Sammy and the Lab of Nightmares
By AdamDunmer
Community Rating
Content updates: Content Update 1.3 (280 additional lines of companion dialogue for Sammy) Out Now! Content Update 1.1 (250 additional lines of companion dialogue for Sammy) Out Now!
[Imprinted: To grant an anatomically qualifying organism the ability to form and telepathically articulate complex thoughts via the surgical attachment of neural implants to the frontal cortex.]
Join a whole new faction, Xenobiology Research Wing DC-29, in "Sammy and the Lab of Nightmares"! Experience the world of black market Xeno-Sciences with 8 new quests, over ten new locations, over 2,500 lines of dialogue across 70+ unique NPCS (voiced by an international cast comprised of 17 professional voice actors), and a whole new companion - Sammy! Delve into long-forgotten caves, explore a research campus chockful of peculiar inhabitants, roleplay to your heart's content, and sink your teeth into this new satirical, lighthearted adventure approximately 5-6 hours in length.
To start: Find an inebriated bounty hunter right outside Aggie's Bar in Akila City. This creation is designed for any player level. Have fun! Please note, I advise placing this at the very bottom of the load order.
This creation would not have been possible without these talented folk:
Main Cast:
Jake T. Mandy Grant-Grierson Tamara Ryan Frank Falzon
Supporting Cast:
Nathaniel W Steve Hayes Holly Painter Ali Gohar Aaron Ralby Brandon Wall Candace V. Chris Marsh Gaz Kerr Jarrett Raymond Daniel M. Anthony Sena Jordan W.
Cover image artwork: Tavo Santiago
Custom musical effects: Ariel Perchuk
Envato Elements
Authors Note: Please note that Sammy will continually recieve content updates in the vein of/ sometimes larger that of the recently released 1.1, delivering extra quests, companion dialogue for Sammy, and other misc activities. Content update 1.1 (250 additional lines of companion dialogue for Sammy) is the first of these. Stay tuned.
Release notes
Xbox
-
1.3Content Update V 1.3
Most noticeable changes:
Added 280 lines of companion dialogue to Sammy (Player Harvests Plant/Animal/Mineral, Overencumbered, Player chem addiction, Player mods weapon/armor, Player creates item, Player takes fall damage, Player decorates outpost, Player Hack Terminal, Player Changes appearance, Player drops useful items, Player Steals, Player pickpockets, Various Spaceships dialogs such as Repair Shields/Spaceship killed/Engines Down..., Go to jail, loot notices, Misc Hellos/Goodbyes, Waiting for Player response, Bleedout, Melee, Post combat, enter combat, drink alcohol, Player Walks Naked, trade, Player use Starborn powers, various planetary hazards [Ie: thermal, radioactive, etc], Zero G.
Player can now ask for items from Sammy
Much more combat dialogue for Sammy from the previous, pitiful pool of two combat lines (now at least 50+ across several contextual situations)
Other Changes:
Replaced a line of dialogue for Sammy that played upon arrival to Akila City. Simply wasn't funny enough and a bit too mean hearted, unfortunately. Sammy will still express his displeasure at the city of Akila but won't be as vociferous about it anymore.
Replaced a line of dialogue in New Atlantis referencing the big tree in the Mast district, Sammy now says "Christmas" instead of "The Holidays". IE: "That's a nice tree. Wonder if they do anything with it durin' Christmas."
Reworked the Atom Statue on Campus to a more professional degree replacing the simple Grav Drive Base with a more sophisticated technological platform.
Covered a seam within Brunhilda's Basement in which the Player and enemies could sometimes fall out of the level
After the initial conversation between the two Bounty Hunters outside Aggie's Bar, there is now a contextual Obj Marker pointing to the Drunken Bounty Hunter for the sake of convenience.
Prettified the campus in several areas
Added decorative planetary rings to the lights in the Park Gazebo Area.
-
1.3Content Update V 1.3
Most noticeable changes:
Added 280 lines of companion dialogue to Sammy (Player Harvests Plant/Animal/Mineral, Overencumbered, Player chem addiction, Player mods weapon/armor, Player creates item, Player takes fall damage, Player decorates outpost, Player Hack Terminal, Player Changes appearance, Player drops useful items, Player Steals, Player pickpockets, Various Spaceships dialogs such as Repair Shields/Spaceship killed/Engines Down..., Go to jail, loot notices, Misc Hellos/Goodbyes, Waiting for Player response, Bleedout, Melee, Post combat, enter combat, drink alcohol, Player Walks Naked, trade, Player use Starborn powers, various planetary hazards [Ie: thermal, radioactive, etc], Zero G.
