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Vault 101 Collar


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Posted

Vault 101 Collar

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This is an old mod from me only for Fallout 3 not Fallout New Vegas and without Sexout.

If someone wants to adopt this mod, feel free to do so, at least as long as it is not for

commercial purposes and maybe I am mentioned.

 

The download contains the last version, that I had published in the Folder Version 1.00 and also my own current version. I forgot what I have changed.

You can use the mod at own risk. At the moment I do not intend to make support. - I am already an old guy .:(

 

A description can be found in the old thread:

 

 


  • Submitter
  • Submitted
    11/05/2023
  • Category
  • Requires

 

Posted

Too mention: If you have started a new game and wants to keep your equipment,when leaving the vault, there is a trick how it can be done !

This trick was inspired by the quite difficult game MYST 1.

Posted

I recently played through this mod again. I had a lot of fun with it.

 

Is is still being worked on at all or is it totally abandoned? This would IMO benefit from more complex quests. Maybe even add sexout integration, I think they got it working in FO3.

  • 2 weeks later...
Posted
On 11/6/2023 at 9:34 PM, Voidson22222 said:

I recently played through this mod again. I had a lot of fun with it.

 

Is is still being worked on at all or is it totally abandoned? This would IMO benefit from more complex quests. Maybe even add sexout integration, I think they got it working in FO3.

 

Sometimes I change something here and sometimes something there. It depends on what I am currently playing Skyrim, FO4, Oblivion or the older Fallout games.

Sexout for FO3 or something like that i had seen sometimes in a thread, but i do not know if FO3 now has official support.

Maybe I should ask a supporter.

 

The other possibility is to use TTW, but for now I did not have the last version running.

 

Sexout would be a great addition for the mod as the calls are not so difficult. Anyway usually it is more work than expecting

and a funny person once said: Eternity is under a bit of time pressure :)

  • 3 months later...
Posted (edited)
1 hour ago, magickchris said:

I tried to leave after giving all my stuff to amata and my collar still blew up when i left, is this right?

 

I do not know, The collar just counts how many items you are carrying in inventory. If more than 4 or 5 (forget how many exact) it will explode. There is a trick (adopted from Myst 1) if you want to keep your items.

 

Edited by Kanlaon
Posted

i was never good at Myst lol, I would be totally fine with leaving my items behind but soon as I click the button to open the vault my collar goes instantly pink. I may have picked up a couple items that might help without spoiing anything but yeah no luck yet.

Posted
11 hours ago, magickchris said:

i was never good at Myst lol, I would be totally fine with leaving my items behind but soon as I click the button to open the vault my collar goes instantly pink. I may have picked up a couple items that might help without spoiing anything but yeah no luck yet.

 

Oh yes the Myst riddles are really difficult if you do not cheat.

About the collar: It  always change the colour after you had open the vault door, but i forgot if the bomb starts ticking immediately.

Always a good idea was to kill all the guards so that they do no longer disturb you.

 

Posted

So here the trick to leave the vault with your items.

Spoiler

Do not give amata things you might need killing the guards.

Do not go near to the opened vault door, when I remember right the bomb will activate if you are near to the door.

Kill all the guards disturbing.

When the bomb starts ticking you do not have enough time to run through the whole escape tunnel.

But you should have enough time to run into the escape tunnel just behind the vault door.

When you are there open your inventory and drop everything to the ground.

Now it should be possible to leave the escape tunnel, as the bomb is off.

After leaving the escape tunnel the collar will change the colour back to the non lethal version.

Go back into the escape tunnel and collect all your dropped items that are lying in front of the the closed vault door.

 

 

Posted (edited)

i would never have thought of that lol, I'm not even sure which button it is to drop stuff from my inventory. The amata trick could have worked and i could have just ran from the guards. I was looking for secret buttons all around the vault when you mentioned Myst. I got a field control unit which didnt do anything then another item which says removes collar but it just leveled down the color but after pressing the vault exit button and getting the pink collar, the item didnt work anymore. would have made more sense to me to use that.

