1. Buggy (Had 10 naked slavers attack me, the Regulator HQ had Brahmin and people walking into walls)
2. A bit unpolished (Spelling mistakes, bad game mechanics)
3. 47 is way too many bounties, they get extremely repetitive and dull by the end.
4. The safes + bounty rewards vomit far too many rewards at you.
My suggestion: Lower the number of bounties, give fewer resource rewards for each bounty, but add some other unique rewards. Change the perk to something more unique than just some stat buffs.
Also what exactly is the point of being able to purchase turrets and heavily armed regulators? It's not like anything ever attacks the HQ (as far as I know). Maybe I just didn't figure it out but it seems pointless.
No perk on the 47th mission anyone else confirmed get the perk? It was the mutant pen, mission 47. Now the contracts are just random. Anyways thank you for the conversion Roy. It's definitely a mod from 2009 and it does work on 3.3 which is what it says on the tin.
But If in 2023 you really want this mod expect that every single outside area WILL need to be either reset at the terminal or you will have to resurrect command on the npc named "xxxx boss" as every.single.camp. was completely wiped out by an albino radscorpion by the time I got there. Sometimes you even have full on wars between every type of enemy in the game right on the camp. I'm talking Yao Guais, Robots, 15 raiders, Deathclaw and Albino all converging to make getting your bounty the legit way impossible. As Roy said in a previous comment, if there is an interior cell, leave your companion inside as even if you take out 99% of the boss health you need to be the one to fire the last shot to get the "finger of fugitive" item.
Overall this mod does provide a lot of pseudo-radiant style content but on the whole I regret having it in my LO in my 100+ hour playthrough. Just adds too much bloat in way of the added locations and 47+ safes and lockers spread through the worldspace and the missions were not fun or engaging in any way. The biggest positive I think is the option to moneysink the Regulator HQ to turn it into a real fortress. That's cool.
Honestly I think the fugitive finger get distributed to bodies by script is a bit of a busywork, and bug-prone beside.
Since they are on the bodies of bosses, which is mod-specific templates anyway, they really should keep it as fixed loot from beginning.
And on that note, this mod distributed spawns too weak for the current year. It might work in the beginning but right now players are usually too strong for those cannon fodders. Even if they intend them to be loot-present to beginning players, to get to where they are the Vault Wanderer would be strong enough to not need them anyway
Having a major issue on the second contract. Even when I kill the boss, the terminal doesn't register that the target is dead, and I can't turn in the quest. I've tried using the terminal to reset the enemies in the contract area, and kill the boss again, and this didn't do anything. I could quit the contract and get another one, but I'm pretty sure this stops me from getting the Regulator perk, so I can't progress.
Can I ask why it had to be 47 contracts? I get the Hitman reference, but regardless it seems quite excessive and needless.
I got a giant exclamation mark in the corner of 2nd floor Regulator HQ, where there is a bucket of shotgun shell and a bullet. Console command tell me it a weapon named Peacekeeper. And I already have Archive invalidation invalidated from MO2. Also as soon as I open the world map it crashed on me.
Easy way to knock this mod out if you're like me and you're trying to go to every location on the map before you move on to NV; Go to each location and do your thing but don't worry about not getting the finger you need to turn in because you can just add one to your inventory using the CONSOLE if something else/your companions kill the boss. As some of you may know if you don't get the kill/exp for the boss you won't get the quest drop that you need to turn in to move on to the next mission which literally would force a save reload otherwise. NOTE: I can't help it if you can't use the console for this one thing without giving yourself infinite fingers or something.
Secondly, if you didn't get the perk after the 47th mission, do one more which will be your first random mission. Personally I just added a finger to my inventory and instantly finished it without having to leave the headquarters because not only is it a random location that you've done already but I don't think this was intended.
110 comments
1. Buggy (Had 10 naked slavers attack me, the Regulator HQ had Brahmin and people walking into walls)
2. A bit unpolished (Spelling mistakes, bad game mechanics)
3. 47 is way too many bounties, they get extremely repetitive and dull by the end.
4. The safes + bounty rewards vomit far too many rewards at you.
My suggestion: Lower the number of bounties, give fewer resource rewards for each bounty, but add some other unique rewards. Change the perk to something more unique than just some stat buffs.
Also what exactly is the point of being able to purchase turrets and heavily armed regulators? It's not like anything ever attacks the HQ (as far as I know). Maybe I just didn't figure it out but it seems pointless.
But If in 2023 you really want this mod expect that every single outside area WILL need to be either reset at the terminal or you will have to resurrect command on the npc named "xxxx boss" as every.single.camp. was completely wiped out by an albino radscorpion by the time I got there. Sometimes you even have full on wars between every type of enemy in the game right on the camp. I'm talking Yao Guais, Robots, 15 raiders, Deathclaw and Albino all converging to make getting your bounty the legit way impossible. As Roy said in a previous comment, if there is an interior cell, leave your companion inside as even if you take out 99% of the boss health you need to be the one to fire the last shot to get the "finger of fugitive" item.
Overall this mod does provide a lot of pseudo-radiant style content but on the whole I regret having it in my LO in my 100+ hour playthrough. Just adds too much bloat in way of the added locations and 47+ safes and lockers spread through the worldspace and the missions were not fun or engaging in any way. The biggest positive I think is the option to moneysink the Regulator HQ to turn it into a real fortress. That's cool.
Since they are on the bodies of bosses, which is mod-specific templates anyway, they really should keep it as fixed loot from beginning.
And on that note, this mod distributed spawns too weak for the current year. It might work in the beginning but right now players are usually too strong for those cannon fodders. Even if they intend them to be loot-present to beginning players, to get to where they are the Vault Wanderer would be strong enough to not need them anyway
Can I ask why it had to be 47 contracts? I get the Hitman reference, but regardless it seems quite excessive and needless.
Secondly, if you didn't get the perk after the 47th mission, do one more which will be your first random mission. Personally I just added a finger to my inventory and instantly finished it without having to leave the headquarters because not only is it a random location that you've done already but I don't think this was intended.
edit: nvm I found it