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.
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?
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.
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.
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.
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.
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..
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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.
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.
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.
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..
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.