Some mods modify the main quest dialogue so he speaks figuratively about things because you didn't start in vault and aren't playing as that person so to speak. It be nice if you could put him in a cage and he have new lines of voice for you, or when you wake him up he asks why you didn't kill him, and perhaps even a option to aid in attacking the institute at some stage because he is fed up with being a lap dog etc.... But that would require some work.
dunno if its possible. but itd be cool, if this is a start of an alternate quest mod, where rather than the default kill kellog, you knock him out, capture him and get him to talk, and maybe with like a high enough charisma, KEllog can be recruited as a follower, and helps with the point of finding the institute. doesnt make. toooooo much sense for those playing as the og characters, but those using start me up mods, itd could be pretty dope
This mod is a fantastic idea honestly. Not every character will be inclined to take revenge and honestly putting him under house arrest is so much funnier. I am curious if this would be compatible with Start Me Up Redux, since that mod overhauls most of the game's dialogue if you don't play as the Sole Survivor, but I'm willing to be a guinea pig for that. I'll be tracking for now and install to test compatibility when I get an alt closer to Kellogg again so I don't bork my save. Brilliant idea!
So without the extra story, dialogue that everyone is talking about. With the mod as it is now; He does eventually wake up anyway right? Does he just wait in that room and attack you if you came back?
Also would love any mod that gives Kellogg more, well, anything. Heck nobody seemed to do anything with Nick, being "possessed" by him right after the memory dive.
So I'm playing with AFT and I'm going to revive my spouse. Will I, through this mod, be able to knock out Kellogg, kidnap him, put him in "MJC Working Jail Cells" take his weapons and replace his armor with prisoner rags? I'd like the ability to wack out non-lethal baseball bats on me and my spouse and beat the crap out of him if the mood strikes, til he get knocked out again.
Tried knocking him out in a variety of ways and it doesn't work. Death, death, death.
EDIT: Nvm. Turns out I had a Kellogg Face Overhaul mod that may have been interfering with Knockout Framework. Maybe. Knocked him out successfully but the quest didn't move forward. Ended up just using console commands to get the items and to advance stage.
Its automatically placed into your inventory :) But I was thinking of making some tool like from "ear scanner" thing that you can find there, that scans the brain and retrieves memories that way. Might make it like that in v2.0 if people like this
Just a thought here, you could probably insert some kinda dialogue where him and another synth go to the memory den or a pair of those machines in general, a bit of a pause then they emerge, Kellog then proceeds to shoot the other synth in the chest, which would need to be looted to retrieve the required quest item, Kellog then snarkly says some form of "your welcome" and walks off into the sunset....
Just another idea could be, that you kidnap Kellogg and bring him to memory den, then they connect his brain to player brain instead of Nick Valentine. Dunno how much possible is these stuff. Will investigate later :) Still I don't want to change vanilla quests much, dunno what you guys think.
The problem here is the vanilla way for you ending up with those items didn't make much sense. Why on hell did you open up Kellogg's head and keep what's inside as some kind of kreppy souvenir, when you don't know you will need it later, or even it's there for starter?
I only see two scenarios: 1: "hey, this guy have some kind of microchip slot in his head. I'll take this microchip for further investigation, in case it could help finding the position of the institute. It was the case with the courser after all..."
2:"hey, I'm gonna open this guys head like a watermelon..." 2.a"...just this time, because... reasons" 2.b"as I always do with all the guys that dare to mess with me..."
Assuming the first case, you could do the same if he is unconscious. After leaving his kidnapped ass to a doctor if an intervention is needed. No need to alter this mod further. Would be nice, but not really needed if the player imagines having did this or that and ignores a word or two.
For player's assuming the second case no point in using this mod. Sepcially in the case 2b.
sounds like extra steps are needed for this mod to make sense.... like explaining the dialog you have with the reporter and the detective afterwords, as well as say what they said about the brain matter, sure you could use some brain scanner, but wouldnt you need to bring said device with you when you go do meet him?? why because if you KO him and come back later he might be gone, after all you would think the institute would in fact retrieve him if he wasnt dead, and assumming they didnt kill him for failure and being the kind of person he is, still kinda messes with the story dont it??
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He murdered your wife/husband and stole your kid.
Nothing short of death will do.
Also would love any mod that gives Kellogg more, well, anything. Heck nobody seemed to do anything with Nick, being "possessed" by him right after the memory dive.
This would be so much replay value :3
EDIT: Nvm. Turns out I had a Kellogg Face Overhaul mod that may have been interfering with Knockout Framework. Maybe. Knocked him out successfully but the quest didn't move forward. Ended up just using console commands to get the items and to advance stage.
I only see two scenarios:
1: "hey, this guy have some kind of microchip slot in his head. I'll take this microchip for further investigation, in case it could help finding the position of the institute. It was the case with the courser after all..."
2:"hey, I'm gonna open this guys head like a watermelon..."
2.a"...just this time, because... reasons"
2.b"as I always do with all the guys that dare to mess with me..."
Assuming the first case, you could do the same if he is unconscious. After leaving his kidnapped ass to a doctor if an intervention is needed. No need to alter this mod further. Would be nice, but not really needed if the player imagines having did this or that and ignores a word or two.
For player's assuming the second case no point in using this mod. Sepcially in the case 2b.
Just my opinion.