SAC Posted June 6, 2017 Posted June 6, 2017 View File [v0.2] - added an exploding collar gun (xx003a6a), which will equip the target with a collar, and send them on frenzy- the gun is non aggro, but, for some reason (??) the frenzy effect does not work on settlers, but it does work on raiders- added suicide mutant beeps [/v0.2] Adds an exploding slave collar. Non-replacer. Equip it on an NPC (or yourself, why not) via console - equipitem xx000800, where xx is the esp position in your load order. After a random period, between 10 and 20 seconds, the NPC's head will go boom and the NPC will go dead. v0.2: or equip the exploding collar gun (xx003a6a) and go shoot people. Non-aggro. Does not work on essential NPCs. Install manually, just copy the mod data folder into your own data folder. Nuka World required. You can use it as a modder's resource, link back here and let me know if you did something fun with it, so I can enjoy it myself. The screenshot features Marcy Long gone boom. Submitter SAC Submitted 06/06/2017 Category Modders Resources Requires Nuka World
unseenkilla Posted June 6, 2017 Posted June 6, 2017 You should make it so you get a Holotape and it displays all npcs that have slave collars on and lets u active it and like u said 10-20 secs later it goes boom.
SAC Posted June 6, 2017 Author Posted June 6, 2017 You should make it so you get a Holotape and it displays all npcs that have slave collars on and lets u active it and like u said 10-20 secs later it goes boom. Good idea, but I don't know how to do that
unseenkilla Posted June 6, 2017 Posted June 6, 2017 Try talking to person who made the mod slavery "[Adult Mod] F4SS - Fallout 4 Slavery System (.082)" or "[Adult Mod] Abduction (0.70)" i wish your mod was on both there mods xD.
Redoneter593 Posted June 6, 2017 Posted June 6, 2017 From the title I thought this would make slave collars or other binders explode if someone tried to take it off without the key or password, but I guess its to early for that.
SAC Posted June 6, 2017 Author Posted June 6, 2017 Try talking to person who made the mod slavery "[Adult Mod] F4SS - Fallout 4 Slavery System (.082)" or "[Adult Mod] Abduction (0.70)" i wish your mod was on both there mods xD. I think F4SS already has something like this. I made it because the subject came up on the Abduction thread. From the title I thought this would make slave collars or other binders explode if someone tried to take it off without the key or password, but I guess its to early for that. Not sure how the title suggested that, but anyway. It's not difficult to make it explode on unequip. It's a bit harder to convince the NPC to even try to take it off
komar666 Posted September 1, 2017 Posted September 1, 2017 I have modified it : http://www.nexusmods.com/fallout4/mods/26487/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmoddescription%2F%3Fid%3D26487%26preview%3D&pUp=1
SAC Posted September 1, 2017 Author Posted September 1, 2017 I have modified it : http://www.nexusmods.com/fallout4/mods/26487/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmoddescription%2F%3Fid%3D26487%26preview%3D&pUp=1 Good for you, I'll try it out.
KainsChylde Posted September 29, 2017 Posted September 29, 2017 It'd be interesting (unsure how viable, though) to make some sort of pen system. Perimiter markers, craftable in workshop mode, as long as the collared individual stays within the perimiter they're fine, if they pass outside the markers the collar triggers. I understand, early days still working out basics, just an idea for in future if it's even doable.
SAC Posted September 29, 2017 Author Posted September 29, 2017 It'd be interesting (unsure how viable, though) to make some sort of pen system. Perimiter markers, craftable in workshop mode, as long as the collared individual stays within the perimiter they're fine, if they pass outside the markers the collar triggers. I understand, early days still working out basics, just an idea for in future if it's even doable. I agree, it is a good idea, and I would like to implement it. I will look into it. From the top of my head, I would need to solve a couple of difficulties: - constantly monitoring the distance between prisoner and the center of the perimeter (because I've got no idea how to implement borders) and triggering the effect when too far - actually making the prisoner to wander around far enough for the effect to trigger (although you could just direct the NPC to walk away... ) I'll see what I can do. Thanks
KainsChylde Posted September 29, 2017 Posted September 29, 2017 It'd be interesting (unsure how viable, though) to make some sort of pen system. Perimiter markers, craftable in workshop mode, as long as the collared individual stays within the perimiter they're fine, if they pass outside the markers the collar triggers. I understand, early days still working out basics, just an idea for in future if it's even doable. I agree, it is a good idea, and I would like to implement it. I will look into it. From the top of my head, I would need to solve a couple of difficulties: - constantly monitoring the distance between prisoner and the center of the perimeter (because I've got no idea how to implement borders) and triggering the effect when too far - actually making the prisoner to wander around far enough for the effect to trigger (although you could just direct the NPC to walk away... ) I'll see what I can do. Thanks A thought. Maybe look into how settlements handle their borders. In workshop mode, if you pass outside the green border of the settlement you have 5 seconds to get back in or be kicked out of workshop mode. Maybe look into how that is implemented, find a way to adapt it?