Player can now ask for items from Sammy
Much more combat dialogue for Sammy from the previous, pitiful pool of two combat lines (now at least 50+ across several contextual situations)
Other Changes:
Replaced a line of dialogue for Sammy that played upon arrival to Akila City. Simply wasn't funny enough and a bit too mean hearted, unfortunately. Sammy will still express his displeasure at the city of Akila but won't be as vociferous about it anymore.
Replaced a line of dialogue in New Atlantis referencing the big tree in the Mast district, Sammy now says "Christmas" instead of "The Holidays". IE: "That's a nice tree. Wonder if they do anything with it durin' Christmas."
Reworked the Atom Statue on Campus to a more professional degree replacing the simple Grav Drive Base with a more sophisticated technological platform.
Covered a seam within Brunhilda's Basement in which the Player and enemies could sometimes fall out of the level
After the initial conversation between the two Bounty Hunters outside Aggie's Bar, there is now a contextual Obj Marker pointing to the Drunken Bounty Hunter for the sake of convenience.
Prettified the campus in several areas.
Added decorative planetary rings to the lights in the Park Gazebo Area.
-
1.2Content Update, V1.2
Diffference between 1.1 and 1.2: Removed conflicting scripts so now no conflicts will occur with other mods - previously, this was noticeable in cases with specific activators like computers, doors, etc.
- Over 250 lines of new dialogue for Sammy: Player Loot corpse, player pick lock, player steal, player take chems, enter ship with Player, board enemy ship with player, every city and settlement specific affinity dialogue for landmarks within the city (Neon bridge, Ikuchi market, Akila Spaceport, Cydonia working area, Gagarin Landing Statue, Red Mile, Wagoner Family Farm, etc), Random dialogue lines that play upon arrival within the affinity system for each city: Neon, Akila, New Atlantis, Cydonia.
New top level dialogue options for Sammy, so the player has more to talk about while in the ship or out and about with Sammy.
- Give Sammy Aurora
- Difficulty level ramped up where necessary as certain enemies were extremely underpowered. In terms of feel, combat gameplay is much better. This is most noticeable in "Stone Hollow Cave"
- Removed two entries in Don Cino's private terminal that, on a comedic level, just weren't quite up to standard.
- Grounded a floating carpet/ walkway on Campus
- Added a contextual message box upon finishing Sammy's questline informing player of more things to do on Campus.
-
1.1Content Update, V1.1
- Over 250 lines of new dialogue for Sammy: Player Loot corpse, player pick lock, player steal, player take chems, enter ship with Player, board enemy ship with player, every city and settlement specific affinity dialogue for landmarks within the city (Neon bridge, Ikuchi market, Akila Spaceport, Cydonia working area, Gagarin Landing Statue, Red Mile, Wagoner Family Farm, etc), Random dialogue lines that play upon arrival within the affinity system for each city: Neon, Akila, New Atlantis, Cydonia.
New top level dialogue options for Sammy, so the player has more to talk about while in the ship or out and about with Sammy.
- Give Sammy Aurora
- Difficulty level ramped up where necessary as certain enemies were extremely underpowered. In terms of feel, combat gameplay is much better. This is most noticeable in "Stone Hollow Cave"
- Removed two entries in Don Cino's private terminal that, on a comedic level, just weren't quite up to standard.
- Grounded a floating carpet/ walkway on Campus
- Added a contextual message box upon finishing Sammy's questline informing player of more things to do on Campus.
-
1.095Changes:
Removed two entries in Don Cino's private terminal that, on a comedic level, just weren't quite up to standard.
Grounded a floating carpet/ walkway on Campus
Fixed a few typos
*Next update, 1.1 - content update -
1.095Changes:
Removed two entries in Don Cino's private terminal that, on a comedic level, just weren't up to standard.
Grounded a floating carpet/ walkway on Campus
Fixed a few typos
*Next update, 1.1 - content update -
1.094HOTFIX PATCH
Most Significant Fixes: - Set Terry as invulnerable until associated scene is complete for the sake of preventing accidental quest blocking bug were the player to shoot immediately
- Set the adventuring party in "One Dragon's Treasure" as momentarily invulnerable to enemy attacks so scene progression isn't potentially blocked following combat sequence
Other Fixes:
- Cleaned up Cino's Mansion, altering the placement of lights previously stuck within a wall
- Added an easter egg to Cino's Mansion
- Cleaned up a gap
- Improved pathing of NPCS in Drake's Cave
- Fixed a couple misc hello dialogues for Liz so greeting lines don't play during Cino's Confrontation -
1.093HOTFIX PATCH
- Cleaned up Cino's Mansion, altering the placement of lights previously stuck within a wall
- Added a couple hidden easter eggs to Cino's Mansion
- Cleaned up a gap
- Improved pathing of NPCS in Drake's Cave
- Set Terry as invulnerable until associated scene is complete for the sake of preventing accidental quest blocking bug were the player to shoot immediately
- Fixed a couple misc hello dialogues for Liz so greeting lines don't play during an important scene -
1.092Added a contextually locked door to Drake's Cave so as to prevent enemies reaching areas inaccessible to the player.
