Discussion in 'Discussion' started by Muddball, Feb 26, 2018.
Is there any plot paths for Honest Dan to get out of Human Error?
cuz he ded.
Not sure. He's dead in my savegame - is there no hope for him??
Even if he's alive at the end, he disappears from the game.
so he can't be leader ?
Not without some coding and then it would run a very high chance of breaking shite. Not to mention he would have no dialog.
dont know is in the Eldarth mods for potential leader.
Honest Dan does not meet any of the Leader Card requirements... without adding code to make him so. Even then, he is purely a quest NPC and would have to have checks to make sure his quest has been completed, then disable the game from removing him after his quest is complete, or resurrect him.
I'm sure Eldarth didn't just add him to a Leader Card.
mhh ok i dont understand so why is listed as leader in simhomestead, i think my english is too bad to understand more haha
Actually, he meets all Leadership requirements -- with the sole exception that after his quest Bethesda killed him.
He's a Commandable, Unique NPC.
I was *hoping* he'd work out okay, but, sadly, not to be so easily.
I'll likely end up cloning him (perhaps the Institute made a synth??).
I need to learn how to work with quests and such a little bit first though I think.
Until then he'll just exist dormant in my addon.
That is so glass half full... "He's perfectly suitable, aside from being dead"
Eldarth, perhaps a quick name change to Honest Daniel and a pay no attention to that man behind the curtain NPC clone?
Meh. Gives me some incentive to learn more about working with quests. ;-)
If you do, I would be HAPPY to throw Covenant under the bus if honest dan had a Part Two: The Honesting. And I doubt I'm alone.
I would very much support Leaders that are a little tiny bit better because you had to do a quest before hand to get them.
I hate that quest, only because there's like two people I would salvage if I could. Can't let them keep doing what they're doing though.
They blew away an entire caravan over one possible synth. (which I personally think they just got lucky) I deliberately side with them only during my evil playthrough.
If you check out my leader pack you can see the edits I made to Goodfeels and emulate.
I always think 'I should do evil playthroughs' on games for the RP experience, and ... I just can't do it. 'I'm evil, I should kill that peasant for the magic ring I know he has. It's the only way to get that. ... Sigh, y'know, screw it I'mma play the good campaign again ...'. The closest I've come is Nuka World and I'm basically doing a holding action until I murder all the raiders so I can generate power, which several quick saves have shown I cannot quite pull off just yet (I started at 14th level, there were several battles that I had real trouble getting through even one person.).
Theres a mod I' been meaning to try; Covenant Peaceful Solution https://www.nexusmods.com/fallout4/mods/11051/
But I haven't tried it yet cause the first time thru Covenant having to kill everyone was so traumatic I've just avoided it in subsequent playthrus :P
See, for me, going through the covenant quest and experiencing a peaceful walk through to the end of the compound under ground has convinced me that slaughtering them is the "good" option. They're paranoid monsters.
The problem is the paranoia is justified. Every indication I have is that everyone in either location had a Warwick farm scale reason to fear both the Institute and their synths and I'm willing to grant clemency and my silence for that. I'm not willing to let it go on though.
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