This and Mesmetron Always Works seem to work in TTW, MO2 wouldn't install them so I dropped the files in and it's listed as not being managed by it but so far so good after about 20 hours. Thanks for the mod
This is integrated into the Unnofficial Patch, right? I've tested this pretty extensively and it doesn't seem to work for me. I still get random enslavement fails due to "death" and also whether they are enslaved or it fails the raider I enslave is still permanently deleted. I've tested this on outdoor raiders and even a clean file all the way from character creation. I remember frustration with the slavery system is what made me stop playing years ago, and this didn't work for me then either.
This is one of my favorite mods because it actually helps the Mesmetron work properly. Endorsed obviously, but I definitely recommend this file for EVERYONE to download. It is well worth it.
I snuck up on Arkansas and was ready to pounce and hit him right in the kisser with the Mesmetron and he just shot me dead through the head.
Until I remember what an ass I was forgetting to install this file!
I'm not using the Unofficial Patch this time and like it that way unless I use an older version of the patch because it changes some things that are broken that are kind of fun but thanks for releasing the Mesmetron fix. A+ Mod.
Endorsed and Kudos Yukichigai. Thank you for your work.
I don't know if you're still active - I hope you can reply, you missed another (what I consider bug)... the mezmetron does damage, despite that it's little it's bothering to some players such as myself and would love for the weapon to do no damage - can you do this as an optional update, perhaps solidifying the reason to not be attacked - atleast until you put a collar on the target (which makes more visual sense to the surrounding NPC's)
I'm alive! Year later but I'm alive, just been doing other things. I go where the code takes me, y'know?
Anyway, the "does damage" part is actually an engine limitation, one that carried over into Fallout New Vegas as it turns out (directly relevant to stun/bean bag weapons in that game). The short version is that it's almost impossible to stop a weapon from actually doing damage with a projectile, and not only that you can only lower the damage down to a certain amount relative to the attack strength of the weapon. You also can't set the weapon strength to zero or a bunch of effects won't trigger properly.
At best what you can do is have the weapon effect apply an immediate heal that counteracts the damage done. Unfortunately there's no way to determine what the NPC health was before the hit, so I wouldn't be able to factor in DR/etc. properly (since you can't read that), so it would never be quite right; it'd either be too much healing or too little. All to counteract what should be maybe two points of damage.
Also, technically speaking, you're shooting a thing INTO THEIR BRAIN. It's gonna hurt a little. :P
I was told by the guys who did the UUF3P to come over here and report a bug, the problem in-depth is here: http://forums.nexusmods.com/index.php?/topic/1017954-updated-unofficial-fallout-3-patch/page-229#entry30660275
To put it short, the fix itself is killing Arkansas and trying to respawn him constantly, but I'm not sure if it's because of an error on your part of the guys at UUF3P. I enslaved him pretty much a week or two in-game prior to any of this happening with no problems and gained access to Paradise Falls just fine. The problem is that because it tries to respawn him it completely breaks "Strictly Business" as a quest, I have to pay for a new slave collar despite having one in my inventory, I have to gain entry again via caps or a Karma check, the Mesmetron doesn't seem to work at all on Arkansas if I resurrect him and reset the quest, and in general Paradise Falls ends up kind of glitched with some of the choices with Grouse.
Cool, you integrated/reverse engineered my scripts! Also, congrats on having the script included in the updated unofficial patch! :-) Once I start F:NV (one of these days!), I'm gonna head straight for YUP.
Dude, your overhaul was a godsend. I did recode it, but I'd been struggling with how to deal with the problems for a while and you nailed the concept on the solution. Plus, I had no idea about the issue with object scripts, which in turn led me to find a few other bugs, FO3 and FNV. You deserve a good amount of credit for this fix working as well as it does.
thanks for taking the time to make this. i tried this mod and the slave moves to the paradise falls slave house but isn't killed after i talk to grouse. generic npcs like raiders will not respawn after 72 hours at their original locations but instead become re-equiped with weapons and armour and start killing everyone in the slave house. i was wondering if anyone else has run into this problem.
29 comments
Is this mod, in any way, compatible with Slaves Stick Around?
Until I remember what an ass I was forgetting to install this file!
I'm not using the Unofficial Patch this time and like it that way unless I use an older version of the patch because it changes some things that are broken that are kind of fun but thanks for releasing the Mesmetron fix. A+ Mod.
Endorsed and Kudos Yukichigai. Thank you for your work.
I like my mezzed slaves (all raiders BTW) to stay gone! (don't want them to respawn)
Anyway, the "does damage" part is actually an engine limitation, one that carried over into Fallout New Vegas as it turns out (directly relevant to stun/bean bag weapons in that game). The short version is that it's almost impossible to stop a weapon from actually doing damage with a projectile, and not only that you can only lower the damage down to a certain amount relative to the attack strength of the weapon. You also can't set the weapon strength to zero or a bunch of effects won't trigger properly.
At best what you can do is have the weapon effect apply an immediate heal that counteracts the damage done. Unfortunately there's no way to determine what the NPC health was before the hit, so I wouldn't be able to factor in DR/etc. properly (since you can't read that), so it would never be quite right; it'd either be too much healing or too little. All to counteract what should be maybe two points of damage.
Also, technically speaking, you're shooting a thing INTO THEIR BRAIN. It's gonna hurt a little. :P
http://forums.nexusmods.com/index.php?/topic/1017954-updated-unofficial-fallout-3-patch/page-229#entry30660275
To put it short, the fix itself is killing Arkansas and trying to respawn him constantly, but I'm not sure if it's because of an error on your part of the guys at UUF3P. I enslaved him pretty much a week or two in-game prior to any of this happening with no problems and gained access to Paradise Falls just fine. The problem is that because it tries to respawn him it completely breaks "Strictly Business" as a quest, I have to pay for a new slave collar despite having one in my inventory, I have to gain entry again via caps or a Karma check, the Mesmetron doesn't seem to work at all on Arkansas if I resurrect him and reset the quest, and in general Paradise Falls ends up kind of glitched with some of the choices with Grouse.
Once I start F:NV (one of these days!), I'm gonna head straight for YUP.
i tried this mod and the slave moves to the paradise falls slave house but isn't killed after i talk to grouse. generic npcs like raiders will not respawn after 72 hours at their original locations but instead become re-equiped with weapons and armour and start killing everyone in the slave house. i was wondering if anyone else has run into this problem.