Cleaned up Drake's Cave navmesh/level design slightly for the sake of easier NPC navigation
Cleaned up several instances of z-fighting on the main campus adjacent to the atom statue, carpeted walkway, landing pad, and lounge/yoga area.
Cleaned up a few visual errors/clipping
Removed an artifact in a location's name
Removed a mismatched word in "Genesis" audio slate. -
1.091Important, Look at V 1.09 for some of the most significant improvements made, in short:
Massive lighting improvements across the board, spanning nearly every location
Some pretty major (these visual changes are quite dramatic in some places) cosmetic improvements that transform older, less refined areas (especially noticeable in the more subterranean areas).
Much more clutter, notes (as well as a terminal), environmental detailing, some easter eggs, etc
Added some lines to Sammy, IE: Post Questline misc conversations and more let's go/wait dialogue
...V 1.09 lists all changes in full.
V 1.091 CHANGES:
There was a singular wall that had clipping issues at the research lab, it was very ugly. Fixed.
Just added minor visual polish to a few locations. Nothing major.
Fixed a few typos, grammatical errors
Minor balancing of various enemy types encountered -
1.091Important, Look at V 1.09 for some of the most significant improvements made, in short:
Massive lighting improvements across the board, spanning nearly every location
Some pretty major (these visual changes are quite dramatic in some places) cosmetic improvements that transform older, less refined areas (especially noticeable in the more subterranean areas).
Much more clutter, notes (as well as a terminal), environmental detailing, some easter eggs, etc
Added some lines to Sammy, IE: Post Questline misc conversations and more follow/wait dialogue
...V 1.09 lists all changes in full.
V 1.091 CHANGES:
There was a wall that clipped through the floor at the Research Lab HQ, fixed
Just added minor visual polish to a few locations. Nothing major.
Fixed a few typos, grammatical errors
Minor balancing of various enemy types encountered
-
1.09Most notable fixes and changes:
Added more lines to Sammy (Misc conversations with Sammy post questline, as well as some more follow/wait dialogue)
Improved challenge of several enemies, on top of making them leveled with the player, for a more engaging experience
Vastly overhauled lighting in several areas for a stronger cohesive visual aesthetic - this is most apparent within the research lab, however most locations were touched up in some way or another
Revamped and improved visual aesthetic of several locations - some of these revamps are huge, scenery that I overlooked prior has now gotten the love and attention it deserved. With these changes, I consider each location to be thematically whole, with the visual storytelling to back it up.
Added further environmental detailing - clutter, furnishing, decor, notes, terminals (or rather a singular terminal, "Linda's Personal Computer" to the Xenobiologists HQ), etc - to several locations.
Less apparent, albeit impactful fixes/changes:
Improved scene flow for a few scenes/dialogue sequences
Improved reactivity/sandboxing behavior of a few NPCS on campus
Added several safeguards so as to prevent quest impediments/blocker bugs
Fixed numerous typos
Resolved an issue in which intentionally hostile turrets were not hostile within a certain location.
Resolved z-fighting in a few areas on campus
Gave the statue plaque on campus a unique title
Fixed a few minor gaps and visual errors on campus
Improved the look of the star-gazing lounge on campus
No more free stuff! Player will now be committing a crime for any five-finger proclivities within the Xenobiologists HQ.
Added contextual musical cue in a certain location
Rearranged some resources that were previously inaccessible to the player. Now the player can scan/mine these.
A few vending machines were facing the wrong way in the Xenobiologists HQ, fixed
Added several more easter eggs and fun secrets on campus and other locations
-
1.09Most notable fixes and changes:
Improved challenge of several enemies, on top of making them leveled with the player, for a more engaging experience
Vastly overhauled lighting in several areas for a stronger cohesive visual aesthetic - this is most apparent within the research lab, however most locations were touched up in some way or another
Revamped and improved visual aesthetic of several locations - some of these revamps are huge, scenery that I overlooked prior has now gotten the love and attention it deserved. With these changes, I consider each location to be thematically whole, with the visual storytelling to back it up.
Added further environmental detailing - clutter, furnishing, decor, notes, terminals (or rather a singular terminal, "Linda's Personal Computer" to the Xenobiologists HQ), etc - to several locations.
Less apparent, albeit impactful fixes/changes:
Improved scene flow for a few scenes/dialogue sequences
Improved reactivity/sandboxing behavior of a few NPCS on campus
Added several safeguards so as to prevent quest impediments/blocker bugs
Fixed numerous typos
Resolved an issue in which intentionally hostile turrets were not hostile within a certain location.
