[RELz] Robco Certified Buildable Bots patch

Post » Sat Feb 19, 2011 4:04 am

http://www.fallout3nexus.com/downloads/file.php?id=3097
INTRODUCTION


PS: No i'm NOT enabling comments or ratings on the FO3Nexus download site, due to the staggering immaturity and unwarranted flaming on FO3Nexus. Post your comments here instead :)

INTRODUCTION

Are you a scientific character that likes robots? Well, your in luck, as there are two mods for you to enjoy: Robco Certified and Buildable Bots. Though heres the question... which one to use? RC? BB? RC? BB? well, now comes a third option: BOTH!

Introducing Robco Certified Buildable Bots, a bridge mod between two simply awsome mods.


WHAT THIS DOES

This mod bridges any compatibilty and/or feature gaps between the two, all while continuing to maintain a (somewhat) ballanced game between the two. Along the way, I also add my own very unique flavor to the game as well.


Installing:

This mod requires that you have the following two mods: http://www.fallout3nexus.com/downloads/file.php?id=712, AND http://www.fallout3nexus.com/downloads/file.php?id=1625

Once you have both of the forementioned mods, simply place the ESP file contained in the rar into your data folder and enable it (if you have both mods installed, you should know how to install this one)

Uninstalling

Unfortunately this can be a bit of a problem. Namely with energy sentry bots. Energy sentries, weither they be Elite, Robco, or even Vanilla, have ERPPCS instead of Missile launchers. so when the mod is disabled they take these weapons away and don't replace them.

One quick fix is to enter the console (~ key), click on the robot in question, then type "Resurrect". This will reload the robot with all of its health, default weapons, etc.
with elites though you will have to re-upgrade them if you do this.

Another alternate method with elites is to do the above code, but instead of typing "Resurrect", type the following instead:

Additem ChiSentryBotMissileLauncher2HL (level 1 missile launcher)

Additem ChiSentryBotMissileLauncher2HLUpgrade01 (Level 2 missile launcher)

Additem ChiSentryBotMissileLauncher2HLUpgrade02 (Level 3 missile launcher)


FEATURELIST/CHANGELIST

- Buildable Bots are now called "Elite" Robots (Elite protectron, Elite Robobrain, etc.), because they have more features, and better health and weapontry than the scavenged robots (hereby refered to as "Robco cert robots"). This is also done to tell them apart from robco cert. robots.

- Elite robots have the same skin as robco cert robots, to prevent players from confusing them with wild robots. Elite robobrains now bear the vault tech logo. This also makes Elite robots compatable with any robco cert retextures.

- Enemy robots now drop parts when killed by Robco Cert. robots.

- Robco cert. robots now drop parts when they die.

- you can now scavenge robots with either vanilla scrap metal OR BB spare parts (NOT weapon parts)

- Elite robots now gain health and skills equal to your science and repair, just like the robco robots. Elite robots however have a 2.5 health modifier instead of simply a 2x health modifier.

- To ballance desirability of robco robots vs. elite robots, Health multiplier on Robco Cert robots has been dropped from 2 to 1.

- Sentry bots (both Elite and Robco cert.) are now identified by the type of right arm weapon they use (Minigun weilding sentrybots are called "Ballistic" sentry bots, while Gatling laser sentry bots are called "Energy" Sentry bots.)

- Building list for Elite robots has been modified, namely on sentry bots and robobrains. This is for balance reasons. Exact details are as follows:

* Robobrains now require a laser rifle instead of a laser pistol. Now there is an actual reason to produce Elite Protectrons vs Elite Robobrains.

* Energy Sentry Bots now require a gatling laser instead of a laser rifle. This is to make scavenging fallen Energy Sentrybots more desirable.

* Ballistic Sentry Bots now require 4 Miniguns instead of just 1. This is to offset the preceding change to Energy Sentrybots.

(NOTICE: if you run the diagnostic programs on the robobrain and energy sentry bot, they will still function as they do in the normal version of Buildable Bots. This is because I do not have access to BB's voice actors to make the change. A notice has been added to the diagnostics screen from the "Staff" to alert you to this change in case you forget)

- Elite robots will now teleport to you if they fall too far behind, if they are not dead, and they are not currently in combat. Just like the robco robots do. This is to prevent the elite robots from "Conga Lining"

- BONUS! Both robco robots and Elite robots will cause npcs they kill to drop ears/Fingers if the player has the appropriate perk.

