INTRODUCTION
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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*
Credits:
http://www.fallout3nexus.com/downloads/file.php?id=712,
http://www.fallout3nexus.com/downloads/file.php?id=1625