Resolved z-fighting in a few areas on campus
Gave the statue plaque on campus a unique title
Fixed a few minor gaps and visual errors on campus
Improved the look of the star-gazing lounge on campus
No more free stuff! Player will now be committing a crime for any five-finger proclivities within the Xenobiologists HQ.
Added contextual musical cue in a certain location
Rearranged some resources that were previously inaccessible to the player. Now the player can scan/mine these.
A few vending machines were facing the wrong way in the Xenobiologists HQ, fixed
Added several more easter eggs and fun secrets on campus and other locations.
-
1.084Crashes should be fixed now.
-
1.083 ExperimentalDIagnosing and fixing crash
-
1.083 failed uploadWifi went out
-
1.083 ExperimentalDiagnosing and fixing Crash
-
1.082 ExperimentalDiagnosing Crash Fixes for Xbox, V 1.083 will be out shortly after
-
1.082 ExperimentalDiagnosing reason for crash.
-
1.082V 1.082
Improved Combat AI of several Enemies
Refined Crime Responses of Several NPCS
Refined several scenes
-
V 1.082, Failed Upload== Describe this release ==
-
1.081V 1.081
Removed various floating objects found here and there
Added several safeguards to the research lab such that certain actions don't impede quest progression -
1.08V 1.08
Fixed a set of corrupted textures on Campus
Resolved several quest blockers that may have occurred due to the player acting in unanticipated ways
Fixed two crashes that may have occurred during the quest, "Weekend at *** *****."
Added a contextual objective fail during the quest "The Delivery." -
1.07V 1.07
-Reduced frequency of idle/hello lines of various npcs
-Fixed a few typos -
1.06V 1.06
Renamed a certain ship
Added facial variation to various NPCS
Refined some scripting across a couple of quests that needed it
Removed the discovered tag from an undiscovered location -
1.05V 1.05
Added consistency between music tracks across several locations
Increased the challenge of several enemies for a more engrossing experience
Cleaned up the placement of various objects across several locations
Minor bugs fixed across all platforms -
1.04V 1.04
Resolved various clipping issues
Switched out hopper aliens to pack quadrapeds
Fixed several minor quest inconsistencies
Improved pacing/flow of one scene
Fixed Sammy Dismiss Audio not working for Xbox
Removed fast travel in various interiors -
1.03V 1.03
Fixed Alien Aggression for two specific aliens
Fixed NPC Posing issues in Research Lab
-
1.02V 1.02
Patch Notes: Added a contextual obj completion during a certain quest
Corrected Bed Interactivity on a certain bed
Corrected Lighting in a certain building
Corrected NPC Poses during a certain quest
Corrected Typos
Added missing audio line to "Sammy"
Corrected aggression stats of specific aliens
Playstation
-
1.3Content Update V 1.3
Most noticeable changes:
Added 280 lines of companion dialogue to Sammy (Player Harvests Plant/Animal/Mineral, Overencumbered, Player chem addiction, Player mods weapon/armor, Player creates item, Player takes fall damage, Player decorates outpost, Player Hack Terminal, Player Changes appearance, Player drops useful items, Player Steals, Player pickpockets, Various Spaceships dialogs such as Repair Shields/Spaceship killed/Engines Down..., Go to jail, loot notices, Misc Hellos/Goodbyes, Waiting for Player response, Bleedout, Melee, Post combat, enter combat, drink alcohol, Player Walks Naked, trade, Player use Starborn powers, various planetary hazards [Ie: thermal, radioactive, etc], Zero G.
Player can now ask for items from Sammy
Much more combat dialogue for Sammy from the previous, pitiful pool of two combat lines (now at least 50+ across several contextual situations)
Other Changes:
Replaced a line of dialogue for Sammy that played upon arrival to Akila City. Simply wasn't funny enough and a bit too mean hearted, unfortunately. Sammy will still express his displeasure at the city of Akila but won't be as vociferous about it anymore.
Replaced a line of dialogue in New Atlantis referencing the big tree in the Mast district, Sammy now says "Christmas" instead of "The Holidays". IE: "That's a nice tree. Wonder if they do anything with it durin' Christmas."
Reworked the Atom Statue on Campus to a more professional degree replacing the simple Grav Drive Base with a more sophisticated technological platform.
Covered a seam within Brunhilda's Basement in which the Player and enemies could sometimes fall out of the level
After the initial conversation between the two Bounty Hunters outside Aggie's Bar, there is now a contextual Obj Marker pointing to the Drunken Bounty Hunter for the sake of convenience.
Prettified the campus in several areas
Added decorative planetary rings to the lights in the Park Gazebo Area.