Edited by magickchris
Posted
48 minutes ago, magickchris said:

i would never have thought of that lol, I'm not even sure which button it is to drop stuff from my inventory. The amata trick could have worked and i could have just ran from the guards. I was looking for secret buttons all around the vault when you mentioned Myst. I got a field control unit which didnt do anything then another item which says removes collar but it just leveled down the color but after pressing the vault exit button and getting the pink collar, the item didnt work anymore. would have made more sense to me to use that.

 

I am not sure if the collar (pink) when opening the vault exit isnt a special one.

And yes you cannot remove a coloured collar until it had switched to the gray colour.

The field control unit only lowered the colour down one step - I forgot it and removing the collar can only be done by special persons in the game. One you can find in Megaton.

If i remember right there where 5 steps for the ordinary collar at all: gray, green, yellow, orange and red.

Also in mothership zeta usually a special collar is equipped onto the player, nevertheless the mothership zeta is worth

all the trouble you had.

 

 

Posted (edited)

ok got it, thanks for the help. I do like the idea of this mod and want to play with it more but leaving the vault was becoming a big issue and i disabed it temporaly. Ill try it again :)

 

ok update, i still blew up no matter if i drop the items at the door or give them to amata. I still have a bobblehead and a keyring and an item from another mod i cant drop.

Edited by magickchris
Posted
1 hour ago, magickchris said:

ok got it, thanks for the help. I do like the idea of this mod and want to play with it more but leaving the vault was becoming a big issue and i disabed it temporaly. Ill try it again :)

 

I guess it is also possible to start a new game without my mod and make a save when you had left the vault.

At that point install my mod and you should not have problems,  but not have a collar equipped. Nevertheless when you open containers a trap can trigger ...

 

  • 2 months later...
Posted

Okay, trying to figure out if the mod is working as intended. I started the Brotherhood slavery, and I can't get paladin cross as a follower due to the collar. I wanted to know if that was intentional.  Because at the moment there is no way to leave the Citadel at all with the collar equipped, but when I remove the collar, I can just leave without paladin cross. Which isn't how its described in the original mod thread I found. Thanks for the help.

Posted
5 hours ago, Kiri02 said:

Okay, trying to figure out if the mod is working as intended. I started the Brotherhood slavery, and I can't get paladin cross as a follower due to the collar. I wanted to know if that was intentional.  Because at the moment there is no way to leave the Citadel at all with the collar equipped, but when I remove the collar, I can just leave without paladin cross. Which isn't how its described in the original mod thread I found. Thanks for the help.

 

Maybe it could help if you place the mod last in your load order.

Posted
On 5/8/2024 at 3:09 AM, Kanlaon said:

 

Maybe it could help if you place the mod last in your load order.

After getting some time to do some testing its definitely working properly by itself. Though even at the end of the load order with my other mods enabled no dice. Thanks for the help though, going to just go down the list one at a time and figure out what's breaking.

  • 5 months later...
Posted

In the original post you said that this is up for adoption, do you mind if I try to adopt it? It is honestly one of my favorite LL mods and I would like to see it continued by any means necessary.  

Posted
2 hours ago, Voidson22222 said:

In the original post you said that this is up for adoption, do you mind if I try to adopt it? It is honestly one of my favorite LL mods and I would like to see it continued by any means necessary.  

 

Of course, you can try it. :)

However, many features only work with the help of scripts and the FO3 script support is not as good as for Oblivion or Fallout New Vegas.

However, for the scripts you have to start GECK with support for the script extender FOSE (?), otherwise many of the scripts cannot be changed at all.

Greetings

Posted
4 minutes ago, Kanlaon said:

 

Of course, you can try it. :)

However, many features only work with the help of scripts and the FO3 script support is not as good as for Oblivion or Fallout New Vegas.

