Jump to content

[Release] D.E.I.M.O.S.


AlexanderJVelicky

Recommended Posts

A small problem I noticed when I was swapping out the Deimos Cannon Prototype and Reinforced Radiation Suit for unique models for my personal enjoyment.

 

The Deimos Cannon uses Microfusion Cell, Max Charge ammo, yet on the model and during reload animation it uses the Electron Charge Pack texture. Not a big deal I know, but you probably want to know.

Link to comment
Share on other sites

V 1.03 is out, it fixes two minor issues. The issue of the crash is still being investigated! Hopefully I will have a fix for it soon. Here are the notes:

 

V 1.03

 

- Limited spawns dynamically during the quest, so there is eventually a hard limit to the enemies.

- Added a message telling you when to ignite the reactor.

 

Alexander J. Velicky

Link to comment
Share on other sites

V 1.04 is out. It possibly fixed the crashing issue as well as two other minor things. God, I really hope it did... Notes:

 

V 1.04

 

- POSSIBLY fixed the crashing issue when entering the worldspaces. I need reports to confirm or deny this fix as the game never wants to crash for me...

- Renamed the Fx filepath to Data/Sound/Fx/Alexander J. Velicky/D.E.I.M.O.S.

- Added additional Fade-to-black ISM to beginning of Deimos cutscene to ensure both characters are standing there.

 

Alexander J. Velicky

Link to comment
Share on other sites

Thanks to AIChestBreach and his hilarious playthrough of my mod, I wrote down a huge list of issues and they have all been fixed in version 1.05! Here are the notes:

 

V 1.05

 

- The light in the backup reactor room now shuts off when the power dies.

- Added an ambient light to the Deimos door so it's easier to see.

- Followers can no longer get to you through the barrier, as it now teleports them back a few feet.

- You can now sleep on the beds in the present version of the Research Labs.

- The airlock doors no longer spam the 'This door is activate elsewhere.' message if an NPC or follower is trying to activate them.

- Mitchell now waits for you at the security room before discussing the imminent security purge.

- Moved the destination quest marker for the Maintenance bot so it's more obvious that it's downstairs.

- You can no longer jump into the main reactor area.

- Added collisions so you can no longer climb all over the Deimos. It's expensive military hardware, after all!

- Added a quest marker for the last objective in the quest.

- The quest now ends when you listen to Mitchells holotape, instead of when you pick it up.

- You can no longer get stuck my activating the main reactor more than once while in the past.

 

Thanks AIChestBreach for doing a video playthrough.

 

Alexander J. Velicky

Link to comment
Share on other sites

  • 2 weeks later...

I agree with most of the points Akallabeth made further up thread. I think this was a good mod, but I probably would have enjoyed it more if it wasn't for some things that kind of seemed odd to me, like the Deathclaws and vanishing animals. However, after reading your explanations/understanding how mods work, I figured the mobs exploded because you wanted to keep overhead low, but in the moment, it was jarring. My biggest complaint was it seemed that the mobs spawned indefinitely outside, which I think you mentioned in the thread but I'm not 100% certain.

 

It's stated in the mod that the bombs dropped about 10 minutes prior to the player needing to go outside. I kinda figured that if that was the case and with the incredibly high levels of radiation, everything would be dead. It would have made more sense to me if the animals spawned a little later on instead of immediately after the bombs dropped, or at the least, add something in the mod where "time passes" as the actors are doing a task which the player witnesses. This would add a sense of time passing and maybe lend to what it may have been like for the first people who ventured out into the Wasteland.

 

The animals also seemed to have ridiculously high levels of perception as there was a storm raging, my character was sneaking with 100 Sneak, and yet they still knew exactly where I was and all chased after me in a rather long and fatal party train. I'd never experienced this elsewhere in the game so it was also jarring. I enjoyed the challenge, but it was frustrating when coupled with the feeling that the spawns were never going to end.

 

I'll need to double check this but I had other radiation suits and rad resistant gear which didn't seem to work at all. The only way the rad stopped was when I equiped the rad suit in the locker room. I'm not sure if this was something intentional in your mod or not, but since getting it was marked optional, I'd like to know. As I mentioned, I'll need to check to see why the other rad suits/equipment I had did nothing against the rad storm.

 

The doctor took a lot of damage and eventually died during the robot fight. I'm glad he resurrected, but oddly, he went agro on me and shot at me a few times. After he died, he was fine again but it seemed especially strange since I got the "Doctor is unconscious" message while I was outside. It seemed like he wasn't set correctly. I've played other mods, like Epsilon, where an Actor is essential and they just fall over and never go agro if hit by friendly fire; I'm not sure if you swapped out Doctor Actors or not, but it seems like that may have been the cause.

 

The intro title screen was great, but the placement... I'm still not sure about. It does setup the story, and it makes sense where it is, but I wasn't sure I was going about the story correctly until I saw it. Perhaps something else can be put in, like a looped recording earlier on as foreshadowing, then the intro credits when in the CMT. I'm not sure, but having something at the end of the quest too would be good.

 

I also missed the Back to the Future reference so maybe I wasn't getting everything out of this mod that I could have. I'd like to watch the video play through because I didn't notice too much that was scripted that would prevent companions from coming along, other than the few moments where I got "stuck" to watch something. I don't think radiation effects NPCs, at least not that I've seen thus far, so I'm still not sure why companions (or at least one) couldn't have come with on this adventure. I'd like to see what else you come up with in the future and I really liked this take on time travel. I'd like to see that taken further though, like the interiors of the area and layout being "newer" or cleaner in the past, and wrecked or inaccessible in the present. Maybe some of the items or locked gates being changed/removed in the future after you've played through the past.

 

All in all, it was fun; thanks for this experience. It's pretty clear you put a lot of work into this and the voice acting was some of the best I've heard in a mod.

Edited by grayarea
Link to comment
Share on other sites

  • 1 year later...
I love this mod, should have been paid DLC! Two questions: When I played it the maint. robot had very little health and yet I just read where you gave it more? Also, the reason I couldn't finish was because when I did manage to lead the robot to the room to the right of the reactor, he wouldn't stay there but kept following me. Am I doing something wrong?
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...