-
1.3Content Update V 1.3
Most noticeable changes:
Added 280 lines of companion dialogue to Sammy (Player Harvests Plant/Animal/Mineral, Overencumbered, Player chem addiction, Player mods weapon/armor, Player creates item, Player takes fall damage, Player decorates outpost, Player Hack Terminal, Player Changes appearance, Player drops useful items, Player Steals, Player pickpockets, Various Spaceships dialogs such as Repair Shields/Spaceship killed/Engines Down..., Go to jail, loot notices, Misc Hellos/Goodbyes, Waiting for Player response, Bleedout, Melee, Post combat, enter combat, drink alcohol, Player Walks Naked, trade, Player use Starborn powers, various planetary hazards [Ie: thermal, radioactive, etc], Zero G.
Player can now ask for items from Sammy
Much more combat dialogue for Sammy from the previous, pitiful pool of two combat lines (now at least 50+ across several contextual situations)
Other Changes:
Replaced a line of dialogue for Sammy that played upon arrival to Akila City. Simply wasn't funny enough and a bit too mean hearted, unfortunately. Sammy will still express his displeasure at the city of Akila but won't be as vociferous about it anymore.
Replaced a line of dialogue in New Atlantis referencing the big tree in the Mast district, Sammy now says "Christmas" instead of "The Holidays". IE: "That's a nice tree. Wonder if they do anything with it durin' Christmas."
Reworked the Atom Statue on Campus to a more professional degree replacing the simple Grav Drive Base with a more sophisticated technological platform.
Covered a seam within Brunhilda's Basement in which the Player and enemies could sometimes fall out of the level
After the initial conversation between the two Bounty Hunters outside Aggie's Bar, there is now a contextual Obj Marker pointing to the Drunken Bounty Hunter for the sake of convenience.
Prettified the campus in several areas.
Added decorative planetary rings to the lights in the Park Gazebo Area.
-
1.2Content Update, V1.2
Diffference between 1.1 and 1.2: Removed conflicting scripts so now no conflicts will occur with other mods - previously, this was noticeable in cases with specific activators like computers, doors, etc.
- Over 250 lines of new dialogue for Sammy: Player Loot corpse, player pick lock, player steal, player take chems, enter ship with Player, board enemy ship with player, every city and settlement specific affinity dialogue for landmarks within the city (Neon bridge, Ikuchi market, Akila Spaceport, Cydonia working area, Gagarin Landing Statue, Red Mile, Wagoner Family Farm, etc), Random dialogue lines that play upon arrival within the affinity system for each city: Neon, Akila, New Atlantis, Cydonia.
New top level dialogue options for Sammy, so the player has more to talk about while in the ship or out and about with Sammy.
- Give Sammy Aurora
- Difficulty level ramped up where necessary as certain enemies were extremely underpowered. In terms of feel, combat gameplay is much better. This is most noticeable in "Stone Hollow Cave"
- Removed two entries in Don Cino's private terminal that, on a comedic level, just weren't quite up to standard.
- Grounded a floating carpet/ walkway on Campus
- Added a contextual message box upon finishing Sammy's questline informing player of more things to do on Campus.
-
1.1Content Update, V1.1
- Over 250 lines of new dialogue for Sammy: Player Loot corpse, player pick lock, player steal, player take chems, enter ship with Player, board enemy ship with player, every city and settlement specific affinity dialogue for landmarks within the city (Neon bridge, Ikuchi market, Akila Spaceport, Cydonia working area, Gagarin Landing Statue, Red Mile, Wagoner Family Farm, etc), Random dialogue lines that play upon arrival within the affinity system for each city: Neon, Akila, New Atlantis, Cydonia.
New top level dialogue options for Sammy, so the player has more to talk about while in the ship or out and about with Sammy.
- Give Sammy Aurora
- Difficulty level ramped up where necessary as certain enemies were extremely underpowered. In terms of feel, combat gameplay is much better. This is most noticeable in "Stone Hollow Cave"
- Removed two entries in Don Cino's private terminal that, on a comedic level, just weren't quite up to standard.
- Grounded a floating carpet/ walkway on Campus
- Added a contextual message box upon finishing Sammy's questline informing player of more things to do on Campus.
PC
-
1.3Content Update V 1.3
Most noticeable changes:
Added 280 lines of companion dialogue to Sammy (Player Harvests Plant/Animal/Mineral, Overencumbered, Player chem addiction, Player mods weapon/armor, Player creates item, Player takes fall damage, Player decorates outpost, Player Hack Terminal, Player Changes appearance, Player drops useful items, Player Steals, Player pickpockets, Various Spaceships dialogs such as Repair Shields/Spaceship killed/Engines Down..., Go to jail, loot notices, Misc Hellos/Goodbyes, Waiting for Player response, Bleedout, Melee, Post combat, enter combat, drink alcohol, Player Walks Naked, trade, Player use Starborn powers, various planetary hazards [Ie: thermal, radioactive, etc], Zero G.
