Heya so when i walked into the control room and opened the thingamabob (i forgot its name) mr house was invisible, i doubt this is a mod conflict since i dont really have any mods that change the lucky 38
My only problem is there is no Securitron high level boss that protect Mr. House's chamber. Would be cool to fight more of them in that chamber just for the sake of being a bit toward to action-RPG sake.
I think it would probably be really easy to load this mod in GECK & drop some securitrons into the area. Apparently you wouldn't want them in the water.. not sure why you would put them there but the water is crashy I guess.
There is actually a mod for that called "Oh yeah Mr. House", which places a three-level dungeon that leads to the room with Mr. House's pod. The final room before Mr. House's chamber even has a boss encounter with a giant robot remotely-controlled by Mr. House, which is also aided by a ton of turrets and Securitrons.
I recommend to pair it with another mod called "Robot's Revenge" to make the enemies even stronger.
the final confrontation with Mr. House is rather weak in vanilla, but I would like to ask, is the mod added any enemy before player get to House? you know, maybe having securitrons fight you, etc etc
There is. It's a very underrated mod called "Oh Yeah Mr. House", which adds three basement levels packed to the brim with Securitrons, Turrets, a new enemy type which called "Securidogs", and a final boss encounter with a giant custom robot.
Pair this with another mod called "Robot's Revenge", which buffs all robot enemies and you're in for a grand time. I played this dungeon with a Lvl. 50 companion, three companions, and post-Lonesome Road gear and I still died about nine times.
This is great. I love the atmosphere this adds to the final confrontation. It does seem like there is a minor incompatibility with outside bets which causes a miniaturized Mr. House console to spawn in the control room though, lmao. (Previously it was placed out of sight behind the cell.)
patched, was a really stupid issue with the coc teleport marker. Since the house monitor is technically and NPC, and spawns outside the cell the game tried to throw him onto the coc teleport marker.
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just for the sake of being a bit toward to action-RPG sake.
The final room before Mr. House's chamber even has a boss encounter with a giant robot remotely-controlled by Mr. House, which is also aided by a ton of turrets and Securitrons.
I recommend to pair it with another mod called "Robot's Revenge" to make the enemies even stronger.
Pair this with another mod called "Robot's Revenge", which buffs all robot enemies and you're in for a grand time. I played this dungeon with a Lvl. 50 companion, three companions, and post-Lonesome Road gear and I still died about nine times.
The game crashed when I jumped into the water with the servers in. So uh... don't do that.