- BONUS! The bench in the robot lab can now chop weapons for weapon parts. Viable weapons are non-unique weapons (like the victory rifle, ol' painless, alien blaster, etc.), non crafted weapons (Like the railway rifle, Rock-it launcher, etc), and weapons not used in robot assembly (missile launcher, Plasma pistol, minigun, etc). Also, it only takes small guns, and the plasma rifle if you wish to use that.

- BONUS! Energy Sentry bots will now fire an ERPPC (Okay... the liberty prime laser >_>) instead of missiles.

- Better Reaballance of the robots:

(note: some of the above has already been mentioned)

-robobrains and sentry bots are harder to produce, putting more reliance on Protectrons (whereas the vanilla BB had almost no reason to build a protectron vs a robobrain, or an energy sentry vs a balistic sentry.)

-Elite Ballistic sentry has been nerfed. Dispite the fact that B. Sentry bots now require 4 miniguns instead of 1, it is still waaay too easy to produce them, as miniguns are far too common (just do a little DC diving, and you'll wind up with enough for 1 or two of them). Also this gives you an actual reason to use scavenged Ballistic Sentry bots as default balistic sentry bots are rather rare and therefore robco B. sentry bots are NOT nerfed.

- Because of the rarity of gatling lasers and Plasma pistols (which really only appear after the waters of life quest), Elite Energy Sentrys and Mr Gutsys have been buffed (Energy Sentrys in particular have been buffed dramaticly)

- Robco robots have been nerfed (especially protectrons), but only in terms of health (They used to have a small base health plus x2 your repair skill. Now they have just a small base health and 1x your repair skill. Protectrons don't even have a base health, so expect them to die a lot.). This is to make their use limited to "Temporary, expendable automatons" as opposed to dedicated soldiers like the elites. However, rarer robots like Sentry bots, and Mr. Gutsys, although nerfed, sitll have quite a bit of health on them, and are still very desireable to salvage since the parts for energy sentries and mr. gutsys are really rare.

- To further this idea, the robco robot limit has been DISABLED by default. it can be reenabled, but given the carefully ballanced nature of this mod, it's rather pointless as it does NOT effect elites anyway.

TODO:


- BONUS! Ballistic Sentry bots can have their missile launcher switched out for a grenade shotgun that shoots 7 grenades on a 4 second fuse. L1 is frag, L2 is Plasma, L3 is Nuka. (I have tried to implement this, but whenever I do, the sentry bot will not fire its secondary weapon. even if I force equip it with equipitem command. I left the weapon and dialogue commands in if anyone can get them to work properly, though the dialogue options have been removed via inserting a condition that makes it impossible for it to show up. if you remove this condition, it will be possible to once again have them switch out their missile launchers)

- Elite robots will be able to use Robco Cert. Upgrades (Elite Robobrains will be able to hold weapons, Elite energy sentries will have gamma gatling, etc.) Also elites will come with these upgrades by default. - Waiting for Robco Cert. V2.

- More sensable elites, using cover - Robco Cert v2, though might be possible now.

- Elites repariable via the wrench - Robco Cert V2

- Robco spare parts will be replaced with Buildable spare parts (already implemented, but in V2 the venders that sell robco spare parts will sell BB spare parts instead)

- *BELOW IS A CHEAT, DO NOT READ IF YOU DO NOT WANT TO KNOW HOW TO DO THIS CHEAT*


Spoiler
Remove an exploit that allows you to destroy a robot, scavenge the parts, scavenge it, then repeat over and over again.



Credits:

http://www.fallout3nexus.com/downloads/file.php?id=712,
http://www.fallout3nexus.com/downloads/file.php?id=1625
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lolly13
 
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Post » Sat Feb 19, 2011 1:46 am

Interesting.

