charwo Posted October 14, 2013 Share Posted October 14, 2013 (edited) Would you be willing to build an energy weapon that does the Mezatron effects, but with greater reliability and without the crash issues. What I'm looking for on the roleplaying side is a way to pacify the wasteland without the drama of slave collar and MEZ cells and such. Either the enslaving effect where a hostile NPC will never respawn or the catch and release method where when you take a slave collar off someone they become non-hostile permanently. I'd like two things but they aren't required:1. The ability to stun groups, rather than one at a time2. The ability to set new factions (like being able to set Enclave factioned characters to Anchorage US Army faction, or raiders and salvers to Wastelanders, and of course, Outcasts to BOS). The biggest thing is the ability to change the alliance for other characters, like the surrendering Enclave troops in BS can be turned so that the Outcasts don't massacre them.3. It'd be nice if the non-respawn option would work on Supermutants. If such a thing exists, do tell. I've not been able to find it. Edited October 14, 2013 by charwo Link to comment Share on other sites More sharing options...
charwo Posted November 4, 2013 Author Share Posted November 4, 2013 No takers? At the very least, can someone explain to me how the Mesatron causes npcs not to respawn? That's the biggest issue for me: just getting the NPCs to not respawn (ie, the Wasteland is being pacified) is the biggest thing. Link to comment Share on other sites More sharing options...
CountFuzzball Posted November 5, 2013 Share Posted November 5, 2013 (edited) I've been knee deep in the mezz scripts *fixing* a whole array of issues with the vanilla slavery system. The way the vanilla mesmetron causes npcs to not respawn is due to the MS13SlaveCollar script disabling the npc from the game entirely once they either leave the current cell the player is in or when they enter the paradisefalls slave house (it should, but the gate is never unlocked anyway, so if you follow the npc back to PF, they just stand at the slave pen gate, iirc). Check out the ScriptEffectFInish block of the MS13SlaveCollar script, near the end is the 'disable' command, which does the above. Regarding the crash issues, the user Yukichigai created a mod called 'Mesmetron and enslavement fixes' that stops the crashes associated with the mezz script.I also, with his permission, incorporated his changes into a mod I uploaded here that squashes even more bugs associated with the mezz script. Edited November 5, 2013 by CountFuzzball Link to comment Share on other sites More sharing options...
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