nonofyodambiznes Posted May 21 Posted May 21 does the collar explode now? in previous versions it was supposed to explode when you didn't show up in time but it didn't
jbezorg Posted May 22 Author Posted May 22 (edited) 11 hours ago, nonofyodambiznes said: does the collar explode now? in previous versions it was supposed to explode when you didn't show up in time but it didn't You're mistaken. It never exploded and it never was suppose to explode. Please. The mod has enough bugs. You don't need to invent more. It is and always has been a shock collar that damages health on a timer with a decreasing interval between shocks. The timer will stop and reset when entering the Red Seat District and start again when exiting (The shock as soon as you exit the Red Seat District serves to inform the player that it's active) Later versions give the player a longer starting time time between shock intervals outside their shift hours. Edited May 22 by jbezorg
nonofyodambiznes Posted May 26 Posted May 26 (edited) On 5/22/2026 at 7:57 AM, jbezorg said: You're mistaken. It never exploded and it never was suppose to explode. Please. The mod has enough bugs. You don't need to invent more. It is and always has been a shock collar that damages health on a timer with a decreasing interval between shocks. The timer will stop and reset when entering the Red Seat District and start again when exiting (The shock as soon as you exit the Red Seat District serves to inform the player that it's active) Later versions give the player a longer starting time time between shock intervals outside their shift hours. no i actually remember there used to be a dialogue with player saying "not like this" or something to that effect when she didn't go to the red district in one of the older versions yup, found it, i think the collar was suppose to explode here: Quote Edited May 26 by nonofyodambiznes
jbezorg Posted May 30 Author Posted May 30 (edited) On 5/26/2026 at 11:09 AM, nonofyodambiznes said: no i actually remember there used to be a dialogue with player saying "not like this" or something to that effect when she didn't go to the red district in one of the older versions yup, found it, i think the collar was suppose to explode here: Let me get this straight. You're telling me, the mod author, what I intended to do at a certain point in their mod. Even when I specifically told you otherwise. Do I understand you correctly? Read my next comment. Edited May 30 by jbezorg
jbezorg Posted May 30 Author Posted May 30 (edited) On 5/26/2026 at 11:09 AM, nonofyodambiznes said: no i actually remember there used to be a dialogue with player saying "not like this" or something to that effect when she didn't go to the red district in one of the older versions yup, found it, i think the collar was suppose to explode here: I don't create mods with specific outcomes in mind. I generally set up a situation with NPCs having a specific motive and let whatever combination of events created by whatever load order you have in combination with my mod play out however it happens. I never liked killing the player. That was the intention behind the original Sanguine's Debauchtery before Deepbluefrog took over authorship of it. I still hold to that philosophy because I feel reloading the game after death breaks the storyline. You may of had a collar explode on you. I'm not denying that. It's a standard RH collar and any number of other mods could cause it to explode. What I am saying is my mod didn't do it. Edited May 30 by jbezorg 2
nonofyodambiznes Posted May 31 Posted May 31 15 hours ago, jbezorg said: I don't create mods with specific outcomes in mind. I generally set up a situation with NPCs having a specific motive and let whatever combination of events created by whatever load order you have in combination with my mod play out however it happens. I never liked killing the player. That was the intention behind the original Sanguine's Debauchtery before Deepbluefrog took over authorship of it. I still hold to that philosophy because I feel reloading the game after death breaks the storyline. You may of had a collar explode on you. I'm not denying that. It's a standard RH collar and any number of other mods could cause it to explode. What I am saying is my mod didn't do it. hey that's fine man it's your mod you can do whatever you want with, it would be nice if it did explode though but that ok
jlab7788 Posted July 6 Posted July 6 I really want to know that, if i play game with commonwealth slavers but not activethe mod(kill all concord raider before met raiders outside vault 111.), is it still start when the bad end happen?
jbezorg Posted Thursday at 06:16 PM Author Posted Thursday at 06:16 PM On 7/5/2026 at 9:18 PM, jlab7788 said: I really want to know that, if i play game with commonwealth slavers but not activethe mod(kill all concord raider before met raiders outside vault 111.), is it still start when the bad end happen? This mod just starts Commonwealth Slavers. You still have to make sure you meet all the requirements of Commonwealth Slavers mod to run it so if you've done something that would prevent it from doing so then a bad end will probably fail.
D4NSUM Posted Friday at 09:39 PM Posted Friday at 09:39 PM hey so I've reached the end of rss and I'm ready to buy myself out but when I talk to liemento he just says "I don't think we have anything else to talk about" any ideas?
jlab7788 Posted 10 hours ago Posted 10 hours ago On 7/10/2026 at 3:16 AM, jbezorg said: This mod just starts Commonwealth Slavers. You still have to make sure you meet all the requirements of Commonwealth Slavers mod to run it so if you've done something that would prevent it from doing so then a bad end will probably fail. Thx for reply.😀
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