This mod still has some uses for good aligned characters, if you don't mind giving money to David the Slaver. The new Slaver weapons do share one thing in common with the Mesmetron - they don't require you to enslave anyone. Incapacitate, take their gear and caps, let 'em walk. Or gun them down if they aggro on you again, your call. About the only complaint I have is that you actually lose more Karma selling to David than you do sending slaves to Grouse. You take a double Karma hit - one for enslaving them, and one for the sale. Mesmetron only tags you with a single Karma hit if you enslave someone. On some playthroughs, I do like to send some Raider scum to the slave pens now and again, even as a very good character otherwise, so know what you're getting into.
This mod is thirteen years old and STILL works like a dream! Now that quite is an accomplishment! Even in my heavily modded game, this mod functions perfectly.
This was very useful information for me, because i just came back after a long break from FO3, and was just wondering, if this mod is still "good" in a heavily modded game. Thank You
unfortunately, i heard the original fnncq used a bug from the fallout 3 engine to work and new vegas fixed that bug i think. Sesom retired from modding, and i think its unlikely we might get a working port of this.
Is there a way to disable or reset tracking slave system? When I used it, now it is always marked on pipboy map, even if I haven't equipped rowoco antenna.
1867 comments
About the only complaint I have is that you actually lose more Karma selling to David than you do sending slaves to Grouse. You take a double Karma hit - one for enslaving them, and one for the sale. Mesmetron only tags you with a single Karma hit if you enslave someone. On some playthroughs, I do like to send some Raider scum to the slave pens now and again, even as a very good character otherwise, so know what you're getting into.