Cult of Personality MOD

I Must Be Crazy 2

First time out of the vault
I have now created a preliminary Cult of Personality MOD that will allow an evil character with Childkiller, Slaver, and/or Berserker karmic titles to recruit good-natured NPCs like Sulik, Cassidy, Lenny, Marcus, Goris, and K-9 -- if the character has the Cult of Personality perk. Furthermore, I incorporated the idea behind the 'Infinite Party Members' MOD into this perk so that any potential party member will willingly join the party of any player character with this perk, regardless of the party limit! Those players without this perk will still have their party size limited by their charisma.

The problem for a burgeoning evil character that would like to carry a crowd is that (s)he would have to become level 12 before recruiting those good-natured NPCs.

Also, some quests but not (yet) all that were not originally offered to Childkillers, Slavers, and/or Berserkers are now available to characters of that alignment. Speech rolls may be required to get those quests.

I made this MOD in light of the feeling I got from reading the perk's description for the first time. When it says that "everyone likes your character", I got the feeling that this perk should function much like this.
 
And while we're on the topic...

As long as we're on this topic, I am curious as to the true function of the Cult of Personality perk within the patched 1.02 version of FO2.

As I remember playing the game for the first time and choosing this perk, I still remember Goris, Sulik, and K-9 suddenly leaving my party after I went on a Childkilling spree, NPC's still refusing to offer me their quests based on Karmic Reputations, barter prices still being high, despite a 150% Barter Skill and the Master Trader perk, and talking heads still glaring at my character despite having Cult of Personality.

So what does this perk actually do for your character during a normal game?
 
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