Fallout New Vegas
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873 comments

  1. Ruadhan2300
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    Sticky
    Since we've now got this awesome Stickies system....

    This seems a good place to deal with general issues.

    1. Next update will come when it's good and ready. Though work and playing with other games do seem to slow the process down. Feel free to cajole, bribe or threaten me with grievous bodily harm if you want more Mad Science sooner

    2. I'm aware that a number of the weapons and gadgets aren't -entirely- working to spec. these are fixed in my current build for the most part. I'll edit this sticky with a full list of known bugs as I find them.

    3. "Can I have <insert idea here>?" Yes, you can. I'm awesome like that Just two conditions: a) it has to fit the whole Mad Science theme, otherwise I'll save it for another mod or b) it has to be actually feasible in the engine while I'd love to make your shoulder-mounted minigun in the style of Warmachine, I've got no idea where to begin doing something like that...maybe I can figure something with scripted objects that follow the player around and look at what you look at....hey! that's an idea! XD

    4. Installation: I try not to have too many versions floating around. if in doubt, start at the one labelled V1.0, work upward to whatever the current version number is. But the (only) main file should be all you ever need.

    5. There is a spoilers file, it's mostly complete, if something isn't on it, it's either not meant to be, or I forgot it. Make a note of it here in the comments and I'll make sure to add it for the next release
    5b. if the instructions are wrong, or don't seem to work, pop me a message either here or on a PM and I'll try and sort it. it's possible it's broken and not working, or you're just not doing it right.

    6. regarding custom assets: I make all my own stuff as a rule. I use existing models and textures from the game to do it. I am utterly god-awful at my own custom assets, see the picture of the forcefield "armor" in the images section for a prime example. You probably shouldn't ask for things that cannot be made with mash-ups of existing assets that said, I can do a LOT with those assets, so feel free to push the boundaries

    7. Yes, nearly everything in this mod must inevitably explode, it's a rule. if you've run out of ammo for an awesome gun and you're facing down a deathclaw...throw your gun at him and shoot at the gun with a pistol or something..you never know...it might go nuclear. might. depends on the gun
    That gives me an idea for a new mod....Exploding Ammo Cookoffs. watch where you hurl that grenade or you might get a spray of bullets from the box of ammo on the table...maybe not for mad science
    1. ZER0X
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      Well i'm just happy to see you're still working on this , great concept and looking forward to the next update.
    2. NinjerInvaderXP
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      What is the pose mod you guys are using i love it can you give me a link? That's a good idea make some poses in your mod to fit the whole mad scientist the poses in the screen shot remind me of the pyro!
    3. KeltecRFB
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      " Next update will come when it's good and ready. Though work and playing with other games do seem to slow the process down. Feel free to cajole, bribe or threaten me with grievous bodily harm if you want more Mad Science sooner."


      Ok Ruadhan, break time is over. It's been over an year since your last update! ... lol ...
    4. SvenderkraxTheHarbinger
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      As much as I love this mod it needs more Steins;Gate references. Keep up the good work or I'll- damn I'm not mean enough just do it when you feel like it I guess. ._.
    5. LordGondar
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      Well, you're posting replies so it's assumed you are reading this in some capacity (at least periodically).

      Loving the mod so far (although the tesla rifle needs a better texture job.. it looks like I'm getting the blurry world version akin to the problem the gauss rifle had, and if that IS the case it's a bug to note). but I can think of one major mad science thing you're missing.

      Genetics.

      Seriously, who wouldn't LOVE to be a mad geneticist playing with the building blocks of life? It's the very stuff that brought us cazadores, nightstalkers, and radscorpions! And *deathclaws*. It's easy too, toss a little FEV in and throw some stuff together and watch! So obviously the mod needs a way to branch into mad genetics (like distilling centaur blood for FEV strains, then from there coming up with ways to make your own mutated creatures from a few parts thrown together, or better yet come up with ways to inject yourself to up your performance! Who wouldn't want to kill a deathclaw, extract a genetic sample, and come up with a sequence to add retractable deathclaw claws to yourself (with a permanent bonus to unarmed perhaps and bypass of DR)? Or maybe a bit of ghouls to come upo with a way to live on radiation alone like the perks? (though the perks cover it, so something not overlapping?) Or maybe scorpions to not only come up with massively increased poison resistance, but auto-poisoning attacks? (Coupled with the deathclaw mutation you're suddenly an unarmed BEAST! )

      Really, there's all sorts of things out there, and the trick would be you'd have to get samples from them all (probably meaning using some crafted 'blood collector' weapon firing a script to pull up what you hit, if that's easily done), and thus it's self-balanced by having to KILL the creatures first. So extracting blood to get regen from a lowly gecko is easy.. but a deathclaw will have to wait until the courier can start killing them...)