Player can now ask for items from Sammy
Much more combat dialogue for Sammy from the previous, pitiful pool of two combat lines (now at least 50+ across several contextual situations)
Other Changes:
Replaced a line of dialogue for Sammy that played upon arrival to Akila City. Simply wasn't funny enough and a bit too mean hearted, unfortunately. Sammy will still express his displeasure at the city of Akila but won't be as vociferous about it anymore.
Replaced a line of dialogue in New Atlantis referencing the big tree in the Mast district, Sammy now says "Christmas" instead of "The Holidays". IE: "That's a nice tree. Wonder if they do anything with it durin' Christmas."
Reworked the Atom Statue on Campus to a more professional degree replacing the simple Grav Drive Base with a more sophisticated technological platform.
Covered a seam within Brunhilda's Basement in which the Player and enemies could sometimes fall out of the level
After the initial conversation between the two Bounty Hunters outside Aggie's Bar, there is now a contextual Obj Marker pointing to the Drunken Bounty Hunter for the sake of convenience.
Prettified the campus in several areas
Added decorative planetary rings to the lights in the Park Gazebo Area.
-
1.3Content Update V 1.3
Most noticeable changes:
Added 280 lines of companion dialogue to Sammy (Player Harvests Plant/Animal/Mineral, Overencumbered, Player chem addiction, Player mods weapon/armor, Player creates item, Player takes fall damage, Player decorates outpost, Player Hack Terminal, Player Changes appearance, Player drops useful items, Player Steals, Player pickpockets, Various Spaceships dialogs such as Repair Shields/Spaceship killed/Engines Down..., Go to jail, loot notices, Misc Hellos/Goodbyes, Waiting for Player response, Bleedout, Melee, Post combat, enter combat, drink alcohol, Player Walks Naked, trade, Player use Starborn powers, various planetary hazards [Ie: thermal, radioactive, etc], Zero G.
Player can now ask for items from Sammy
Much more combat dialogue for Sammy from the previous, pitiful pool of two combat lines (now at least 50+ across several contextual situations)
Other Changes:
Replaced a line of dialogue for Sammy that played upon arrival to Akila City. Simply wasn't funny enough and a bit too mean hearted, unfortunately. Sammy will still express his displeasure at the city of Akila but won't be as vociferous about it anymore.
Replaced a line of dialogue in New Atlantis referencing the big tree in the Mast district, Sammy now says "Christmas" instead of "The Holidays". IE: "That's a nice tree. Wonder if they do anything with it durin' Christmas."
Reworked the Atom Statue on Campus to a more professional degree replacing the simple Grav Drive Base with a more sophisticated technological platform.
Covered a seam within Brunhilda's Basement in which the Player and enemies could sometimes fall out of the level
After the initial conversation between the two Bounty Hunters outside Aggie's Bar, there is now a contextual Obj Marker pointing to the Drunken Bounty Hunter for the sake of convenience.
Prettified the campus in several areas.
Added decorative planetary rings to the lights in the Park Gazebo Area.
-
1.2Content Update, V1.2
Diffference between 1.1 and 1.2: Removed conflicting scripts so now no conflicts will occur with other mods - previously, this was noticeable in cases with specific activators like computers, doors, etc.
- Over 250 lines of new dialogue for Sammy: Player Loot corpse, player pick lock, player steal, player take chems, enter ship with Player, board enemy ship with player, every city and settlement specific affinity dialogue for landmarks within the city (Neon bridge, Ikuchi market, Akila Spaceport, Cydonia working area, Gagarin Landing Statue, Red Mile, Wagoner Family Farm, etc), Random dialogue lines that play upon arrival within the affinity system for each city: Neon, Akila, New Atlantis, Cydonia.
New top level dialogue options for Sammy, so the player has more to talk about while in the ship or out and about with Sammy.
- Give Sammy Aurora
- Difficulty level ramped up where necessary as certain enemies were extremely underpowered. In terms of feel, combat gameplay is much better. This is most noticeable in "Stone Hollow Cave"
- Removed two entries in Don Cino's private terminal that, on a comedic level, just weren't quite up to standard.
- Grounded a floating carpet/ walkway on Campus
- Added a contextual message box upon finishing Sammy's questline informing player of more things to do on Campus.
-
1.1Content Update, V1.1
- Over 250 lines of new dialogue for Sammy: Player Loot corpse, player pick lock, player steal, player take chems, enter ship with Player, board enemy ship with player, every city and settlement specific affinity dialogue for landmarks within the city (Neon bridge, Ikuchi market, Akila Spaceport, Cydonia working area, Gagarin Landing Statue, Red Mile, Wagoner Family Farm, etc), Random dialogue lines that play upon arrival within the affinity system for each city: Neon, Akila, New Atlantis, Cydonia.
New top level dialogue options for Sammy, so the player has more to talk about while in the ship or out and about with Sammy.
