128 comments

  1. crapagain
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    First of all, thank you for the mod. It is enjoyable and fun.

    With your permission here are a couple of things that I believe would improve the mod overall:

    * change NATEs' appearance and gear for everytime he finds you.

    * in my playthrough, NATE is armed with skynet fatman and skynet secondary weapon. I do not know if this is
    because of my level (103) or this is how you designed it, but I believe it would be better if he started with less
    OP weapons. They do not actually do that much damage, but constant accurate nukes are annoying.

    * NATE is very good at tracking you. So good that he managed to teleport behind me (while I was in waiting animation)
    and avoided both the T800 and my other companion. Who would have shot him up way before he got to me if he
    had just used the door. (Or maybe this is fallout engine thing? I don't know).

    * lastly - personal request: I am using "Billionaires Vault" mod by Carnatics. Could you make NATE unable to get inside the
    vault? I would like to have a place for general rest without having a killer robot nuking me everytime I wake up (I know that's the purpose of the mod but still).

    Again, thanks for a good mod.
    1. ToroMontana
      ToroMontana
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      Imposter Nate/Nora's weapons are not as strong at level 10 when it first appears. It doesn't get the nukes until level 50, although the melee hits are deadly (it is intended to run from it mostly)

      As for it getting too close if you wait and the companions not shooting him, that's really a limitation of the engine. If you wait/sleep in a spot, there's a good chance any NPC programmed to "force greet" you will teleport right near you when you stop waiting or wake up.

      Perhaps one way to fix this would be to change the AI so it just wanders a large radius around you, but it can still spawn on top of you if unlucky.

      Though I've never encountered that on Survival so maybe it works different there. On Survival the robot is always nearby when I wake up but at the edge of the visible map, never had it pop on top of me unless maybe it was already close. Which is good since it's very deadly on Survival.

      Btw, a place where it won't be able to follow you is the Institute (maybe with the exception of the last mission haven't tested yet)
    2. crapagain
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      Thank you for answering, and for giving me the tip about the institute. Will try it.

      I don't exactly remember what weapons he had the first time I saw him (I opened fire immediately), but second time he definitely had nukes.
      Would be good (as I said) if he had a different face and gear each time it found you. Keeps you guessing: is that raider/traider/scav just that, or is it the robot?
  2. adamcrow
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    curious question. i never received the mysterious holotape even though ive completed the story "which i enjoyed" i couldn't find the ref id to place it in my inventory. can you shed light on it so i can complete the quest
  3. FrancoleonDollarhyde
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    First of all my compliments this is so COOL.
    I'm playing it now and the tension is way up in a good sense of course.
    May I ask is this mod going to be bigger, I would love hell adore a complete overhaul mod, bring the entire T2 story into it.
    And if there is a slight possibility can the bad Terminator change, just like the T1000.
    Like I said I am a huge fan of this now, and would love to see this become way more bigger.
    Deep respect folks.
    1. ToroMontana
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      Making a full mimetic poly alloy robot would be much harder.

      That said, whatever you do, do not get within its melee range. It may not turn its hands into stabby blades, but it's probably about as dangerous. You'd need to either play it on Very Easy or use Power Armor to survive even one melee hit.

      Have you tried playing it on survival by the way?
  4. Garfield007
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    This is an interesting mod with a challenging play style. Though would be nice if the 2nd terminator was optional to help you, for me he came straight at me without saying anything, he was just suddenly already a companion without talking to him. I really didn't need his help though I installed this in my late game, i'm around over level 300.
    Also the first time I killed the other terminator, for some reason when I got near the body I was taking on rads, then after I looted the body I took on an enormous amounts of rads and was instantly killed. Thought that was odd it would do that.
    As for the terminator that comes after you, though this is me personally I wouldn't mind having the terminator re spawn kinda like another one is being sent after you.
    Anyways good work on this..
    1. ToroMontana
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      That happens when you don't really "kill" it but only incapacitate it. There's a small chance that happens when you take its HP to zero (instead of the regular essential NPC stun for 30 seconds). It gets back up once you leave the area.