I'll definitely be using this for my next sciencey/repairy character. :D
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FITTAS
 
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Post » Sat Feb 19, 2011 12:45 am

Oh, one more note I forgot to add:


make SURE this mod loads AFTER robco certified and Buildable bots.
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Adam Baumgartner
 
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Post » Fri Feb 18, 2011 8:18 pm

This was GREAT news to wake up to.
I hope you get full support from TT and Wilm.

Last night before I went to bed I started to reinstall BB... but decided not to.. wanted to wait just a bit to see what was going to come of some of these compatability issues, the need for FOSE for V2 of Robco and what not.

As of now, I don't need to wait any longer.

Thank you very much. :)
http://webpages.charter.net/moondookie/kudos.jpg

make SURE this mod loads AFTER robco certified and Buildable bots.


lol. That is a given...BUT I suggest modders always ALWAYS write the docs with the lowest common denominator in mind.
Keep it simple as possible.

Have you considered repackaging BB & RC with your merge mod as a release so "lowest common denominator" mod use can plug and play?

Also... one silly question... Er.. uhm... download link??
I did find the mod on Nexus, but it is missing in the OP. :P

http://www.fallout3nexus.com/downloads/file.php?id=3097.
217 views and 30 downloads within 30min... good Job! :)
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Jimmie Allen
 
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Post » Sat Feb 19, 2011 8:45 am

Hey, this will make it easier now. Thank you.
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dell
 
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Post » Sat Feb 19, 2011 12:04 am

This was GREAT news to wake up to.
I hope you get full support from TT and Wilm.

Last night before I went to bed I started to reinstall BB... but decided not to.. wanted to wait just a bit to see what was going to come of some of these compatability issues, the need for FOSE for V2 of Robco and what not.

As of now, I don't need to wait any longer.

Thank you very much. :)
http://webpages.charter.net/moondookie/kudos.jpg


I tried messaging either of them before the release, but I got a response... from neither. Still, I have very little doubt that either will come after me with knives and pitchforks ;)

Still, Wilm: I have one request for you...

please stop putting the version number on the ESP itself, as it might cause future conflicts, and with no FASH/FISH/whatever, I have no idea on how to change the master file. thats all.

lol. That is a given...BUT I suggest modders always ALWAYS write the docs with the lowest common denominator in mind.
Keep it simple as possible.

Have you considered repackaging BB & RC with your merge mod as a release so "lowest common denominator" mod use can plug and play?


erm, no. That WOULD lead to a lot of complication. Also, that probably would get me into some trouble with either modder for redistributing their mods without their permissions.

Also... one silly question... Er.. uhm... download link??
I did find the mod on Nexus, but it is missing in the OP. :P

http://www.fallout3nexus.com/downloads/file.php?id=3097.


WHOOPS! I knew i forgot something ! Funny how I always do.
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Jack Walker
 
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Post » Sat Feb 19, 2011 7:15 am

I tried messaging either of them before the release, but I got a response... from neither. Still, I have very little doubt that either will come after me with knives and pitchforks ;)

erm, no. That WOULD lead to a lot of complication. Also, that probably would get me into some trouble with either modder for redistributing their mods without their permissions.


Thanks for the quick replys. I hadn't realized that a rerelease would be an issue... tells you what I know.

Ok.. have to stop chatting and install BB and then your mod. :)
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Steven Nicholson
 
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Post » Sat Feb 19, 2011 8:55 am

Great concept on the mod, just one quick 'crazy' idea. Any chance of adding the Nuka Cola skinned robots, as seen at the robco factory. I just really like the way those look.
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Sunny Under
 
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Post » Sat Feb 19, 2011 8:44 am

Great concept on the mod, just one quick 'crazy' idea. Any chance of adding the Nuka Cola skinned robots, as seen at the robco factory. I just really like the way those look.


I've had the same thought... but don't know where to get those skins or how to extract them.
Though the provided skins look cool and I'm not knocking them in any way, it would be nice to have some optional skin packs down the road.

The Enclave Commander crowd will want some flat black bots, red outcast, blue BoS or other faction schemes...
The Dr. Who people will eventually want Dalek looking bots...
Joe Wierdo will want everything in purple and orange paisley patterns...

