How to Win Friends and Influence People; Wastleland Style
I've been sitting on this mod for like two weeks now. It's time to get off my butt and put it out there and see if it's worth taking to the next level.
A beta/WIP version of this mod will likely be made available this evening or tomorrow morning. I will try to create some YouTube video demonstrating some of the more 'fun' aspects of the mod at the same time. When the mod is made available this topic will be edited with links to the mod and associated videos, as well as edited to include install/uninstall instructions. This post is intended to be a mirror of the main nexus and read-me docs that will be associated with the mod.
Overview
This mod reintroduces the mesmetron from Fallout 3. It does so in a method that focuses on balance and sensibility, while at the same time not forgetting that this is a Fallout game and we're here to have some fun. Players can find and then maintain one or more mesmetrons. These powerful weapons can then be used to daze opponents and dramatically increase their suggestibility. Characters with the right attributes, perks, talents, karma, skills or even reputation can then leverage the victims lowered defenses to swap items directly from their inventories, negotiate huge discounts or altogether waive costs for repair, medical and barter service. Use their altered consciousness to alter their mood, inhibiting or exacerbating their helpfulness, aggression and respect for others. Make guards leave their posts and others ignore your attacks on their former friends. Victimize influential figures and you can even get them to change the perception their faction has of you or even bypass huge quest requirements; no more pesky errand boy quests for the Brotherhood, simply tell that Elder to open the damn doors!
Control collars can be attached to these victims, who can thereafter be 'sold' to the Legion, the Khans or the NCR depending upon factions. Or send them to the Lucky 38 as a slave, or make them follow you around, perhaps even fight for you! Even use them as suicide bombers with your trusty detonator!
Abstract
This mod is intended to be a fun Swiss army knife of possibilities, one that allows players to muck about with the game world to an unprecedented degree. I must stress that significant effort has been expended to make sure the mesmetron is a balanced tool that players can use without fear of 'destroying' any sense of game balance. Virtually every single skill is in some ways involved with the acquisition, use and care of a mesmetron. There are appropriate karma and reputation hits for differing uses of the mesmetron.
Key Features
- Reimplements the mesmetron from Fallout 3.
- Adds recipes to craft a mesmetron and mesmetron Power Cells (requires the discovery of a mesmetron).
- Mesmetron has the same odds of mezzing, frenzying and head-popping as it did in FO3.
- Extensive dialog tree available when talking to mesmerized (mezzed) targets.
- While the target's suggestibility is increased, characters with the right abilities can take advantage of them.
- This can result in free access to their personal inventory, deep discounts on services and the ability to enslave them with a control collar.
- Mesmerized characters can have their behavior altered, altering their aggression, helpfulness and more.
- Certain characters can be used to influence faction standing.
- Quest related characters can be directly manipulated to bypass quests or other difficulties.
- Control Collars can be acquired or built (after finding the right recipe), these collars can be used to enslave mesmerized targets.
- Enslaved characters can be set to follow the PC, or directed to the Lucky 38, the Legion, the Khans or the NCR prison.
- Enslaved characters can also be controlled remotely using the detonator, and then detonated remotely.
Details
- There are five mesmetrons that have been placed throughout the game world. No mesmetrons appear on any NPC or on a levelled list at this time.
- Three of these mesmetrons are broken. Two of them are functional but in low health. Not every mesmetron appears with ammunition.
- Upon finding a working or broken mesmetron, the recipes to craft a functional mesmetron and mesmetron power cells are unlocked, both requiring moderate levels of Science to pull off.
- Control collars are found in a few scattered locations, and once acquired unlock the recipe to craft more of them. This recipe requires a moderate amount of Explosives skill.
- When firing the mesmetron at a normal target, the odds of mezzing are 50%, frenzy 30% and cranial explosion 20%. You've been warned.
- Mesmerizing a target of any kind always gives a karma hit equivalent to theft. Further manipulations can add additional karma or reputation hits.
- When intiating dialog with a mesmerized target, you will be presented with a list of dialog options based on the type of target (is it a doctor? a vendor? do you have a control collar in your inventory?). Simply choose the type of manipulation you wish to perform (accessing their inventory, barter with a huge discount, attach a collar, etc.).
- After selecting a manipulation, you must now use your character's abilities to pull off the manipulation. There are a variety of abilities that can be used, and many have different effects. They are:
- Luck: With a luck of 8 or higher, you can always pull off at least one manipulation on a target. Once you've used your Luck attribute to perform one manipulation on a target, you cannot use luck again for the duration of the time that the target is mesmerized. There is no karma or reputation hit from this approach.
- Karma: At extremely high or low levels of Karma, you can attempt to use your association with ultimate good or evil to sway a target. Each use of the karma approach costs 250 'virtual' karma. No karma is really lost, it just reduces your ability to use karma in this way. For example, a character with 750 karma, could use the karma approach 3 times before running out of 'virtual' karma to use for manipulating a given target. This 'virtual karma' is restored once the mesmerization effect expires. Negative karma is considered as well, just use the absolute value of the karma score. There is a karma hit when using this approach, but it's severity ranges from theft to murder based on the type of manipulation and whether or not the PC was evil or good.
