2023 review: Interesting idea for potential new "mini-boss". I used NoWayPoint version and this robo-guy found me right after 15-20 in-game hours near The Citadel. Not a very hard fight for 40+ level character, but it was still engaging to wait for the inevitable encounter with this killer-machine. No dirty edits or deleted navmeshes, so from techincal side of things - well done job. But now I should tell you about my own experience with unsual bug. Overall, I was pleased with this mod right before the moment when I traveled to big settlements. like Megaton and Rivet City Market. With this mod activated, whether I already killed A3-20 Unit or not, all settlement faction NPCs were stuck in "combat mod" as I called it. And I couldn't talk or interact with them in any way, they just stood still with their gun ready to fight someone or something. For example, with this mod active It didn't allow me to barter with Flak or talk with any Rivet City Security guard. By looking through FO3Edit and plugins load-out, I didn't find exact conflict with this mod or something that could explain such strange behaviour of settlement NPCs. More so, I don't have any mod which would change or modify their faction or something in NPCs configuration in these towns. So, it can be conflict in my load out, but I should warn potential players. Deleting this mod fixed all interaction right away. Well, should you try this mod in 2023? Yes, if you need additional enemy mini-boss, which reminded me a lot about another "new boss" type mod called General Horrid. Endorsement from me.
In my opinion, I think you should have made this mod work only if the player chooses to side and defend harkness against dr zimmer. Why would the Institute send a machine to kill you i you help zimmer find his android?
A good idea would be to reset the Termination unit's search behavior after the player has eluded them for a certain period of time. What I mean is that whenever the threat indicator drops from Danger to Caution a timer activates, and if a certain period has elapsed without the Termination unit finding the player (for one minute, as an example), then the timer expires and the Termination unit goes back to waiting at certain spots. Of course, after awhile waiting, the unit homes right in on the player the same as the first time.
This way a player who couldn't fight the Termination unit but could escape it for awhile would have the chance of encountering an ambush again, but would have a few days before the Termination unit unerringly tracks them down like Victoria Watts does. The threat would revert to a cat and mouse game again, instead of just forcing the player to run run run if they can't defeat the unit in a fight.
Of course, I might be misinterpreting how the mod works. For all I know the Termination unit already does something like this. I should have just asked instead of describing all that I suppose. So here goes: if you escape the Termination unit does it just run directly to wherever you are, or does it start searching again?
it's a good mod,but made my (very very huge modded) game to crash time to time when i know this dude is near to rip me down... but most of the time it's working. first time he surprised me near the whashington monument,he appear behind me,whatching a few second before he equip is weapon (chinese assault rifle) and start firing at me...but my cruel team(we were twenty at the moment) take him down in less than five seconds,but my team was outnumbered and had very powerfull armor and weapons,but he hit me almost two time bullet before he litteraly explode in pieces... another time he even surprised me far more when he appeared...in poseidonis base from tsc mothership zeta crew during mission with team thunderfist! we take care of him (me and the thunderfist) with only a short figth;;;team thunderfist take him down enought quickly before he can do several damage. i was amazed how he came near me in the poseidonis base during the thunderfist mission!was very unespected;
There's a mod out there that changes the Protectron to something that vaguely resembled the Terminator endoskeleton. If one could get it to work, and get permission to use the skin, using it for the parts exposed by damage, as one poster suggested, would be a good choice I think. I also liked the degrading DR idea, if it was possible, but I haven't tested the mod yet. HP might do just fine.
It might be neat if it were scripted to find and kill a Scavenger and take its weapons to start with decent gear, referencing the scene where the Terminator kills the gun store owner. But probably one wouldn't encounter that scene, so it might not be worth the effort.
I am definitely looking forward to when the mod is upgraded to start after the completion of The Replicated Man.