      And that's off the top of my head. I'm sure you can come up with a hundred better ideas just as easily! (and consider this idea a bribe to add it into the next version )
    6. Buang
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      That genetics idea sounds awesome. I think it could even be a mod in itself but it'll fit into this mod well. Hopefully the mod author will/can add this.
    7. Kane4321
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      Including that Genetics Idea, You know what else seems or is missing? ANDROIDS! Heck, having a Army of Lobotomites and Seekers are cool but add Androids you can build and you got one terrifying combo, one catch though- the Androids can only be healed if you can repair them after all Androids are robots that act like Humans. But if you don't like Androids, cyber-dognizing dogs could be a replacement idea! heck its your choice Androids or Cyber-Dogs OR BOTH!
    8. Kane4321
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      Hey! I'm back! and I just got a TON of Mad Ideas

      1. Nano-technology- Build Nanites with a empty syringe, scrap electronics, and whatever else to make those nanites that will heal you or repair your gun, its a good replacement if you're out of stimpaks, doctor bags, or weapon repair kits

      2. Mutative Blood- take blood from centaurs or night stalkers and make a poison/ammo/SOMETHING of some kind and you can turn a hapless victim into some sort of ghoulish nightmare (like those creatures from The Thing)

      3. Plasma/Ash Armor- Put Goo Piles or Ash Piles into a container and make some sort of armor out of it!

      4. Alien Technology- You just killed some space invaders and you are so indulged into that Alien Blaster, you want to make Alien Weapons/Armor/Ammo/Aid/WHATEVER! Heck, you could even fool Aliens and make a device that will call Alien Reinforcements that will assist you like companions

      That's all of my Mad Ideas so far But I WILL be back in the name of SCIENCE!
    9. Kane4321
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      After being in a VERY Delirious state of mind I found 2 ideas and a way to help someone else's idea.

      1. Hell- (Got this idea from DOOM 3) What in the world? You just took a death claws hand, you think its a demon and NOW you want to be able to craft devices to summon demonic freaks, summon demonic weapons and armor, Heal yourself, and repair your gear??? WHAT IN THE NAME OF SCIENCE IS THIS ILLOGIC??

      2. Eggs- those eggs of these creatures seem fairly useless, oh I have an idea! Lets make some humanoid versions of those egg bearing creatures!

      3. Wrist-blaster- (Saw this idea in the comments around here somewhere & ST's robot race mod) I found a way to make a weapon to fit on your wrist AND be ON your wrist! I can't really explain though but see if you can talk to the creator of the Robot Race mod one of the perks of that mod is an arm mounted M.E.G.A gun and I think you can make a wrist version of it, except our wrist blaster will either fire plasma or lasers!

      EDIT 1: SmileyTops made the robot race mod to prevent author hunting

      EDIT 2: I give ALL of the credit for the wrist-blaster idea to Gullio1 back on page 3 of this comment section
    10. Kane4321
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      Ideas...where do I even get them? Oh yeah the media!

      1. Fallout: Attack Of The Clones- I found some cloning equipment and I need help making a device of some kind that will allow me to make a clone army of myself or NPCs!

      2. Captain Mojave!- We should make a chemical or something that will make us stronger, faster, jump higher, & see faster!

      3. Deathclaw Testosterone!- inject isolated deathclaw testosterone and be stronger AND take more damage! Why? CAUSE I'M GENETICALLY SUPERIOR!!!

      4. The Incredible Mutant!- Yep title says it all, inject yourself with some FEV and become a really angry mutant for 5 minutes!

      5. Wasteland Troopers!- Cazadors, Radscorpions, radroaches, bark scorpions, Preying Mantises, Giant Ants, Fire Ants- Shouldn't someone try to make an army out of them and take over the world?