Being the only Wastelander with premo robotics skills, a Nuka Cola texture scheme would be very cool and Role Play friendly.

I'm going to hazard a guess that it would not be too hard to do, if it is just a matter of finding the right textures and overwriting the existing texture files... in 3 mods. :P Nah.. simple snimple. Give me 30 sec to learn to use the GECK and get it released. :grad: :shakehead:
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Daramis McGee
 
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Post » Sat Feb 19, 2011 2:01 am

I've had the same thought... but don't know where to get those skins or how to extract them.
Though the provided skins look cool and I'm not knocking them in any way, it would be nice to have some optional skin packs down the road.

The Enclave Commander crowd will want some flat black bots, red outcast, blue BoS or other faction schemes...
The Dr. Who people will eventually want Dalek looking bots...
Joe Wierdo will want everything in purple and orange paisley patterns...

Being the only Wastelander with premo robotics skills, a Nuka Cola texture scheme would be very cool and Role Play friendly.

I'm going to hazard a guess that it would not be too hard to do, if it is just a matter of finding the right textures and overwriting the existing texture files... in 3 mods. :P Nah.. simple snimple. Give me 30 sec to learn to use the GECK and get it released. :grad: :shakehead:

sorry, i'm not a texturer or modeler.. just a light scripter/misc modder.
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Lisa Robb
 
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Post » Sat Feb 19, 2011 9:04 am

i might have missed up but do you need to be robco certified in order to make the buildable elite bots?
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Chris Cross Cabaret Man
 
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Post » Sat Feb 19, 2011 8:31 am

Thank you. wonderful mod, now I can go back to roleplaying my insane Dr. Robotico with all sorts of fun addons. I look forward to any updates you choose to work on.

::static voice:: And now, the Continuing adventures of Dr. Robotico! and his loyal assistant, Protectron! in today's episode, Tenpenny Trouble!

Edit: on a side note, nice avatar! sanity is for the weak!
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dav
 
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Post » Sat Feb 19, 2011 4:03 am

i might have missed up but do you need to be robco certified in order to make the buildable elite bots?


no you do not. I might make that a requirement though in a future release... or I might not.
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emily grieve
 
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Post » Sat Feb 19, 2011 7:36 am

Installing:

This mod requires that you have the following two mods: Robco Certified by TheTalkieToaser, AND Buildable Bots by Wilm0chimp.

Once you have both of the forementioned mods, simply place the ESP file contained in the rar into your data folder and enable it (if you have both mods installed, you should know how to install this one)


Stupid question I have here, but what should we do with the other mods ESPs? Do we not install them and just install your ESP, or do we install all 3 of the mods esps and enable them all?
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sarah simon-rogaume
 
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Post » Sat Feb 19, 2011 6:11 am

no you do not. I might make that a requirement though in a future release... or I might not.



it might be a good idea. otherwise there is no point in taking the robco perks if the best robots dont need them. kinda nerfs the robco mod althogether. thanks for combining these. i was using robco but now i can use both of them.
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Greg Swan
 
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Post » Sat Feb 19, 2011 11:46 am

Stupid question I have here, but what should we do with the other mods ESPs? Do we not install them and just install your ESP, or do we install all 3 of the mods esps and enable them all?


Enable them all. All 3 .esp need to be checked.

Both RC and BB need to be fully installed as if you were using them individually, meaning normally.
Then you just drop RCBB in on top them. Make sure RCBB .esp is last in the load order of the 3 mods.

Think of RCBB is a "merger" patch... with a couple extras. :)

I use this load order:

RobCo Certified.esp
BuildableBots v0.3a.esp
BuildableBots Robcert. addon.esp

I ran into a little problem on not being able to repair all but the first rank of wasteland bots, until I used the above load order.
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Queen
 
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Post » Sat Feb 19, 2011 11:20 am

@Rylasasin
An FYI/Bug report... sorta.

I use this load order:

RobCo Certified.esp
BuildableBots v0.3a.esp
BuildableBots Robcert. addon.esp

I ran into a little problem on not being able to repair all but the first rank of wasteland bots, until I used the above load order.


