FaustoMuscas Posted July 19, 2020 Share Posted July 19, 2020 I've always loved Mr House as a character and hated that you had to kill him if you wanted to make New Vegas independent (witch is in my opinion the best ending), so I would love it if someone made a mod that added a way to keep him alive while doing Wild Card: Change In Management. For example by sending him in to a coma like he had been for a long time after the great war, maybe with a medicine or science skill check.If anyone can make this or find a mod that does i'd be very grateful. Link to comment Share on other sites More sharing options...
devinpatterson Posted July 22, 2020 Share Posted July 22, 2020 I've always loved Mr House as a character and hated that you had to kill him if you wanted to make New Vegas independent (witch is in my opinion the best ending), so I would love it if someone made a mod that added a way to keep him alive while doing Wild Card: Change In Management. For example by sending him in to a coma like he had been for a long time after the great war, maybe with a medicine or science skill check.If anyone can make this or find a mod that does i'd be very grateful. I could see that, and it would make sense as House is a incredible store of knowledge adn skills. But I don't think sending him into a coma would save him, it's a question of bacterial infection/contamination. Putting him in a coma just means he isn't awake when he dies. You need to cure the bugs. I bet there are multiple ways to accomplish it in fallout lore. I'd recommend a quest item instead of a simple skill check, so you feel like your actually earning this change in plot. If you want a small quest, the first idea I'd throw out there is biogel; Bio med gel or biogel is designed to enhance the regeneration processes of organic tissue, and was used in the biomedical field as a healing agent before the Great War. Check teh wiki, but it's ideal for preserving, in a working state, organic tissue. Kill X number of robobrains to acquire enough gel. If you want a bigger adventure another suggestion could be a super antibiotic, at a advance medi complex....it could be anywhere creating a small to medium vault or found in OWB's Y-17 medical research center. As far as the actual mechanics, what would you like to see happen? New dialogue or just cure him and put him under? I forget does he disappear later? I'll try to check next time I play. Link to comment Share on other sites More sharing options...
FaustoMuscas Posted July 22, 2020 Author Share Posted July 22, 2020 (edited) Yeah I know about the infection thing but doesn't that only happen once you take him out of his "casket"? Also correct me if I'm wrong but didn't he go into to a coma the first time because his life support malfunctioned or something like that? that's what I was thinking: sending him into a coma without taking him out of his machine,even just walking up to the machine and interacting with it to get the option to do it, something very simple, doesn't even need new dialogue as you don't need to talk to him and every one else will think that he's dead, you just don't get any negative karma for doing it and you don't get the note "a tragedy has befallen all mankind". Edited July 22, 2020 by FaustoMuscas Link to comment Share on other sites More sharing options...
devinpatterson Posted July 22, 2020 Share Posted July 22, 2020 Yeah I know about the infection thing but doesn't that only happen once you take him out of his "casket"?No alas, cracking teh seal exposes him to potentially pathogenic bacteria; However, opening his isolation chamber, even for a second, means that Mr. House will not live more than a year due to exposure to outside contaminants[/size] So he does need to be "healed" before he's "sealed" Also correct me if I'm wrong but didn't he go into to a coma the first time because his life support malfunctioned or something like that? Yeah, for decades before the NCR and Legion scouts arrived. that's what I was thinking: sending him into a coma without taking him out of his machine,even just walking up to the machine and interacting with it to get the option to do it, something very simple, doesn't even need new dialogue as you don't need to talk to him and every one else will think that he's dead, you just don't get any negative karma for doing it and you don't get the note "a tragedy has befallen all mankind".Might be risky for a non medical professional, the original coma happened because of a "cascade of system crashes". I planned on doing something like this for another mod, but we can make a special version for you, a variant that just requires a click, or has super easy spec checks as a req.Found the idle that is the "sleep" which I believe will close the capsule. I'll try it in game next time I fire up FONV. Link to comment Share on other sites More sharing options...