SAC Posted October 1, 2017 Author Posted October 1, 2017 A thought. Maybe look into how settlements handle their borders. In workshop mode, if you pass outside the green border of the settlement you have 5 seconds to get back in or be kicked out of workshop mode. Maybe look into how that is implemented, find a way to adapt it? True that. But I've got no idea how settlements handle their borders
Avahashija Posted October 12, 2017 Posted October 12, 2017 The idea with the settlement looks quite nice for me... I took a look into the source sac - i saw no triggering of an "explosion" effect... did i miss something? I am currently working on mod to use the "Sim Settlers" System to build a kinky slave town. The idea to equip the settlers that are slaves and leaving the borders of the settlement seems nice for me. But i would make them essential and instead there head is blown off - they are teleported back into the Settlement prison for some nice torture fun^^ or ending on the noose if they leave the settlement to often. Ok... still laking on animations for nice torture scenes... but i will see what is possible.... Back to topic - equiping the collar to settlers and increasing the options... maybe that could be a nice idea for the future. Ava
SAC Posted October 12, 2017 Author Posted October 12, 2017 The idea with the settlement looks quite nice for me... I took a look into the source sac - i saw no triggering of an "explosion" effect... did i miss something? I am currently working on mod to use the "Sim Settlers" System to build a kinky slave town. The idea to equip the settlers that are slaves and leaving the borders of the settlement seems nice for me. But i would make them essential and instead there head is blown off - they are teleported back into the Settlement prison for some nice torture fun^^ or ending on the noose if they leave the settlement to often. Ok... still laking on animations for nice torture scenes... but i will see what is possible.... Back to topic - equiping the collar to settlers and increasing the options... maybe that could be a nice idea for the future. Ava Hi, This is the "explosion": target.Dismember("head1", true, false, false) target.killsilent() from SACexplodingcollar.psc The script is attached to the collar, and triggers on equip. The collar is equipped via spell, attached to the gun.
VorlonAD Posted November 21, 2017 Posted November 21, 2017 Maybe you could use a radio beacon to set a perimeter, loose the radio signal and the collar goes boom. Or something like the Beta Wave Emitter.
merryMalfunctioning Posted February 6, 2018 Posted February 6, 2018 Is there a good accompanying mod that allows collars to be placed on subdued raiders?
SAC Posted February 6, 2018 Author Posted February 6, 2018 1 hour ago, markdf said: Is there a good accompanying mod that allows collars to be placed on subdued raiders? No idea. The collars are deadly, without exception, so any accompanying would be very short.
merryMalfunctioning Posted February 7, 2018 Posted February 7, 2018 3 hours ago, SAC said: No idea. The collars are deadly, without exception, so any accompanying would be very short. I was more thinking just something simple that would allow me to use the Intimidate perk to pacify a raider, and then I could slap a collar on them and watch them flee.
BurntHostage Posted February 14, 2018 Posted February 14, 2018 On 9/28/2017 at 9:21 PM, KainsChylde said: It'd be interesting (unsure how viable, though) to make some sort of pen system. Perimiter markers, craftable in workshop mode, as long as the collared individual stays within the perimiter they're fine, if they pass outside the markers the collar triggers. I understand, early days still working out basics, just an idea for in future if it's even doable. https://www.youtube.com/watch?v=fbvX3elSaaY NO, CHICO, NOOooo! Perimeter deactivated! Perimeter deactivated! ~ The Running Man This.. I'd love to have!
Triggs Posted April 11, 2021 Posted April 11, 2021 maybe the mod outdated.. ?? idk... targets only knockdown and dead.. very simple, no head exploding, even when i equip it on my char ?
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