removed as a witness due to the fact that they would become unloaded when the player isn't near.
- Faction armor will now disguise the player when a faction becomes hostile.
- NPCs will no longer become aware of the player when they are unconscious.
- Fixed bug that would prevent an NPC from becoming hostile when blaming the player for a murder.
- Debug messages have now been set to off by default.
- Added support for the added factions and reputations provided by The Frontier (https://www.nexusmods.com/newvegas/mods/68009)
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Version 4.1.0
- DELETED
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Version 4.0.3
- Fixed an incompatibility with Radar Mod (https://www.nexusmods.com/newvegas/mods/48917) in which dead actors would show as alive on the radar.
- Added support for the added factions and reputations provided by TTW Reputations (https://www.nexusmods.com/newvegas/mods/68604)
- Improved performance for the NPC's ability to become player aware
- Added an INI file that allows you to change various settings.
You can find this file located at: "..\Fallout New Vegas\Data\Config\LeaveNoWitnesses\Settings.ini".
MCM will be added in a later update.
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Version 4.0.2
- DELETED
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Version 4.0.1
- DELETED
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Version 4.0.0
- The whole script has been remade from scratch.
Due to this, I do not consider this to be a finished or bug-free mod. - [REMOVED]
-Quest rewards that were altered in previous versions will no longer exist in this version
-Faction armor has not been affected in this version and therefore might not even work at all (Like I said, I consider this to be unfinished)
-Boone's awareness to NCR deaths have not been added to this version - [ADDED]
-Sneak attacks no longer work as they used to, you'll need to take out an NPC without anybody seeing both you and the dead body.
-Debug messages will now be displayed on the HUD (I have not provided an easy way to turn them off because I would like people to know when they have encountered a bug).
- The whole script has been remade from scratch.
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Version 3.0.4
- Fixed an incompatibility with TTW related to Boone.
- Fixed script from outputting non-helpful debug console messages.
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Version 3.0.3
- Fixed bug that made the turrets in Camp Searchlight hostile when attacking the ghouls in the area.
- In the quest "I Put a Spell on You", Boone will no longer warn you of leaving if you initiated combat with Capt. Ronald Curtis before starting the dialogue that makes him hostile.
- Added a YUP bug fix that had been overwritten by this mod. The YUP change fixes a bug that locks your game if you already have all SPECIAL stats maxed out when you complete Lonesome Road.
- Most of the faction modifications are now done through script, this is to allow for better compatibility with other mods.
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Version 3.0.2
- Witnesses will now report victims that are considered "Friends" only if their assistance attribute is set to assist "Friends and Allies".
- In the vanilla game, Boone will warn you of leaving if your infamy level with the NCR has increased, he will now also warn you of leaving if he witnesses you or himself murder the NCR.
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Version 3.0.1
- Fixed inescapable dialogue with Alerio when he is giving you the Mark of Caesar.
- Karl, the Legion ambassador located in the Great Khan's Longhouse will now not become hostile when the shoot on sight infamy requirement is met.
- Companions that are set to aggressive will now not become trigger happy when the player has done a successful sneak attack.
- The INI option "bOverwriteMCMSettings" had a typo.
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Version 3.0.0
- Whole script was remade from scratch. Mod now takes advantage of auxiliary variables, should run more efficiently.
- Before, infamy gain was dependant on how many witnesses there were. Now, infamy gain is dependant on each individual murder. It should be more realistic now.
- If fighting 3 or more NPCs in the NCR/Legion/Brotherhood/Boomer faction, one of the NPCs will run to a nearby ham radio. Once the NPC arrives at the radio you will have 10 seconds to kill/knockout/knockdown the NPC. If unsuccessful, then you will gain some infamy and any murders you do in the area will now instantly gain you infamy. Disabled by default in MCM.
- Added INI file with an option to override The Mod Configuration Menu, just in the off chance that somebody would like their settings to not reset everytime they start a new game.
- Yielding has actually been disabled this time.
- Disguises will now work during the hostility timer (The timer you would receive after a murder has been reported).
- The MCM option "Shoot-On-Sight Infamy Requirement", will now work properly when set to "Hated".
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Version 2.0.3
- Added support for "The Mod Configuration Menu".
- Removed support for INI file configuration.
- Fixed bug that made actors unable to become witnesses (iWitness_Distance made this bug more apparent).
- Fixed bug that made error messages crash the game.