- Relationship perks (Black Widow, Lady Killer, Confirmed Bachelor, Cherchez La Femme): If your have this perk and the target is susceptible to one of these perks, you may use the perk to repeatedly access any of their services. Because these perks represent an investment in persuasion, there are no karma or reputation hits for using these approaches.
- Terrifying Presence: If you have this perk, you can use it repeatedly on any target susceptible. There are definite karma and reputation hits associated with using this approach.
- Reputation: When dealing with a member of a faction that you have an 'Idolized" ranking with, you can cite your affiliation with the group as a reason to accept your manipulation. Depending on the manipulation (slavery, etc), there may be karma and or reputation hits. This is repeatable as long as you remain "Idolized" throughout the dialog.
- Speech: With an adequate speech ability, you can simply persuade a target to accept your directions through charm alone. This is a repeatable approach, and there are typically karma and reputation hits depending upon the manipulation.
- Luck: With a luck of 8 or higher, you can always pull off at least one manipulation on a target. Once you've used your Luck attribute to perform one manipulation on a target, you cannot use luck again for the duration of the time that the target is mesmerized. There is no karma or reputation hit from this approach.
- If you have a control collar you can affix it to the target, making them your slave.
- Enslaved targets have much of the same dialog as mesmerized targets. However, they can no longer provide services other than access to their personal inventory.
- Enslaved targets can be given one of the following orders: wait, follow, go to Lucky 38, the NCR Prison, the Khans, or to the Legion. They can also be 'released' meaning returned to their old lifestyle, while still retaining the collar.
- Depending upon the victim, the results of these orders can have different effects. The Legion will put women to work as hard labor, and often crucify the men, or make them available for combat in the arena. Big targets might net a cash reward. The NCR might give a cash reward and thereafter imprison the target, or kill them outright if it's a wanted fugitive. People sent to the Lucky 38 are mainly there for amusemant.
- Enslaved targets can be detonated using the detonator normally used for C-4. To do this, aim the detonator at the victim and press the fire button. There will be an audible click. While still aiming the detonator at the victim, press the fire button again. This time there will be an audible arming sound. You now have about five seconds, during which a third press of the fire button will detonate the collar on the selected victim. You do not have to be looking at the victim (or even have line-of-sight) to detonate the target. After five seconds, a disarming sound will be heard and the arming process will reset.
- ALL nearby collars can be detonated simultaneously. Accomplish this by pointing into empty space (not at a slave) and pressing the fire button twice. A similar arming sound will be heard. Pressing fire now will simultaneously detonate all nearby slave collars.
- The detonator can be use to precisely direct the movement of slaves, for precision suicide bombing. Do this by aiming the detonator at the target and pressing fire. The usual sound will be heard. Now aim at your desired destination for the slave and press fire again. This will disarm the detonator, but issue an order for the slave to immediately move to that location and begin idling about.
Currently Implemented
These are the features that already work as described in this document. Fortunately, aside from the far-reaching pie-in-the-sky options, most of it is already there or reasonably close.
- Mesmetron weapon is fully functional and placed in game. Recipes are fully functional
- Control Collars and Detonator work as described but are not yet placed in game.
Coming Soon
These are the features that have been outline above but have not yet been implemented in a quality manner. They have the additional qualifier of being extremely easy to implement and most likely to be in an upcoming release.
- Altering victim mood via dialog.
- Altering PC reputation via dialog.
- Placement of control collars and recipes, etc.
- Completion/verification of scripting to handle slaves directed to any of the 'go to...' destinations.
Further Out
These things may or may not have been mentioned above but represent some of the more ambitious goals of this project, ones that will take significant planning and thought to pull off appropriately.
- The ability to bypass quests and minutiae when using the mesmetron on influential figures.
- Adding a quest line involving a NPC who mesmerizes the PC and acts as a sort of regional puppetmaster.
Known Issues/Bugs/Limitations
These are the problems I've been dealing with in delivering this mod. Any help from the community is greatly appreciated! Willing to trade knowledge of the ObjectUnderReticle method!
- The mezzed effect prematurely expires and people go hostile when the mesmetron is holstered while a target is mesmerized. This doesn't happen if I don't holster the weapon, but rather use my hotkeys to switch to a different item. I suspect it's related to the mezz effect being applied through an Object Enchant applied to the mesmetron itself rather than to an ammo or projectile, but I'd rather get some community input before going through the effort of changing it all.
- Slaves don't seem to follow the PC, particularly after I traverse a zone boundary. Ambassador Crocker for example will follow me throughout the embassy but after I leave, he doesn't come with me, but rather returns to his desk.