- Give Sammy Aurora
- Difficulty level ramped up where necessary as certain enemies were extremely underpowered. In terms of feel, combat gameplay is much better. This is most noticeable in "Stone Hollow Cave"
- Removed two entries in Don Cino's private terminal that, on a comedic level, just weren't quite up to standard.
- Grounded a floating carpet/ walkway on Campus
- Added a contextual message box upon finishing Sammy's questline informing player of more things to do on Campus.
-
1.095Changes:
Removed two entries in Don Cino's private terminal that, on a comedic level, just weren't quite up to standard.
Grounded a floating carpet/ walkway on Campus
Fixed a few typos
*Next update, 1.1 - content update -
1.095Changes:
Removed two entries in Don Cino's private terminal that, on a comedic level, just weren't up to standard.
Grounded a floating carpet/ walkway on Campus
Fixed a few typos
*Next update, 1.1 - content update -
1.094HOTFIX PATCH
Most Significant Fixes: - Set Terry as invulnerable until associated scene is complete for the sake of preventing accidental quest blocking bug were the player to shoot immediately
- Set the adventuring party in "One Dragon's Treasure" as momentarily invulnerable to enemy attacks so scene progression isn't potentially blocked following combat sequence
Other Fixes:
- Cleaned up Cino's Mansion, altering the placement of lights previously stuck within a wall
- Added an easter egg to Cino's Mansion
- Cleaned up a gap
- Improved pathing of NPCS in Drake's Cave
- Fixed a couple misc hello dialogues for Liz so greeting lines don't play during Cino's Confrontation -
1.093HOTFIX PATCH
- Cleaned up Cino's Mansion, altering the placement of lights previously stuck within a wall
- Added a couple hidden easter eggs to Cino's Mansion
- Cleaned up a gap
- Improved pathing of NPCS in Drake's Cave
- Set Terry as invulnerable until associated scene is complete for the sake of preventing accidental quest blocking bug were the player to shoot immediately
- Fixed a couple misc hello dialogues for Liz so greeting lines don't play during an important scene -
1.092Added a contextually locked door to Drake's Cave so as to prevent enemies reaching areas inaccessible to the player.
Cleaned up Drake's Cave navmesh/level design slightly for the sake of easier NPC navigation
Cleaned up several instances of z-fighting on the main campus adjacent to the atom statue, carpeted walkway, landing pad, and lounge/yoga area.
Cleaned up a few visual errors/clipping
Removed an artifact in a location's name
Removed a mismatched word in "Genesis" audio slate. -
1.091Important, Look at V 1.09 for some of the most significant improvements made, in short:
Massive lighting improvements across the board, spanning nearly every location
Some pretty major (these visual changes are quite dramatic in some places) cosmetic improvements that transform older, less refined areas (especially noticeable in the more subterranean areas).
Much more clutter, notes (as well as a terminal), environmental detailing, some easter eggs, etc
Added some lines to Sammy, IE: Post Questline misc conversations and more let's go/wait dialogue
...V 1.09 lists all changes in full.
V 1.091 CHANGES:
There was a singular wall that had clipping issues at the research lab, it was very ugly. Fixed.
Just added minor visual polish to a few locations. Nothing major.
Fixed a few typos, grammatical errors
Minor balancing of various enemy types encountered -
1.091Important, Look at V 1.09 for some of the most significant improvements made, in short:
Massive lighting improvements across the board, spanning nearly every location
Some pretty major (these visual changes are quite dramatic in some places) cosmetic improvements that transform older, less refined areas (especially noticeable in the more subterranean areas).
Much more clutter, notes (as well as a terminal), environmental detailing, some easter eggs, etc
Added some lines to Sammy, IE: Post Questline misc conversations and more follow/wait dialogue
...V 1.09 lists all changes in full.
V 1.091 CHANGES:
There was a wall that clipped through the floor at the Research Lab HQ, fixed
Just added minor visual polish to a few locations. Nothing major.
Fixed a few typos, grammatical errors
Minor balancing of various enemy types encountered
-
1.09Most notable fixes and changes:
Added more lines to Sammy (Misc conversations with Sammy post questline, as well as some more follow/wait dialogue)
Improved challenge of several enemies, on top of making them leveled with the player, for a more engaging experience
Vastly overhauled lighting in several areas for a stronger cohesive visual aesthetic - this is most apparent within the research lab, however most locations were touched up in some way or another
Revamped and improved visual aesthetic of several locations - some of these revamps are huge, scenery that I overlooked prior has now gotten the love and attention it deserved. With these changes, I consider each location to be thematically whole, with the visual storytelling to back it up.
Added further environmental detailing - clutter, furnishing, decor, notes, terminals (or rather a singular terminal, "Linda's Personal Computer" to the Xenobiologists HQ), etc - to several locations.