      That's my ideas for now but I'll be back.
    11. DogMechanic
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      Remember "Invader Zim"? The kids' dad had the coolest freakin' labcoat. I shall trade you my left shin for one.
    12. Kane4321
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      Guess who's back? I got some fresh out of the trash can ideas today!

      1. The Monster of Lake Las Vegas!- Lets play around with some Lakelurks, haven't seen anyone touch them yet, we should take their genetic makeup and make some chem of some sort for underwater breathing!

      2. Empire of The Ants!- Giant Ants are cool, they attack without hesitation, they breath freakin' fire and they seem useable- How about we make a mind control device or something to make some Ants our companions?

      3. Fallout: The Mutant Menace- Nobody likes mutants, except US!, Lets play around with F.E.V and make some freakbags or ourselves as mutants!

      4. Mad Science Power Armor- I wonder what happens when you combine Mad Science and Power Armor? Hmm...it would add up to Mad Science Power Armor! (M.S.P.A)

      That's my ideas for now, I'll see you Mad Scientists when the trash can gives me ideas!
    13. Kane4321
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      He's BACK! Let me share some awesome TV collected mad ideas!


      1. Acid - Lets face it, Acid is one powerful substance, but how about for weapons? Lets implement some acidic weaponry to this mod! complete with Rifles, Pistols, Launchers, Grenades, and Melee!

      1. Mean Green Mother - It's Mean and Green! It's the one, the only...SPORE CARRIERS!!!! Lets have the ability to unlock our plant abilities and make some spore buddies and plant powers!

      3. Red Light- Who doesn't like Lasers? Nobody! cause We should make some Laser Grenades! It will be one lightshow!

      4. Raggedy Roaches!- Radroaches...so useless! Should we make a device or something to make 'em useful? How about humanoid roaches?


      Well fellow Scientist, Lobotomist, Laser/Plasma freaks. Mad Biologist, and Rad Radiationers! These are my ideas for now! I'll see YOU in the next experiment! Bye-Bye!!!!!
    14. LAZURUSLEVIS
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      Might sound stupid but I can't find the house with the robot outside. Help anyone?
    15. Zoaruon
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      I absolutely love your mod. Can't wait to see what you come up with next!!! Long Live Mad Science!!!!!
    16. Ruadhan2300
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      @Lazuruslevis
      The house has a robot inside it, it's part of vanilla FNV, so you can find info on the wiki if you really need it.
      There are relatively few Mr Gutsy robots in FNV so that page should point you at it!


      For the record, the reason I haven't updated in so long is not for lack of material.
      The problem is that I have to create unlock quests for every single weapon!
      I've got a LOT of weapons and gadgets in Mad Science, not many of which have quests.

      I've also been somewhat put off modding by my day-job. I write games for a living, so coming home to modding feels a little too much like work My creative juices are mostly soaked up during the day.
      Holidays are good times though!
      My sporadic focus on modding has been specifically on Vault 105 of late. Mad Science will take a back seat until that's received at least one release. There's not much left to do before that release, just needs time and Juice to get it done.

      So thanks for your continuing enthusiasm and support! It really means a lot to me and I feel pretty bad for leaving you guys hanging with nothing.

      If you prefer not to wait what might be a very long time, I can bundle up what I've got and release it, no new quests, few if any new crafting recipes. but lots of cool things to try out!

      Let me know what you think.
    17. Manan6619
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      I think that'd be a good idea, honestly - you'd have some playtesters to help you iron out possible bugs before the next full release.
    18. Ruadhan2300
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      Awesome.

      I've just released Version 1.3.B

      It contains all my current content.