      Two reasons for this:
      1. The mod is intended to work even if essential tags are disabled.
      2. Makes it more feasible to drop it in molten steel at Saugus.

      Rads are there to stop people from exploiting it. You can only loot it once after you properly kill it using the accepted methods.
  5. 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.
  6. deadmanreaper13
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    cool looking mod, might just try it but have two questions.

    1) Is the Enemy restricted to vanilla weapons, or can is find weapons from mods and Creation Club?
    2) Are the Enemy's weapons effected by mods that change vanilla weapons? (bullet damage, firing speed, modifications available)
    1. ToroMontana
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      The enemy arsenal is like this:
      Levels:
      10+ Grenades - vanilla
      10-25 Automatic Assault Rifle - vanilla item, may have some random weak vanilla mods
      25-35 Minigun - vanilla item with strong vanilla mods
      30+ Nuclear Grenades - vanilla
      35+ Automatic Combat Rifle with the best vanilla mods + bullets that do 50 radiation damage each - this is a mod rifle (similar to vanilla but different ID)
      50+ Fatman that almost certainly insta-kills on a direct hit (10k rads, only survivable on Very Easy with a Hazmat on - custom legendary mod that isn't found anywhere else - this damage only affects you if the projectile itself HITS you directly, otherwise there's no extra damage)

      The first four entries on that list are completely vanilla.

      The last two have some custom parts. The weapons themselves are custom (do more stagger, cannot be dropped) but their ammo is not. A weapon overhaul would only change their ammo at best and model, but not the stats. It all needs to be tested really.

  7. ItaloHellboy
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    let's say that "hypothetically" i have a weapon in my inventory that have 9 to 10 digits of damage ( or more ... i dunno ) ... can i kill the bad guy ?
    1. ToroMontana
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      It is a freezing weapon?
  8. Destroyer5
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    I dont know if you are aware, but one hit with bio-toxin Killed her. Quest ended within 5 minutes.
    1. ToroMontana
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      I don't know what that is.

      The things it is vulnerable to are:
      - the molten steel in Saugus
      - mini nukes
      - freezing effects (this works for modded effects that are incorrectly labelled as freezing, I have no way to check against this since I have no control over what other mods do)

      If you "kill" it any other way, it will get back after a while. (In fact, as soon as you leave the area.)
    2. Destroyer5
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      No she died and Arnold said I killed her. I dismissed him and he said he would wait at vault 111.
      I think I know what it is. In a mod I have installed they give you a dart rifle that is filled with biotoxin. The biotoxin is a instant kill and its random. It can kill by plasma, radiation, freezing and a nuke blast. I think that is what happened I got the luck of the draw and on the first shot it became a nuke blast from within.
      The biotoxin is a instant kill but it does not kill companions, but in your case you set it up that it can be killed with a nuke blast and the biotxin at times acts like a nuke blast from inside the body.
    3. Destroyer5
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      Maybe you can make a small quest that the player needs to draw her into a area and a specific gun and ammo is needed to kill her.
  9. HeroHammer
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    I really hope you continue the story in some form because holy s*** are the ideas put forth in this mod awesome
  10. jaitsu
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    I intend to install this but am left a little confused on something and thought i'd ask. So we have the three permanent methods to kill him, but if we attack him in other ways, does he only get taken out temporarily or is he just invulnerable to all other types of damage?
    1. jaitsu
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      Also, i'm no expert, but would it be possible to add an alternative version where instead of only having a couple ways to kill him permanently, instead give him an unholy amount of health but have it never recover so that every encounter chips away at it a bit?

      Now if only we could give encounters with him the terminator theme instead of the usual in-game battle music..
    2. ToroMontana
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      Attacking it in other ways means it will either:

      a. fall down and get back up in less than a minute similar to essential NPCs
      b. (about 30% chance) it gets stunned (as if dead) but gets back up when you flee the area (essentially a much faster respawn, but this allows you to work on settlements)
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