Responsive Kill Reactions v1.2 released . . . . see below for what was changed.
Changes:
- Incorporated a "detection" event check into the scripts. Now, NPC's actually have to "detect" the dead actors body per normal detection rules in order for the detection token to create a detection event. By default, this check runs every 2 seconds for 30 seconds.
- Detection events are no longer created on the dead body. Instead, they are created at the actor detecting the dead body. This results in better alert behavior, and prevents NPC's from collecting around the dead body (which is a pretty stupid thing to do!).
- Added a check to limit the number of active tokens (default to 5). You can change this by adjusting the global RKRMaxTokenCount through the console.
- Added a number of configuration settings (see readme/description) that make use of various globals.
Let me know if you see any other bugs or issues resulting from these changes. Again, I was able to test in a number of situations, but certainly not every situation. enjoy!
EDIT: Also . . . I for the record, I want to mention that melee works correctly. The problem is that if a weapon with an object effects that causes damage (i.e. the shocksword) is used to kill an enemy, it doesn't register the player as the killer of that enemey. This appears to be an engine glitch and isn't a result of this mod.
Also . . . with the changes now, you'll be able to, for example, sneak into a bedroom and 1-hit stealth kill someone while still not alerting other residents in the house. If they were to walk by when the detection token is still active and "see" the body, they would then "sound the alarm." Overall, I think it leads to a much more believable experience.