      Most particularly, I've added a Debug room

      COC aaMSDebug

      It's set inside a Mad Science lair, though the lair is buggy. in particular I've been having problems with being unable to move. not sure what's going on there.
      COC commands seem to work okay though. so the areas are:

      COC aaMSDebug - Contains not just the crates containing examples of all weapons and gadgets available in the mod, but also an NPC you can talk to about the mod. Readme files are for noobs!
      COC aaMSLairEntrance - Feel the Glow!
      COC aaMSLairInterior01 - entirely placeholder. though kinda cool
      COC aaMSLairInterior02 - combat arena. eventually it'll have all sorts of difficulty levels of NPCs to kill and will be reset-able.

      have fun!
    19. Manan6619
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      Hmm... Gonna take a look and try for myself if I happen to get the issue, but it sounds to me like one of those "cutscenes" where you're forced to stand in place and holster your weapon. Theoretically, typing "enableplayercontrols" into the console should fix it... Oh, and thanks for releasig the update, by the way! ^_^
    20. Ruadhan2300
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      yep, looks like the door in particular has a script on it to do it. it's taken from the tops casino I believe. I just released a 30 second fix for it. works now.
    21. KeltecRFB
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      Real life always comes first Ruadhan2300 and it is cool to see you still maintaining your mods.
    22. Kane4321
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      The Trash can is now full of Ideas!

      1. Tesla Pistol and Grenades- Ever felt like Zapping the living guts out of somebody or blowing them up with shocky stuff? Then build some tesla pistols and grenades!

      2. Abductions- I wonder why I have 12 NPCs missing from my game? Oh wait, I took them for my experiments...

      3. Brain Bots- I've always wanted to make a Robo Brain in Jars!

      4. Ghoulish Nightmares- Making Ghouls should be easy as a explosion of rads

      5. Technical Bugs-Yes, I mean it, Insects from the game with tech strapped onto them as a minion


      Well, The trash can is empty now, (Yes, It's a litteral trash can.) I'll be back next time I find Fresh new ideas!
    23. Ruadhan2300
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      tesla pistols fire my imagination

      I just finished reading a book where the main character is carrying a pair of "Arc Pistols" and john-woo'ing it with incinerating lightning blasts

      I might have to try and make one of those!
    24. Kane4321
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      I figured Tesla Pistols were missing from the mod, Your welcome on the idea!

      Also, How do I unlock the Exo-suit thing? I have played around with this mod for MONTHS and never figured how to discover it.
    25. Ruadhan2300
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      from my notes...

      "Exo-Frame - Acquire one of the three notes carried by the Brotherhood Paladins (Repconn HQ, Black Mountain Crater, Nellis Town) + have previously unlocked at least four of the other items added by this mod."

      It's been a while since I last looked at that file XD
    26. Manan6619
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      Hmm, then I think I should have gotten notes about the exo-suit by now, and I haven't. I dunno, perhaps I haven't discovered as much as I think I have ^^;;

      EDIT: Quick couple of other things while we're talking about how so unlock stuff(beware possible spoilers for other readers). I got the frenzy grenades in one playthrough and they were awesome. Loved 'em. How do you get those again? Err, was it something with Motor-Runner, maybe? Then while I'm at it, more questions and ideas because this mod really gets me thinking What if you were to cause the frenzy grenades to have a negative effect on the player so that you can't just throw them with complete reckless abandon everywhere? I was thinking a script to make you vilified from every faction in the game, playable or otherwise, so that just about everyone would attack you, similar to a frenzied NPC. Would make for interesting kill-everyone playthroughs. Then if that's not easily possible to make happen, just some boring ol' stat penalties, perhaps XD

      That also leads me to asking - are there any other weapons that take on the frenzy effect? I took a look through the test cell and that did not seem to be the case, but I want to be sure. I mean, maybe part of the progression would be making things like dart guns or other crazy contraptions to frenzy one particular target without endangering yourself or other bystanders.

      Lastly - how do you get the brain hunter perk? Or, rather, the step before making it available? I've always felt it would have something to do with Robobrains but never figured out exactly how to make it work :x
    27. Kane4321
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      I can easily answer that Common Brain Perk Question!

      HOW TO: Brain Perk

      ANSWER: You gotta complete the brain stuff (The robo-brains, The weird kid, and Rex.) to be allowed to get the brain perk!

      Nail'd It!

      Oh, and Thanx Dr. Raudhan for hinting the conclusion to my nightmare hunt of finding the exo-suit!
    28. Kane4321
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      After looking at my collection of "Mars Attacks!"- I GOT INSANE IDEAS!!!!

      1. Insta-fry ray gun- (If you seen the movie) I think a ray gun or a weapon mod to the tesla weapons that turns enemies into skeletons is a awesome idea!