Less apparent, albeit impactful fixes/changes:
Improved scene flow for a few scenes/dialogue sequences
Improved reactivity/sandboxing behavior of a few NPCS on campus
Added several safeguards so as to prevent quest impediments/blocker bugs
Fixed numerous typos
Resolved an issue in which intentionally hostile turrets were not hostile within a certain location.
Resolved z-fighting in a few areas on campus
Gave the statue plaque on campus a unique title
Fixed a few minor gaps and visual errors on campus
Improved the look of the star-gazing lounge on campus
No more free stuff! Player will now be committing a crime for any five-finger proclivities within the Xenobiologists HQ.
Added contextual musical cue in a certain location
Rearranged some resources that were previously inaccessible to the player. Now the player can scan/mine these.
A few vending machines were facing the wrong way in the Xenobiologists HQ, fixed
Added several more easter eggs and fun secrets on campus and other locations
-
1.09Most notable fixes and changes:
Improved challenge of several enemies, on top of making them leveled with the player, for a more engaging experience
Vastly overhauled lighting in several areas for a stronger cohesive visual aesthetic - this is most apparent within the research lab, however most locations were touched up in some way or another
Revamped and improved visual aesthetic of several locations - some of these revamps are huge, scenery that I overlooked prior has now gotten the love and attention it deserved. With these changes, I consider each location to be thematically whole, with the visual storytelling to back it up.
Added further environmental detailing - clutter, furnishing, decor, notes, terminals (or rather a singular terminal, "Linda's Personal Computer" to the Xenobiologists HQ), etc - to several locations.
Less apparent, albeit impactful fixes/changes:
Improved scene flow for a few scenes/dialogue sequences
Improved reactivity/sandboxing behavior of a few NPCS on campus
Added several safeguards so as to prevent quest impediments/blocker bugs
Fixed numerous typos
Resolved an issue in which intentionally hostile turrets were not hostile within a certain location.
Resolved z-fighting in a few areas on campus
Gave the statue plaque on campus a unique title
Fixed a few minor gaps and visual errors on campus
Improved the look of the star-gazing lounge on campus
No more free stuff! Player will now be committing a crime for any five-finger proclivities within the Xenobiologists HQ.
Added contextual musical cue in a certain location
Rearranged some resources that were previously inaccessible to the player. Now the player can scan/mine these.
A few vending machines were facing the wrong way in the Xenobiologists HQ, fixed
Added several more easter eggs and fun secrets on campus and other locations.
-
1.084Crashes should be fixed now.
-
1.083 ExperimentalDIagnosing and fixing crash
-
1.083 failed uploadWifi went out
-
1.083 ExperimentalDiagnosing and fixing Crash
-
1.082 ExperimentalDiagnosing Crash Fixes for Xbox, V 1.083 will be out shortly after
-
1.082 ExperimentalDiagnosing reason for crash.
-
1.082V 1.082
Improved Combat AI of several Enemies
Refined Crime Responses of Several NPCS
Refined several scenes
-
V 1.082, Failed Upload== Describe this release ==
-
1.081V 1.081
Removed various floating objects found here and there
Added several safeguards to the research lab such that certain actions don't impede quest progression -
1.08V 1.08
Fixed a set of corrupted textures on Campus
Resolved several quest blockers that may have occurred due to the player acting in unanticipated ways
Fixed two crashes that may have occurred during the quest, "Weekend at *** *****."
Added a contextual objective fail during the quest "The Delivery." -
1.07V 1.07
-Reduced frequency of idle/hello lines of various npcs
-Fixed a few typos -
1.06V 1.06
Renamed a certain ship
Added facial variation to various NPCS
Refined some scripting across a couple of quests that needed it
Removed the discovered tag from an undiscovered location -
1.05V 1.05
Added consistency between music tracks across several locations
Increased the challenge of several enemies for a more engrossing experience
Cleaned up the placement of various objects across several locations
Minor bugs fixed across all platforms -
1.04V 1.04
Resolved various clipping issues
Switched out hopper aliens to pack quadrapeds
Fixed several minor quest inconsistencies
Improved pacing/flow of one scene
Fixed Sammy Dismiss Audio not working for Xbox
Removed fast travel in various interiors -
1.03V 1.03
Fixed Alien Aggression for two specific aliens
Fixed NPC Posing issues in Research Lab
-
1.02V 1.02
Patch Notes: Added a contextual obj completion during a certain quest
Corrected Bed Interactivity on a certain bed
Corrected Lighting in a certain building
Corrected NPC Poses during a certain quest
Corrected Typos
Added missing audio line to "Sammy"
Corrected aggression stats of specific aliens -
1.00V 1.0
Initial Release. -
1.00Nothing important
Additional Screenshots Available
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Starfield Mod Review - Sammy and the Lab of Nightmares
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Mod Information
- Published
- Jan 20, 2026
- Last Updated
- Jul 21, 2026
- Platforms
- Playstation, PC, Xbox