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Healing Collar (Upgradeable variant) 1.0.0


About This File

UPDATE 3 - There is now dynamic naming for the collar just as there would be for weapons and armor. It's rudimentary but I liken it to a movie director using a temporary soundtrack in their movie and, subsequently, loving it so much that they never bother with the soundtrack that they intended to place in there instead (wouldn't you agree, Mr. Kubrick?). Granted, I should have gone with "Multi-Collar [based upon your upgrades here]" instead of "[based upon your upgrades] Multi-Collar," but why let perfection get in the way of "it's good enough"? There's also a minor edit or two in there as well; Nothing that radically changes what someone may have already downloaded. So, in brief, if you want dynamic naming for your multi-collar, choose this version. If not, stick with the version that you have. I think that this will be it for this variant unless feedback compels me to modify the abilities.

 

UPDATE 2 - Unfortunately, I have been forced to make another impromptu update to this mod due to another oversight. In order to construct the "Jump Module 01" upgrade, you needed the multi-collar itself. This requirement was clearly wrong and it has since been fixed (for the record, you merely need upgrade cards to access the upgrade). This update also featured some minor corrections, such as spelling and a bit more material in the "data dump." As always, thank you for your patience and I apologize for the oversight.

 

UPDATE - And, of course, I had to upload a slightly edited version to correct an unfortunate oversight. It is a minor update but, if you are into strict roleplaying, this update may interest you. The prior version did not check to see if you had, in your possession, the blueprints for the upgrade card before you could create such an item. Silly me. The current version now corrects for this oversight. Otherwise, the two versions are identical in nature. Also, I failed to elaborate where you could create an upgrade card. You create them at a Chemistry lab and the item is under the "Utility" category (which is something I may also have to correct at some point). Thank you for your patience and I apologize for this minor oversight.

 

OVERVIEW - This is a healing collar that is upgradeable. Upgrades go from fair to, admittedly, a bit overpowered. The settings can always be adjusted based upon player feedback. The collar itself can not be constructed but the "upgrade cards" need to be (except for the very first one because who doesn't enjoy "try before you buy"?). The file contains no scripts for those who enjoy mods without any scripts. Installation is easy; It is an .ESP file and it goes exactly where all other .ESP files go. Uninstallation is just as easy. Remove the file and you are done with it. And, before it is asked - No, this collar neither locks nor emits radiation.

 

Admittedly, the mod is not entirely "complete" but it is entirely playable as is. I made this mod in one day as a challenge to myself as I was frustrated that I had not created this mod yet despite constantly writing that I would. I must say that it was more of a challenge than I anticipated and several design elements had to be adjusted for the mod to be completed although I do not think that the player suffers as a result. If anything, sometimes, constraints bring out a certain degree of creativity that may not have otherwise emerged.

 

Items still to be completed: First and foremost, the name does not change despite the upgrades to the collar. Hopefully, that will be fixed in the next version. Descriptions of the upgrades should also be written.

 

The location of the collar is, as always, a bit spoiler-ish so here's the generic hint: It's in Concord (funny that there are so many healing collars there, I know, but it's such a lovely town).

 

And here's the spoiler-ish hint:

 

Spoiler

It's in a house on the same street as the museum and the church. In a safe.

 

The mod does require the Nukaworld DLC as it uses the collar from that DLC. However, most everyone already has the GOTY edition of the game at this point so that shouldn't be a significant issue.

 

I hope that you enjoy this mod. Constructive feedback is always welcome.

 

And, please, do not share this mod on NexusMods. I do not hate them; I merely want one central location for which to monitor this mod and maintain it. Thank you.

Edited by Victor15
Now with dynamic naming for the collar and maybe another minor edit or two.



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