I'd argue that, by the fifth time or so you've played DM, it's less challenge, and more trying to remember where the safe zones are while you bear-trap-fist everything to shreds anyway. Also, you'd think Elijah, a presumed tech genius, would have figured some way to fix the problem of radio interference that doesn't seem to arise anywhere else in the Mojave with slave collars. It's a cool gameplay mechanic, especially on a first run, but it's a bit handwavey and doesn't necessarily kill the Dead Money experience to remove it, especially if you're playing with damage rebalances that put your character in real danger of dying, as well as followers on Hardcore, which still sets your collar off, logically.
If anything in DM needs a nerf, though, it's the hundreds of stimpaks you can get out of Sierra Madre vending machines by cashing out the casino. That removes the entire gameplay from the rest of the game.
Yeah, that's kind of the whole point of modding, to change the game to individual tastes. It's an old and tired answer, but it's still valid. If you don't like what the mod does, then don't use it. Not everyone is going to want to play the game in exactly the same fashion as you do.
Removing part of a DLC that is a multilevel maze filled with annoying to lethal traps (save spam to work around - real immersive), doesn't give any decent loot or perks, takes away all of your hard earned equipment, limits your recovery supplies, forces you to change to unarmed and waste a ton of skill points and perks on unarmed? I forgot how much I hated Dead Money. Shame this mod didn't work for me and I still have to save spam.
A drain health feature that is 2x of the toxic cloud (which kicks in after the beep goes into maximum intensity) can be considered, if you or somebody have the time to code it.
so if it's non lethal, does it do an electric shock? I can handle that, in fact I think I would prefer that.
I mean I like playing on hardcore and using my madre tokens to buy healing items. the radio being an instakill just always irritated me so I always had to make a big effort to hunt down those radios and break them.
Played through the game several times, the radios n stuff just becomes irritating, so thanks for making this. will make alt playthroughs less of a pain to get through my least fav dlc
Hey, I've been looking into making something similar in GECK, except I was going to implement a crafted item to overload and disable the collar, that would require 100 repair, 7 scrap electronics, and 69 microfusion cells (nice), so you'd have to do a bit of legwork in between and still deal with the collar for a bit, as well as having at least a bit of investment in skill points, since my character is galaxybrained and could outsmart a slave collar. SCIENCE.
I'd like to know if you have any ideas on how to properly implement that extra step, I have a topic open in the NV technical discussion forum, elaborating further on it, from two weeks ago if you don't mind taking a look there. I got about 90% of the way there, I just couldn't get a script change to implement properly.
Thanks for making this either way, it's given me a bit more to look at than I had previously.
Conversely, I really like the radio interference mechanic, because it requires you to pay more attention to the environment and come up with alternate routes through the area, sometimes.
On the other hand, making some of them indestructible is exceptionally annoying. You'd think that, of any weapons, one of the saturnite knife spears might be able to cut through those reinforced housings, or that an explosion in close proximity would wreck the circuit boards.
I feel like the bomb collar needs one of those FCC warnings on it, because it totally complies. :D
This device complies with Part 15 of the FCC rules. Operation is subject to the following two conditions: (1) this device may not cause harmful interference, and (2) this device must accept any interference received, including interference that may cause undesired operation.
20 comments
If anything in DM needs a nerf, though, it's the hundreds of stimpaks you can get out of Sierra Madre vending machines by cashing out the casino. That removes the entire gameplay from the rest of the game.
I forgot how much I hated Dead Money. Shame this mod didn't work for me and I still have to save spam.
I mean I like playing on hardcore and using my madre tokens to buy healing items. the radio being an instakill just always irritated me so I always had to make a big effort to hunt down those radios and break them.
I'd like to know if you have any ideas on how to properly implement that extra step, I have a topic open in the NV technical discussion forum, elaborating further on it, from two weeks ago if you don't mind taking a look there. I got about 90% of the way there, I just couldn't get a script change to implement properly.
Thanks for making this either way, it's given me a bit more to look at than I had previously.
Yes please, dlc might actually be playable now.
On the other hand, making some of them indestructible is exceptionally annoying. You'd think that, of any weapons, one of the saturnite knife spears might be able to cut through those reinforced housings, or that an explosion in close proximity would wreck the circuit boards.