160 comments

  1. keithapple
    keithapple
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    A feedback:
    You should make the Marked for Termination quest happen if you are hostile to the Institute.
    That way is more lore-friendly.
    The good guy ostensibly worked with Railroad, but he didn't know Railroad because of mindwipe malfunction (this is to facilitate BoS player).
    1. ToroMontana
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      As far as mod lore goes (which admittedly is pure fan fiction as all quest mods are, fan fiction doesn't make it lore-unfriendly unless it contradicts lore) the bad guy wasn't sent by the Institute so no lore contradiction there, it was sent from the future (10 years after the faction war of the Commonwealth) by a rogue AI created an Enclave-aligned scientist trying to create another President John Henry Eden.

      As far as how hostile Gen 5s are possible (assuming the Institute's destruction or you taking over) that fairly simple to explain given that any number of rogue scientists or even Kellogg himself at some point could have smuggled and sold the technology to a third party.

      A lot of the details would have to change so:

      1. no time traveling robots (Father would just send an assassin in the present, there would be no future assassin to send if the Institute was already destroyed even in the first timeline and the only way the Institute survives is if you side with them which means they have no reason to send an assassin after you)
      2. the assassin sent after you would likely be a Gen 3 courser (which is nothing special for the player, he's handled them before) or at best a Gen 4 prototype (possibly a shapeshifter impersonating Nora/Preston/whoever) would be the only way to explain why the bad guy is so powerful
      3. the question still remains on who sent the good guy?

      If Father deployed say his latest Gen 4 project (which isn't mentioned anywhere in the Institute so that also would be pure fan fiction as much as the Gen 5s from 2297) how would the Railroad know about it, why would they care as much if haven't done missions for them and also what if you're hostile with Institute and Railroad?

      As far as BoS players - no reason he'd help them and BoS under Maxson hates synths.

      It seems like only a minority of the player base would actually be able to play the mod as intended.

      There's also the problem that if you do choose the Railroad ending you aren't hostile with the Institute until the very end, you are a double agent and Father thinks you're on his side right until you start attacking the Institute from the inside and beam in a bunch of Railroad operatives. Father doesn't have time to deploy a special assassin and a protector wouldn't have time to pop up out of nowhere. Plus if you make it to the reactor the assassin would probably just get blown up along with the Institute.
  2. LPF346
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    Hi there!

    I just finished playing the quest and I have to say this was a really cool mod. The way the two stories were merged was so well done. I decided to start a fresh new save just for this mod and it totally changed how I had to play the game. The game was a chase now where I had to run and never look back ,constantly thinking about where the terminator can be while desperately looking for a weapon to fight against it. I couldn't just ignore this quest and do it whenever I wanted it ,the danger was real. I'm so glad that I've found this mod and I do hope that one day there will be a sequel to this because frankly I love mods like this and I rarely meet anything like that here. The voice acting was great and I loved the act that I could chose between two different voice actors for the Stranger and Nate. Such a good mod!

    Keep up the good work!
    1. ToroMontana
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      Thanks, just posted an update: Nate will now be voice by original Nate as well. So you have a choice of 3 now.

      The dialog is different and more bland (since we recycle lines rather than record new ones) but at least it's good if you want the same voice.
    2. LPF346
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      Oh boy thats one way to start the new year. :D
    3. vogues
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      This is a wonderful update, thnx!
    4. LPF346
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      I had to redownload the game so I couldn't try the update yet. But I wonder if this version still uses a basic npc Nate in terms of the look of the attacker or if I change the look of Nate at the start of the game then the attacker will uses that look too?
    5. ToroMontana
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      The attack only uses the default look.

      I can make it look exactly like your custom spouse, but that comes at the expense of losing the metal sounds/sparks when you hit it below 70% HP. There's just no way I can do both so I chose the sparks.
  3. EdDante34
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    I think Garlikk has the more accurate to Arnold voice acting for the Terminator protecting you but having said that, I have a few critiques:

    1. His "I'll be back" line is way over the top, too much emotion. Should be more like the classic movie line.

    2. The phrase "Hazardous radiation levels detected should be read more like the way HadToRegister did, because the way they read it was spot on.