      1b. Delimbing laser gun thing- (IF you can't figure the 1st idea out but have seen the trading cards) A laser that melts limbs off! The Martians used them in the trading card series

      2. Shrink ray- (Both in movie and trading cards) I think taking a sonic emitter and turning it into a shrink ray would be fun!

      3. Big ass bug army- ( Trading card series) Building size bugs, No harm to the world

      4. Brainwashing Probe Gun- (Found on a rare card of mars attacks) Shoot a probe into a enemy and force them to your side of a fight!

      5. Freeze ray- ( In the 50th anniversary book of Mars Attacks) Name says it all, Take a energy weapon of ice and freeze the enemies before you

      Well, Thanks to my Mars Attacks! Collection, I have just made more ideas! I will be back next time!
    29. Ruadhan2300
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      all fun ideas...but did you know we already have a Freeze Gun on this mod?

      take a look in the Debug Room and you'll find it!
    30. Kane4321
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      I can't access the Debug room, whenever the type the code it just does nothing and I go nowhere
    31. Ruadhan2300
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      you can find it on the far side of Crescent Canyon, through a crystal cavern and a portal door you'll know it when you see it...
    32. Kane4321
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      Which one!? East or West? I was walking around for hours and didn't find it

      EDIT: Found it, Damn your quite evil to do that! XD I had to type COC aaMSLairEntrance to find it! "Far side"= OTHERSIDE OF THE CANYON
    33. maledwarfwarrior
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      Some ideas I have for the mad science house:
      Sierra Madre Chips/Vending Machines: After finishing Dead Money and Old World Blues you "procured" a "used" Sierra Mandre vending Machine from Big MT. However, the machine has been "thoroughly used" over the years... Maybe it would be safer to use the one at the Brotherhood Safehouse?
      Chance on use to create a explosion of rads, doing minor damage and making you glow like plutonium (not literally... though that would be pretty cool). Can be used to create new unstable recipes that are cheaper, but are much more likely to explode.

      The Workshop: For those that are missing that one schematic. Powered by cold fusion, madness, and a hint of irradiated combustible lemon, throw together a lot of scrap, sensor modules, spare parts, and other sciency things in your 'tinkering". Divide a 100% chance by the number of unknown mad-science schematics to get the chance of discovering a more expensive/unstable version of it, a prototype, and a hint on how to get the full schematic. Failing will consume all the materials... and create a very large explosion. Maybe you shouldn't have put your workshop on top of the cold fusion reactor? Also doubles as a crafting area, with the advanced facilities give a bonus to crafting skills.

      The "Medical" Laboratory: Note: Might be tricky. Most people don't know the difference between a pill and a tablet these days, never-mind know which medicine works. But with some persuasion, they all do! Isn't the Placebo effect wonderful? Throw in some ingredient like "powdered death-claw fangs" and it makes people think it can do anything... wait... these lab tests are interesting, I wonder if it actually works?
      When you build/activate/finish/repair the "medical" laboratory, you gain a number of tools equipped like weapons. Hit a corpse with them, and you collect "samples" each with their own "attribute" based on the corpse. Collect nails, hair, fur, brains, and other "samples" to return to the lab. Turn them into "compounds" by placing them in a box to queue them up for refinement. A Robo-Brain's brain might offer "cognus" or "longevtus" or other pseudo-Latin compounds. Combine compounds into various custom "chems" ad let the placebo effect do its job. And while these won't explode, sometimes you get a bad batch and weird thing happen. Like pink elephants wreaking havoc, A supermutant debt-collector in a top-hat coming to break your legs, things like that.

      P.A.C./R.A.T. : The Personal Attack Cart/Rocket Arsenal Tank. A Mobile Fortress capable of leveling a city and carrying a small nation's worth of weapons and ammo... Now if only you could figure out how to turn off the pacifism protocol... and the parking break... and make it not spew rads when you open it's arsenal...
      A "summonable chest" that, after waiting an hour (and only using wait/sleep, its very shy) will appear so you can store your junk. However, opening its inventory has a small, insignificant, technical malfunction of irradiating you... a lot. Can (AKA will) also transform certain consumables into their irradiated equivalents, like water to dirty water.
      Note: remind the interns it is NOT a "chicken-walker" despite how it looks... Speaking of Interns...

