Fallout New Vegas

File information

Last updated

Original upload

Created by

PlatinumShad0w

Uploaded by

PlatinumShad0w

Virus scan

Safe to use

27 comments

  1. PlatinumShad0w
    PlatinumShad0w
    • premium
    • 159 kudos
    Locked
    Sticky
    I think this mod is getting close to being feature complete. It's come a long way now that you can tell your followers to move to designated areas, both individually or as a group, detonate individual collars and even tell them to attack a designated target.

    If anyone feels like making some unique models for the variant collars, like having a Mini Nuke strapped to the Fat Collar, and sharing it that would be a nice touch.
  2. bounty353
    bounty353
    • member
    • 0 kudos
    Hi sorry to bother you but this mod works fine other than the fact that when i detonate the fatman collar or the plasma collar, the explosion does no damage to surrounding NPC's. Any idea what the problem could be?
  3. spore117
    spore117
    • member
    • 0 kudos
    Hello, thank you for mod, it is nice~ For the added challenge? I am unable to complete it, while confronting Elijah, I am unable to pickpocket him to have him equip a collar. I was able to put a collar on him during your masters of the madre mod, however after killing him did not complete challenge.
  4. Obootleg
    Obootleg
    • member
    • 1 kudos
    sorry to bother you but im stupid and cant get them to follow me might be because im using fallout 4 intimidation mod to force them to put on collars
  5. Siegbert15
    Siegbert15
    • member
    • 0 kudos
    To quote Billy Butcher from "The Boys"... ahem...

  6. BioX853
    BioX853
    • member
    • 11 kudos
    any chance of making an AIO version of all of your Dead Money items mods?
    1. PlatinumShad0w
      PlatinumShad0w
      • premium
      • 159 kudos
      I mean, that's basically Masters of the Madre right there.
    2. BioX853
      BioX853
      • member
      • 11 kudos
      ah, apologies for my lack of interpretation, A standalone AIO merged version?
  7. Bobdylanuberomega
    Bobdylanuberomega
    • member
    • 0 kudos
    Quick question. Does this mod work with Tale of Two Wastelands?
  8. TheBigKingShrimp
    TheBigKingShrimp
    • member
    • 0 kudos
    after a random amount of time npc's will stop listening to orders, not sure if this is some sort of conflict or bug
    1. PlatinumShad0w
      PlatinumShad0w
      • premium
      • 159 kudos
      If they start getting rebellious, you know what to do to make them fall back in line. Maybe make an example out of one of them?
  9. ProfVerstrooid
    ProfVerstrooid
    • member
    • 14 kudos
    Is this overwritten by your Masters of the Madre mod?
    1. PlatinumShad0w
      PlatinumShad0w
      • premium
      • 159 kudos
      While the explosive collars from both have the same features, technically they have unique formids so they do not overwrite and are compatible. But the scripts that add them to the relevant formlists would definitely be redundant.
  10. Kynamo
    Kynamo
    • premium
    • 3 kudos
    This could easily be because of another mod in my load order, but I seem to be having an issue where no matter what if I leave someone who's collared to wait for me to return, they always teleport to me when I enter a door to a new cell. Sometimes they'll then immediately run back through the door I just came through, presumably to get back to where I told them to wait. 

    Essentially, the character is attempting to enslave people and bring them back to their base but the subjects keep teleporting out of their holding cells and awkwardly standing around or getting confused and running off instead of properly waiting in the area I left them. 

    Didn't put this in bugs because I assume it's an issue with my load order and not with the mod, but if you have any insight that would be great. Thanks either way.
    1. PlatinumShad0w
      PlatinumShad0w
      • premium
      • 159 kudos
      Remember, if you think a bug is due to another mod in your load order then (99% of the time) you will be able  to see a conflict if you load them together in xEdit.

      It wasn't you. I had noticed this behavior before and made a note to investigate but forgot to get around to it. Update to the latest version and it should be fixed now.

      They should stay safely in their holding cells now.
    2. Kynamo
      Kynamo
      • premium
      • 3 kudos
      Thanks! Sorry for not doing more research myself, I'm normally pretty good about that.. I suppose I just wanted to mention it while it was on the mind, but not sound accusatory since I'm at 254 plugins and it was SUPER possible something was mucking it up. 

      I appreciate the low-karma enabling though, this whole setup is diabolically cool and I've got some plans for the wasteland thanks to you..
  11. AlNosam
    AlNosam
    • member
    • 0 kudos
    How much do they weigh? I've seen other mods impliment collars, but they're always too heavy to really be viable.
    1. PlatinumShad0w
      PlatinumShad0w
      • premium
      • 159 kudos
      You've never seen them like this ; )

      I think it weighs 5, which is what the Dead Money collar weighed. Easy enough to change though.

      The new Fat collar weighs 8 though since its constructed with a Mini Nuke.