Finally got to the point of activating. Pretty cool. Sydney got surprised and almost died. This was a tough fight, probably wouldn't have gone so well if I didn't have Brisa and Butch tagging along and Sydney in the room too. Looking forward to updates. Great idea, great execution. Couple things that I would suggest (I know I suggested a few things earlier) 1) Can you scale his weapons to the player's level? 2) Grant him the Cyborg and barkskin perks. 3) Allow multiple endorsements
The very idea that something is out there actively hunting you if very appealing and adds a sort of suspense and horror element to the game, I'm going to give this a try and if everything is awesome like I suspect I will happily endorse!
Thanks for saying that. The main goal for me when creating this was to give it the feel of having something hunting you that is always "out there" and not just loaded at a random spawn point. This was accomplished by programming specifically to always exist after loading the mod. So you may have escaped and traveled somewhere to rest, but it's still out there and it's still coming for you. This adds suspense to the game in a way most mods can't. The downside to this mod as has been pointed out by others is that it's relatively basic as far as storyline goes, and once it's over it's over. I am working on another mod that will involve an actual quest and a little more fulfillment after it's finished. Anyways I hope you enjoy it!
53 comments
Interesting idea for potential new "mini-boss".
I used NoWayPoint version and this robo-guy found me right after 15-20 in-game hours near The Citadel. Not a very hard fight for 40+ level character, but it was still engaging to wait for the inevitable encounter with this killer-machine.
No dirty edits or deleted navmeshes, so from techincal side of things - well done job. But now I should tell you about my own experience with unsual bug.
Overall, I was pleased with this mod right before the moment when I traveled to big settlements. like Megaton and Rivet City Market. With this mod activated, whether I already killed A3-20 Unit or not, all settlement faction NPCs were stuck in "combat mod" as I called it. And I couldn't talk or interact with them in any way, they just stood still with their gun ready to fight someone or something. For example, with this mod active It didn't allow me to barter with Flak or talk with any Rivet City Security guard.
By looking through FO3Edit and plugins load-out, I didn't find exact conflict with this mod or something that could explain such strange behaviour of settlement NPCs. More so, I don't have any mod which would change or modify their faction or something in NPCs configuration in these towns.
So, it can be conflict in my load out, but I should warn potential players. Deleting this mod fixed all interaction right away.
Well, should you try this mod in 2023? Yes, if you need additional enemy mini-boss, which reminded me a lot about another "new boss" type mod called General Horrid.
Endorsement from me.
also you should make something like this for new vegas.
This way a player who couldn't fight the Termination unit but could escape it for awhile would have the chance of encountering an ambush again, but would have a few days before the Termination unit unerringly tracks them down like Victoria Watts does. The threat would revert to a cat and mouse game again, instead of just forcing the player to run run run if they can't defeat the unit in a fight.
Of course, I might be misinterpreting how the mod works. For all I know the Termination unit already does something like this. I should have just asked instead of describing all that I suppose. So here goes: if you escape the Termination unit does it just run directly to wherever you are, or does it start searching again?
but most of the time it's working.
first time he surprised me near the whashington monument,he appear behind me,whatching a few second before he equip is weapon (chinese assault rifle) and start firing at me...but my cruel team(we were twenty at the moment) take him down in less than five seconds,but my team was outnumbered and had very powerfull armor and weapons,but he hit me almost two time bullet before he litteraly explode in pieces...
another time he even surprised me far more when he appeared...in poseidonis base from tsc mothership zeta crew during mission with team thunderfist!
we take care of him (me and the thunderfist) with only a short figth;;;team thunderfist take him down enought quickly before he can do several damage.
i was amazed how he came near me in the poseidonis base during the thunderfist mission!was very unespected;
already endorsed.
It might be neat if it were scripted to find and kill a Scavenger and take its weapons to start with decent gear, referencing the scene where the Terminator kills the gun store owner. But probably one wouldn't encounter that scene, so it might not be worth the effort.
I am definitely looking forward to when the mod is upgraded to start after the completion of The Replicated Man.
1) Can you scale his weapons to the player's level?
2) Grant him the Cyborg and barkskin perks.
3) Allow multiple endorsements