Freeze 2.2a Flee fix V2.2b
Screenshots 2 screenshots
About this mod Machine translation
Reminder: There is now a "with handcuffs" version
The Bing Jing (let’s call it short!) system changes have three main purposes:
- Make the success probability of the intimidation function smaller than the original version and more based on the actual situation.
- Increase rewards for appeasing enemies.
- Make the entire system more realistic and immersive.
opportunity to surrender
Original: 40% level-based bonus for each unit.
Ice scare version:
- Based on player level, perk (auxiliary ability) level and charm.
- The level of the enemy.
- Enemies holding melee weapons are more likely to surrender when the distance is reduced (should this refer to the distance between you and the enemy?) and when the leg is lame.
- When not discovered by the enemy, the rewards you receive are based on the distance between you and the opponent. (You were not found when they searched for you.)
- Children are easier to soothe.
- Cowardly enemies will always surrender.
- The rewards for Girl Killer/Black Widow are real and effective.
- Power armor changes V2.1 and above:
8.1 Enemies wearing power armor will have a surrender chance based on nearby allies and their health conditions. They need to be calmed down before trying to intimidate them.
8.2 When you are wearing Power Armor, you will get more rewards for intimidating enemies who are lower level than you.
After Surrender - A more realistic system
Once the enemy successfully surrenders, he will throw the weapon to the ground.
Experience rewards: You will gain experience points (XP) based on the enemy's level, and the auxiliary skills will be doubled when reaching level 3.
Enemy’s thought model: (See screenshots of script translation for more details)
Enemies calm down and may flee if you enter combat.
If you lower your weapon or your weapon is not pointed at him within a certain range, he may run away.
Especially if there are weapons among their items.
To avoid this happening, you can tie up your enemy.
Changes to Power Armor V2.1 and above.
Enemies wearing power armor will exit their power armor.
If he can't exit, he'll need to find enough room to take off his power armor, otherwise he may not be able to raise his hands.
new options
Interrogator:
By targeting enemies at close range, you can interrogate them, and if the interrogation is successful they will simply reveal their allies on the map.
If your enemy refuses interrogation, you have 10 seconds to execute them or do something else.
Your chance of interrogating an enemy may be more difficult when being searched or in combat.
These options are expressed through the original dialogue.
Dismiss the enemy:
By targeting enemies, you can dispatch them (e.g. get out of sight). They will disappear from your sight.
However, if they encounter his allies within this distance, he will reappear next to them and alert them.
Find enemies:
This does not count as stealing, but rather as searching for the enemy's equipment (disarming). And change their equipment by activating the crouching (Old Iron Hollweg test said that you crouch by yourself...) function. (For example, add an explosive collar to him)
Handcuff the enemy.
To prevent enemies from escaping, you can activate making them crouch (surrender stance). But there is a distance. Enemies will escape beyond the distance. See the screenshot of the script translation above.
At this time you need a pair of handcuffs. You can use the function of releasing or locking the handcuffs, even if he hangs up.
In order to prevent accidental handcuffs from being scrapped, the item handcuffs can no longer be disassembled (disassembled into materials) (unless there is another mod that will overwrite the item of this mod and make the handcuffs disassembled).
new items
Dirty Madness Drug: Enemies can now be injected with this horrific, neurodestructive drug that will drive them crazy. The enemy will attack all creatures except you frantically. The Dirty Madness Potion can be crafted at a cooking …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.