So far I have not run into any problems other than a load order issue. I wasn't thoroughly versed with BB before using your merger mod, so it will be unclear as to which mod is doing what. But, I did run into the above problem and have found that this load order is the only way for me to make repairing wasteland Sentry, Brains and Gutsy's work correctly.

Has anyone else had issues with a different load order?
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Esther Fernandez
 
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Post » Sat Feb 19, 2011 12:11 am

Hm, everytime I repair my Mr. Handy I get 60 Flamer Fuel and some parts.. and he dies *a lot* - almost feels like cheating =/ any chance that robots only drop loot ONCE?
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maya papps
 
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Post » Fri Feb 18, 2011 10:38 pm

I find it stupid that the RobCo robots automatically regenerate health after each battle. Can you make it so you have to maintain them please? In addition to this, it'd be cool if you made it so when you first initially revive them as well, certain robots require parts that are required to build them, but require far less then building from scratch and it is randomized which part is needed. Oh and, I fully agree with the post above me.
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Dagan Wilkin
 
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Post » Sat Feb 19, 2011 2:00 am

Hi!

I really really want a mine laying robot. I love land mines but find far too few situations where their use is practical. However, I think if I can command a somewhat autonomous and inconspicuous little robot to drop a line of mines for me, that would be marvelous. Imagine, if you will:

You are skulking down a dark subway tunnel, and suddenly get an uneasy feeling. You look through your scope, and sure enough there's forty feral ghouls all grunting and posturing down at the end of this tunnel. Oh crap, you knew feral ghoul rampage wasn't the brightest idea! Anyway, never fear, pop some tasty chems and pull out your trusty Robco Mine Buddy Minelaying Robot! Just load a stack of mines, target some ghoul in V.A.T.S. and let her fly! As your bot travels towards your victims, either in a zig-zag pattern or a straight line, it drops perfectly spaced landmines to blast to bits any svckers who dodge your hail of bullets long enough to run towards you. The feral ghouls are too stupid to realize that the funny looking piece of metal meandering their way is a threat, that is until it explodes in their midst! YEAH!!!

Get it? Whaddaya think? Awesome, right!! I'd make it myself if I had the slightest clue how. I do have a couple of design ideas, however. I think that the 'tank tread' type motivators from the brain bots (or a smaller version thereof), coupled with a sensor unit, a liitle scrap metal, and a few other robo-bits would probably make this a relatively uncomplicated bot to operate or construct. It should be relatively heavy, and valuable, and have a few different basic settings to control its behaviour.

Ok, that's the long and short of it - anybody interested?
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Charity Hughes
 
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Post » Fri Feb 18, 2011 9:15 pm

firstly is this still needed or has it become out of date through updates to robco certified?
secondly if not then any chance of this being continued?
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Taylor Bakos
 
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Post » Fri Feb 18, 2011 8:24 pm

I did not know the second mod existed. :D
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Pixie
 
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Post » Sat Feb 19, 2011 3:03 am

firstly is this still needed or has it become out of date through updates to robco certified?

Updates to RobCo Certified? Have you looked at the Action Log on the FO3Nexus description page? The current version of Robco Certified, 1.21, was posted on December 2, 2008. The currently available version of Buildable Bots was posted on December 31. Any further "changes" listed for either mod are only picture uploads, or description changes, not updated files. This mod was posted on January 17, or after the current version of both mods it makes work together.

So, no, it is not 'out of date'. Why does it need 'continuing', in your view? Just curious.
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Undisclosed Desires
 
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Post » Fri Feb 18, 2011 7:52 pm

oh right thanks i just saw the last update robco as some time in april though of course forgot to look at when the actual file was uploaded so thanks for that
and at the bottom of the page the modder anounced his future plans and some of them sound great so just wondering if it was gonna happen, not that it was needed just interested
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Grace Francis
 
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Post » Sat Feb 19, 2011 11:50 am

Wow, nice, definitly downloading this soon.

A couple of questions though..

I this compatable with Phalanx and its companions?

In the event that the game does a fire-all to your companions (such as when the Enclave abducts you), what happens to the robots?

Do the new miniguns that FOOK introduces (perforator and others) count as miniguns to build robots with?
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Sunny Under
 
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