      Unpaid Interns: This would be big (and a lot of work). After having unlocked enough recipes and having sufficient barter you can start a (probably evil) corporation to sell your designs to the world... But more importantly, gain access to a large number of unpaid interns! Send them out to collect rare materials and build lesser versions of your creations for caps. Start a bidding war between House, the NCR, and The Brotherhood for cheap rip-offs of your genius. Basically the garrison from WoW. Go to a terminal, assemble the unpaid interns, and give them orders to collect, build, or sell things. As you invent, build, and sell more creations, you can "hire" more interns for work experience and a commendation. Explore new areas and build your reputation to unlock more "errands".
    34. Ruadhan2300
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      hehe, built with jetpacks in mind...

      But seriously, at some point I'll add a bridge..maybe a forcefield bridge....The ultimate in security nobody can cross it without you turning it on for them!

      As for the ideas, I'm loving all of it!
      Something of a fixation on radioactive explosions though...
      Not necessarily a bad thing, one of my other creations was a Rad-harvesting Implant you can get in Vault 105, allowing you to heal in radiation like a Ghoul...
    35. Kane4321
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      Hey Dr. Raudhaun, I think another fix update is needed. My Lobotomite Minions for some reason have become belligerent to anything that is not human, especially friendly non-human creatures. I'm pretty sure you may or may not have fixed this issue in the past, but if you DID fix it before, it's back.
    36. Lancer2345
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      I think that there is a bug with the Plasma Blaster. I took Nuka Chemist and got the Nuka Rilfe, but when I did legend of the star and picked up Mark's last word I didn't get anything.

      Also, I have a suggestion for a future item, maybe a gun that teleport you to where the projectile hit, or a little drone that you can control, that allow you to teleport to its location
    37. Zanowar
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      The exo suit is awsome, i use it for every armor and works well with it.
      but its a prototype, i think it can be imoroved.


      Maybe after some time wearing it, you get more ideas, based on how it functions such as
      1. if you regulate the hydrolic output and stream line the servos you think you can make this thing go faster wont be able to hold as much but you can run faster.
      2. after repeated loading of your weapon you think you can get the action programed into your the suits redundancy systems, requires more fine motor skills but you think it can be done. (less of a str bonus but reload actions are faster)
      3. you think you can amplify the shock absorption of the system falling or jumping wont seam so bad unfortunately you have to put more hydraulics and springs into it( its heavier but you can jump higher and land safer (increased how far you have to fall before you take damage))
      4. with some added sensor modules and a bit of programing that heavy gun aint heavy anymore you wont be lifting a ton of dead weight but but the shock of recoil aint bad either, ( the weapons that you have hot keyed dont have weight anymore. and reduced spread,)

      thats all i can think of at the moment, but adding flavors to the exo suit would be cool, and would be cool too if you could use some paint and or sandpaper to make it look shiny and new. i mean your mad, but that doesn't mean you cant have shiny new toys.
    38. Kane4321
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      I hate wordy comments I make.

      FIRST, Lancer, your ideas are brilliant, but I guarantee that they will need NVSE to operate. Given the fact "control" mechanics need NVSE and tele-shot tools need it too.

      SECOND, Ideas! Everybody LOVES(or hates due to having references) my ideas! Down to business!

      1. Cybernetics- Everybody LOVES cybernetics! I always wanted to replace my faulty arm for a robo-arm or Robo-Ghouls brain with a synthetic brain!

      2. Ant Suit- (I know what your thinking) I think a suit that turns us down to tiny size or huge is a great idea! (totally NOT stolen from my friend, Dr. Pym.)

      3. Copy-cat suit thing- (NOT MY IDEA) My friend saw me play this mod the other day and said "Why not a suit that can allow you to look like another NPC for some fun? That would be the ULTIMATE DISGUISE!" I said no but he threatened to take my Starbucks gift card away. Pitty

      That's my ideas and Idea assist for now! I'll see YOU in my next experiment!
    39. Fickelpucker
      Fickelpucker
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      Hey there Ruadhan, great mod, I've only installed it a couple days ago but I'm having a lot of fun with it, even though I've only unlocked 5 ''inspirations'' (The Gauss Cannon is orgasmically chaotic btw).

