Mesmetron and Enslavement Fixes
⚪ Last updated 2014Preview

🔍 Analysis
- 👍 5.9% endorsement rate — high engagement, a strong quality signal
- 🏆 #391 of 420 Gameplay Effects and Changes mods in this game by downloads
📋 About This Mod
Fixes various issues with the Mesmetron which caused crashes and made enslavement unfairly difficult.
UPDATE: Complete revamp of the fix, per numerous suggestions from CountFuzzball. The main effect is now tracked via a script associated with the worn collar object, which prevents variables from being cleared between save/load. The enslavement quest also keeps tracks of enslaved NPCs and where they originally came from, returning their bodies (made invisible) to the original enslavement location so if and when they respawn it's in the appropriate location. If you free a slave, they run back to their original placement location. Finally, freed and "redeemed"/dead slaves no longer remain in the freed slave faction, and thus will not remain friendly to you across multiple respawns.
UPDATEx2: Minor change which removes the body-hiding portion of the code, as it may have been preventing respawns. As a side-effect, you will encounter dead bodies placed where the slaves were originally taken from. Apologies, but this seems unavoidable and is preferable to the alternative.
UPDATEx3: Another update to take care of a rare case where the "Mezzed" variable that ensures only one person can be mezzed at a time wouldn't get reset. Also fixed Red's enslavement package so that she will stay in Paradise Falls after enslavement, and ensured you can always interact with Wasteland Captives if you decide to enslave them. ----------- Ahh, the Mesmetron. Wonderful idea, horrid execution. Nearly everything about the actual enslavement process is bugged, from the script tracking it to how the game handles the aftermath of enslaving someone. This bugfix addresses multiple issues. I'm about to explain them all, in boring detail, so if you aren't a coder or don't care you may want to skip down to the ''TL;DR'' section.
First off, enslaving an NPC is ridiculously difficult. More often than not you'll return to Paradise Falls only to hear Grouse complain about not making money on dead slaves. This is particularly irritating when you fast-traveled from somewhere relatively close, over a distance that the slave should have survived.
The reason behind this is a section of code in script which tracks when the NPC is no longer being rendered. Once that happens the script kills and disables the NPC for cleanup purposes; the problem is that Grouse checks if the NPC is dead, regardless of if they have been disabled.
Easy enough fix, just make it check if the NPC is disabled, right? Well, no. That also brings up another bug (or ''feature''), which is how you can use the Mesmetron to clear out an area of NPCs. Once you enslave an NPC they're gone forever; this applies to RESPAWNING NPCs, notably NPCs like the Regulator/Talon Company hit squad.
Another issue disabling NPCs causes is crashes when removing collars from the recently enslaved. That problem is actually caused by t
📊 Mod Details
- Game
- Fallout3 Mods
- Author
- Yukichigai
- Version
- 0.32
- Downloads
- 5,325
- Endorsements
- 314
- Category
- Gameplay Effects and Changes
- Created
- 2/24/2011
- Updated
- 8/10/2014
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