    Garlikk's other lines based on the sample recordings were fine and in fact, his "Get down!" and "asta la vista baby" were very accurate.

    HadToRegister's voice acting, while not as accurate to Arnold's voice, I think were over all read better.

    I think you should ditch the player voices all together, way too jarring to hear a different voice for the player in my honest opinion. Would be great if you could somehow make the dialogue between the companion and player more like New Vegas with a silent player dialogue displayed while maintaining a first person camera perspective.

    I've been tracking this mod because I really like the concept behind it.

    Those are just my thoughts and opinions after hearing the voice acting samples.

    1. ToroMontana
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      Thanks for the feedback.

      When I started out I didn't actually know all that much about Fallout 4 modding so I went with new voice acting.

      I could have just used recycled Nate vanilla lines. (I didn't realize at the time it was so easy to do. Nora Companion uses it for example.) They work in 95% of cases for Nora for example (where I could not find female voice acting).

      But since the work was done already I decided to stick with it rather than throw out all their work. Plus there are lines that Nate never says. "You! You're nothing but an impostor!" for example. I could just replace that with "You're just an imitation! They killed my wife." but it doesn't have the same impact.

      Silent lines is not going to happen, I don't mind the Fallout 3 style but it just doesn't fit Fallout 4.
    2. vogues
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      plz reconsider putting the original lines in
    3. vogues
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      if you could direct me to a tutorial i could put the original dialogue for nate in :D
    4. ToroMontana
      ToroMontana
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      There will be an option to have entirely vanilla voice acting next patch.
    5. ToroMontana
      ToroMontana
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      I released an update, check that out.
    6. EdDante34
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      That's what I've been waiting on, in the middle of playing it now, endorsed!
  4. computertech82
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    LOL. pretty cute idea.
  5. FafnirEtherion
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    Cool update ! I’ll download it right away !
  6. JolieRouge
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    I'd really love to have the Arnie-voice when playing as Arnie.....
    1. ToroMontana
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      To put things in perspective that's probably around 15000 recorded lines.
  7. clarkkimberly
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    About me: Born on December 28th 1980. 28th December 2018 playing Fallout: The terminator found me!
  8. JolieRouge
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    Baum? John Henry? Where's Cameron?
    1. ToroMontana
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      Synth Nora :P

      Unfortunately you can't really re-program her. Hmm, that might be an idea for another patch.
    2. JolieRouge
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      What about the Doc in the Memory Den, she could work it out and the synth could simply be teleported into a cryo cell in Vault 111, which in turn could be leading to another quest to supply Arnie with the stuff needed to do that.
      Hooked into the Kellog story, so you get to know the Doc and how you get the teleporter blueprints; also in sync with the main storyline.

      Overamped excited energizer bunny.
  9. Varago
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    I seem to be having a problem with this mod :( I installed it two times with NNM and it showed as installed with the mods tab in game. I uninstalled and did a install from the in game mods menu and the terminator never shows good or bad. I used a sleeping bag for 84 game hrs outside of any settlement and nothing. Is there a TELL so I can check with the in game cmd menu ?

    Any help would be great I REALLY REALLY want this mod to work :) lvl 86
    1. ToroMontana
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      Try manually installing the latest version from this site.

      Then log in the game, travel to another location on foot, sleep for 1 hour, wake up, sleep for another hour. By this point, you should wake up with it near you.

      If this doesn't work, I'm sorry, I dunno what to say, it works for everyone else.

      The robots teleport to a certain point in the Commonwealth. As long as no mods deletes their insertion point (no reason for any mod to do that but you never know), it should work.

      This version uses loose files by the way. So you need to activate loose files. It doesn't come with an archive.
  10. JolieRouge
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    So, this will not have any issues with the Many-Faced Mod as it is the same face?
    Downloaded anyway.
    1. ToroMontana
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      Nah they're totally separate parts of the game.
    2. JolieRouge
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      Thanks.
      Endorsed and added a picture using the Many-Faced and Driveable Motorcycles, but it's a classic Terminator 2 pose.
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