      Listen, I know you've probably heard this a thousand times, but despite the fact that I finished the dead BoS Paladin notes fetch quest, and have already unlocked 4 MS notes, I still can't seem to get the Exo-Suit schematics. I went back to all the corpses and nothing. I even tried player.additem xx001a25 1 in the console but apparently such an item does not exist in my game. Can i find it in the lair? I'd rather avoid force reseting the entire BoS questline just for this.
    40. Kane4321
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      You CAN find it in the lair. Just walk around Crescent Canyon to find it...
    41. Vrani
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      I can't seem to access the debug room for some reason :/
      Tried both COC aaMSDebug and coc aaMSDbug, as well as coc aaMSLairEntrance
      Nothing seems to work for me :/
    42. Kane4321
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      Like I said earlier, Look around Crescent Canyon- Look UP HIGH to the SOUTH in the MIDDLE-ish area of Crescent Canyon then use no clip to get to the entrance. I know this sounds harder than the cheats but trust me, Its worth the jog.
    43. Vrani
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      Thanks a lot
      If I may ask another thing; currently playing through Dead Money, and I am having some trouble unlocking the Holorifle :/
      Have read the spoilers-file and it is in my inventory, but nothing seems to happen when I activate a workbench ^^;
      (trying the one in the clinic basement right now)
    44. Kane4321
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      The first hint was free... JUST KIDDING! I don't know anything about the holorifle, but IF you discover the holoPISTOL, you MAY get something.
    45. Vrani
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      Well, I already HAVE discovered saturnite, and it says in the file that I have to:
      * Holorifle - examine the holorifle at a workbench
      * Heavy Holorifle - examine holorifle at a workbench
      * holopistol - discover Saturnite, unlock Holorifle

      So I am a bit at a loss really ^^;
    46. Kane4321
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      Now I remember! You have to literally take a holorifle to a bench and craft it into a schematic then from there you *should* gain the ability of learning a both holorifles. Take note on *should* because It's been a long, long time since I rediscovered the holorifle.

      EDIT: Also take note that after you take the holorifle to a bench and gain the schematic, the schematic is glitched and you need to put it into a container of some kind, exit container, reopen container, then the schematic is fixed
    47. Vrani
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      I see
      Sadly, for some reason I am not getting any option to make a scematic of the holorifle :/
      Do I need to do it after I am done with Dead Money before it'll work maybe?
    48. Manan6619
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      MAYBE it's the breakdown weapon schematic?
    49. Vrani
      Vrani
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      Only things showing up under the 'breakdown' section is options regarding dismantling this for components.
      No option appears that have ANYTHING to do with the Holorifle :/
    50. Kane4321
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      I love night terrors

      1. Ghost Minions- I know for a fact this mod is part Dead Money, Ghost people as minions would be fun!

      2. The Cloud- This mod can use some cloud uses, EXLUDING THE FACT DM HAS CLOUD RECIPES!!!

      3. Cannibalistic Lobotomites- I think our minions can go for a upgrade

      4. Augmented Energy Weapons- I feel like some vanilla energy weapons could use a bit of a kick

      That's my ideas for now! See ya next time!
    51. Coughdropaddict
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      I have a few ideas:

      1: Holoarmor. Like Mass Effects' Tech armor http://masseffect.wikia.com/wiki/Tech_Armor using hologram tech. Maybe make it run on action points?

      2: More Cyborgs. Robco Certified gives us cyberlobotomites, cyberdogs, cyberroaches, and cyberclaws. There is no reason we can't make cybernetic versions of more creatures. Cybernightstalkers? Cyberlurks? Cybercazadors? Cyberghouls? Cybermutants?

      3: Studying ghost people could give you ideas for a perfected version of their suit that actually protects against environmental hazards.

      4: The cloud could be weaponized in grenades and mines that leave a cloud of poison gas.

      5: Some sort of pheromone that makes feral ghouls non-hostile. Pretty easy to do, just something that adds the player to their faction like your Robot IFF.