- Fixed incorrect spelling of "Vilified"
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Version 2.0.2
- Added an INI file to change the mod to your liking, file located in "Data\Config\No Witnesses.ini"
- Robots and Super Mutants can now become witnesses
- Better performance when many actors are in the same grid as the player
- Added support for different timescales
- Fixed bug that would let you bypass the hostility timers (The timers you would receive after a murder has been reported)
- Fixed hostility timers running twice as fast when using the wait menu
- Fast travel will now effect the hostility timers
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Version 2.0.1
- Fixed NVAC reporting syntax error.
- Caesar and Alerio will not bring up dialogue about you murdering Vulpes Inculta if nobody witnessed you do it.
- The quest "Ghost Town Gunfight" will not give you infamy after completion.
- The quest "Hard Luck Blues" will not give you infamy or fame after completion.
- Lonesome Road will not give you infamy or fame after completion.
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Version 2.0.0
- Whole script was remade from scratch, should run more efficiently and should not cause save bloat, however the HAM radio feature has not been added in this version.
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Version 1.1.2
- Fixed game mechanic involving NPCs becoming hostile when any NPC wearing the same faction armor would be killed.
- Added global variables called "aaNWDisableLegionRadioUse" or "aaNWDisableNCRRadioUse" as requested, use FNVEdit to change the value to 1.
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Version 1.1.1
- Added the ability to destroy ham radios.
- Fixed bug that allowed creatures to be selected as the ham radio operator.
- Fixed bug that allowed NPCs who are not in the same cell as the player to be selected as the ham radio operator causing the NPC to become permanently idle.
- All ham radios should now be compatible.
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Version 1.1.0
- v1.1.0 adds the ability for NCR or Legion NPCs to use a nearby ham radio to report your violence.
- If fighting 3 or more NPCs in the NCR/Legion, one of the NPCs will run to a nearby ham radio. Once the NPC arrives at the radio you will have 10 seconds to kill/knockout/knockdown the NPC. If unsuccessful, then you will gain some infamy and any murders you do in the area will now instantly gain you infamy.
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Version 1.0.6
- Fixed game mechanic involving NPCs becoming hostile when any NPC wearing the same faction armor would be killed.
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Version 1.0.5
- Fixed bug involving double infamy loss if an NPC working for the NCR/Legion were in two different specific NCR/Legion based factions.
- Timer that makes factions mad at you will now decrease if Villified/Merciful-Thug, so If you have managed to increase your reputation out of Villified/Merciful-Thug status you will now not have to also wait for the timer to go down.
- Decreased the amount of time a faction will stay mad at you when they get news of a murder done by you (about 12 in-game hours).
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Version 1.0.4
- Minor bug in which there would be a small chance of NPCs not becoming hostile immediately when you attack them, should be fixed.
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Version 1.0.3
- Removed the infamy gained from the quest "Hard Luck Blues"
- Fixed a bug that made the kings hostile.
- Disabled the holstering your weapon to make an NPC forgive you (Due to the way this mechanic is implemented and the way my script has to be written, these features cannot coexist, I'll find a way eventually).
- Increased the amount of time a faction will stay mad at you when they get news of a murder done by you (about 28 in-game hours).
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Version 1.0.2
- Fixed a bug that stopped you from being able to holster your weapon to make an NPC forgive you.
- Fixed a bug allowing you to bypass the penalties of a witnessed murder if you started a fight with a one hit kill.
- Fixed a bug involving the wait/sleep feature not speeding up the time it takes for an NPC to become non-hostile.
- Whole script was remade from scratch, should run more efficiently.
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Version 1.0.1
- Fixed NCR messenger being hostile if the NCR was angered.
- Fixed Legion messenger being hostile if the Legion was angered.
- The quest "Ghost Town Gunfight" should not give Powder Ganger infamy anymore.
- Factions will now only be hostile if you have merciful thug or vilified status or in the case of the legion, if you have failed "The Wrath of Caesar".
- If a witness saw you start a fight but didn't kill anybody then the whole faction will now not become hostile.
- NCR hit squads will now not be hostile until your three days are up.
- Removed the version name from the .esp file, slight oversight on my part.
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[REQUIRES]
xNVSEJIP LN NVSE Plugin (v55.30 or newer)
JohnnyGuitar NVSE (v3.45 or newer)
UIO - User Interface Organizer (v2.30 or newer)
[DESCRIPTION]
- NPCs will now remember seeing the player.
- NPCs will now remember seeing a dead ally.
- If they have recently seen both the player and a dead ally, they will become hostile and be marked as a witness.
- If you let the witness live, they will eventually notify their faction about the death (Infamy Gained).
- If your reputation title with a faction is vilified or you have been recently reported, you'll become a shoot-on-sight threat.
Details above can be modified by downloading and installing "The Mod Configuration Menu"
Warning: Yielding has been disabled due to conflicts that cannot be solved with current script extender functions.