FaustoMuscas Posted July 22, 2020 Author Share Posted July 22, 2020 Thank you for considering my idea, I didn't really expect this to go anywhere.I didn't mean that I specifically wanted the mod to be that simple, I just wanted to make it easier for you but if you want to make it into a bigger thing fell free to do that, I really wasn't expecting you to be this interested in it, just make sure to tell me once you're done. Link to comment Share on other sites More sharing options...
devinpatterson Posted July 23, 2020 Share Posted July 23, 2020 Thank you for considering my idea, I didn't really expect this to go anywhere.No worries I didn't mean that I specifically wanted the mod to be that simple, I just wanted to make it easier for you but if you want to make it into a bigger thing fell free to do that,I'll probably start with something simple, like the biogel from a (or many) robobrains. Later I might make it a more comprehensive quest that befits such a heroic goal, but for now something simple that gets it out quickly. I really wasn't expecting you to be this interested in it, just make sure to tell me once you're done.It ties in with another mod I'm working on in re: to the independent New Vegas. Saving House allows one to pick his brain and open up the House end game scenario (that I believe) would come to pass (Robert House's plan for space travel and colonization). Anyway, I'm not good at coding/scripting (so what is easy for others can be time consuming for me), but I've found the parts and pieces I need to start. Here is a short video, but note that we don't have a proper idle anim for re-sealing the life support pod, so it's a funky animation; https://youtu.be/r08eE-Vb1g8 I have to plop some conditions on the menu item so we only have it show if House is alive and the pod has been unsealed.The Karma refund will come after the quest is completed and House is "healed", at wich point the condition will trigger a new menu item that looks similar but omits Microbial Risk Detected. Link to comment Share on other sites More sharing options...
FaustoMuscas Posted July 23, 2020 Author Share Posted July 23, 2020 Ok, take your time with it, maybe in the meantime you can release a simpler version while you work on the bigger thing.Also could you see if it's compatible with "the lucky 38 suit reloaded V5.3", "run the lucky 38" and "oh yeah Mr House" since I'm currently using those mods?Thanks. Link to comment Share on other sites More sharing options...
devinpatterson Posted July 23, 2020 Share Posted July 23, 2020 Ok, take your time with it, maybe in the meantime you can release a simpler version while you work on the bigger thing. Yep, that's the plan Also could you see if it's compatible with "the lucky 38 suit reloaded V5.3", "run the lucky 38" and "oh yeah Mr House" since I'm currently using those mods? Thanks. I'll probably let you do the playtesting on those, let me know what issues arise and I'll see what I can work around. So; we do have a proper animation for closing, I'll implement it in the next revision. Link to comment Share on other sites More sharing options...
FaustoMuscas Posted July 23, 2020 Author Share Posted July 23, 2020 Alright i'll see if there's any conflicts with those mods once you release it.what will the mod actually edit? If it's just the room where House's pod is then it should be fine with them. Link to comment Share on other sites More sharing options...
devinpatterson Posted July 25, 2020 Share Posted July 25, 2020 what will the mod actually edit? If it's just the room where House's pod is then it should be fine with them. The part above just edits the terminal entries and some associated result scripts in the control room. For adding the biogel to the robobrains I'll probably add them to inventory via script so it doesn't overwrite any of the robo bot records. I'm going to also do an "evil" counterpart to saving Mr. House, which is harvesting his cyber organs (and I suppose one could go full on mad scientist and put his brain in a bottle/bot for it's knowledge, but that's a step beyond what I'm proposing here). I rigged up the cyber organs (although I'll probably re-do the project when I have a bit more time), here's a simple pic. I'll hang them all off of one bodyslot (with different sets depending on what organs you have Doctor Usanagi install), that way I can have them excluded from armors/outfits that would't show them (ie most of them), but visible on revealing stuff. I'm thinking Stomach pump eliminates or reduces starvation in hardcore mode, and acts similar to a vault 13 canteen in non hardcore mode (15+ hp every few minutes) . For the heart a stimulator similar to the rage games (aka refibrillator). Not sure yet on the helmet (there's so many things it could do). I have some ideas on the robobrains as well. For the easy version of the quest I'll just add "biogel" to their inventory so you can get it whether you yet to kill or have already killed the bots. But I think there should be a much more challenging quest to get fresh bio med gel (I believe saving Mr. House is a heroic feat and should take a hero's quest). The stuff is expensive, 1k per a pint, so I believe it would be in a guarded area like a medical complex or a general atomics warehouse/shipping depot (or one of their research centers). I'd like to put a robobrain in the location that is completely off it's rocker, a real wack job so it can have some bizarre dialogues & interiors in the aforementioned facility This boss bot (who may have activated and controls other brainbots) will probably have a plot hook that focuses on "spiked" biogel. This is tainted or drug laced (turbo, phsycho etc) biogel that gives it something akin to the standard effects, increasing it's combat abilities. I'll see if I can change the color of the brain dome to simulate the current drug laced bio gel being used, and a weak point on teh back that will be the bio gel or drug tanks (shoot and destroy it and no more chem effects for the bot). Anyway a few thoughts to ruminate on. Link to comment Share on other sites More sharing options...
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