      6: A use for Robco Certified Deathclaw Brains. Maybe use them to make stronger brainbots?
    52. shulme
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      "3. "Can I have <insert idea here>?""

      Well, since you ask... It'd be nice the if Scientist's Lair debug room had the notes lying around to pick up to learn the recipies. For some reason, they aren't unlocking for me (probably due to other mods that change the things that unlock them), so having the ability to pick up the recipe to craft more ammo and such would be useful, as opposed to the one-time ammo drop there.
  2. hideaki411
    hideaki411
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    It's a brand new day
    And the sun is high
    All the birds are singing
    That you're gonna die
  3. Siatru
    Siatru
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    Seriously can't find the Broken Holo-Emitter in the BoS bunker. Where IS IT!?
    1. Siatru
      Siatru
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      Not at the Abandoned BoS bunker, Not at the Sierra Madre Casino.

      This is literally making me Mad with insanity
    2. Ruadhan2300
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      It's in the locked part of the bunker you use to initially access the Sierra Madre Casino.

      On a workbench where Elijah has been tinkering with it.
    3. Siatru
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      There's only scrap metal and scrap electronics on that workbench, I don't see it.

      Is there a way to trigger the notes with the console?

      Sorry but this is becoming an obsession lol, I really want to make it myself.
    4. Manan6619
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      Siatru, just to double-check - you're positive the mod is installed and running, correct? If you check in your pip-boy, it shows that your character has the Mad Science! perk and any notes its given you so far are still there?
    5. Siatru
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      Yeah. I have the mad science perk. I have mad science notes. I use the mad science gadgets extensively so I'm pretty sure it's active.
    6. ItaloHellboy
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      i found out the reason the broken holo-emitter is not there: it's because the item doesn't have a mesh ! i opened the mod in geck and add a mesh to it and the emitter was there for me to use.
  4. freetroll
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    Holo-Emitter crushing my game :( How to fix it?
  5. thaneson
    thaneson
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    Is there more coming? Or is the mod dead at... 3 years with no updates?
    1. Ruadhan2300
      Ruadhan2300
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      Pretty dead, I've been off-and-on trying to wrap my head around Fallout 4's quest system to produce something similar there, it's..a struggle.
    2. Manan6619
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      Holy crap, if you make a Mad Science mod for Fallout 4 I'll be ecstatic. Good luck.
  6. shulme
    shulme
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    I love the mod, I do, but it's unlock system is arcane and unreliable. Could you please add the unlock notes/recipies to the debug room? That way I can just unlock the recipies and still craft them myself when half the content fails to unlock, as usual...
  7. shulme
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    Minor complaint: I'd prefer it if freshly-lobotomized lobotomites followed you by default. Sometimes they spawn in strange places... and can be hard to differntiate a new lobotomite among the ones currently following you, if mostly raised from the same enemy group.
  8. shulme
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    Could we see an update of this mod sometime soon? I adore it, I do, but... Well, some of the unlock parameters don't seem to be functional, so some weapons I never see outside of cheating them in. Just double-checking your work would be great! Would love to see the heavy holorifle or holopistol legit one day.

    Edit: Or maybe the unlock parameters just aren't compatible with TTW, somehow?
  9. Al34
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    "Psychic Blaster - Ask about "Medicine", Replace Rex's Brain. Acquire a neural interface." - Whom to ask about medicine?
    1. Manan6619
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      Spoiler:  
      Show
  10. Siatru
    Siatru
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    Is there no way to make your own Tau ammo yet?
    I mean, I already managed to build the rifle... it's kind of odd that I can't make ammo for it.
  11. JamestheFreak
    JamestheFreak
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    Is there a code to add the perk for max level characters?
    1. Ruadhan2300
      Ruadhan2300
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      I haven't got a note anywhere of the code, but you can find it easily enough.

      In your console, type in "help Science" and scroll through the results with Pg Up and Pg Down until you find the code for a perk called Mad Science.

      Good luck!
    2. JamestheFreak
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      I'll try that, by the way where can I find the mask seen in the display pictures? I didn't see anything about it in the spoilers text if its found anywhere.
    3. Ruadhan2300
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      The mask is just part of the vanilla game. It's a remnant of Fallout 3, you can't normally use it though, so you have to add it by console.

      The ID is 0013eb32