However, for the scripts you have to start GECK with support for the script extender FOSE (?), otherwise many of the scripts cannot be changed at all.

Greetings

Thanks. Would it be feasible to convert it to TTW? 

 

Also are there any additional files you have for this mod that are not in the download? Oh and Any content you do not want added?

Posted
30 minutes ago, Voidson22222 said:

Thanks. Would it be feasible to convert it to TTW? 

 

Also are there any additional files you have for this mod that are not in the download? Oh and Any content you do not want added?

 

I tried to port it to Fallout New Vegas using XEDitone times, but that definitely doesn't work.

The best thing is probably to have two development environments, with one you can look at the FO3 mod and with the other you can start building it step by step from scratch. Maybe the FO3 GECK can also be run in a modern VM (Virtual Machine).

I think one of the biggest problems was the many clothes from FO3 that don't fit directly in New Vegas.

New Vegas obviously doesn't support all of the DLCs from FO3, that only works with TTW.

I've always wanted to play TTW myself and have downloaded the latest version. - But not yet tried it, because playing ESO Online,

Skyrim and Fallout 4 are consuming a lot of time.

Posted
30 minutes ago, Voidson22222 said:

Thanks. Would it be feasible to convert it to TTW? 

 

Also are there any additional files you have for this mod that are not in the download? Oh and Any content you do not want added?

 

I tried to port it to Fallout New Vegas using XEDitone times, but that definitely doesn't work.

The best thing is probably to have two development environments, with one you can look at the FO3 mod and with the other you can start building it step by step from scratch. Maybe the FO3 GECK can also be run in a modern VM (Virtual Machine).

I think one of the biggest problems was the many clothes from FO3 that don't fit directly in New Vegas.

New Vegas obviously doesn't support all of the DLCs from FO3, that only works with TTW.

I've always wanted to play TTW myself and have downloaded the latest version. - But not yet tried it, because playing ESO Online,

Skyrim and Fallout 4 are consuming a lot of time.

Posted
37 minutes ago, Voidson22222 said:

After looking at the files it would actually be nice to have a complete list of content. I am not entirely sure which quests relate to what.

 

Hmm, I have made a quick screenshot, but I cannot remember much. For a detail I must 'dive' into the mod by myself.

 

image.png.43cd0ad3d6e8bb899794cbc9cbaf0b44.png

 

So basically it are not very much quests !

 

The names alreay say a lot:

- When you enter the alien ship the player will become the slave of Somah. So this is the quest for it.

  The helper for somah had several stages, but the script fragmentsfor the different stages are simply used as small functions calls, since there are no direct function calls    possible when I remember right. (IN New vegas and Oblivion it is possible.

- Then there is the usual starte quest, which will do some stuff after the mod is loaded the first time.

- Then the mod has a feature to drop items .. when the player is defeated by enemies. Thats why there is a "Player defeated" quest and the processactors quest  I assume is to detect the enemies near to the player.

- The mod has the possibility to change some of the settings. I assume that is why there is quest "Settingsmenue"

- Bombcollarquest: When the collar on the players neck is activated to decapitate the player.

 

The other 2 remaining quests belong to the core feature of the collar (changing colour, allowed armor, undress.. )and I think they do not work independant from each other.

Last not everything is done in these quests. There is a script running on the player self and it contains and handles a lot of  the features of the mod. Some other functionality is started from this script. In Fallout New vegas (Oblivion) there might be another way of realization this features, but in FO3 NOT! (Quests have restrictions in the block modes and magic effects have other disadvantages)

I do not know how familiar you are with programming, but there are 2 bad things I can remember to FO3: Nesting of If statements is capped by 10, after that  Geck gives you Errors. FO3 does not support "While Loops"

 

Hmm for something completely different if it is for interest and maybe helpful:

I have an unpublished development version for Fallout New Vegas. Some of the core functions of Vault101 collar are already functional)

You should start a new game in Doc Mitchells house.

 

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