I tried to apply the Omni patch to my Game since I have all the requirements FWE-EVE-ZETA, and I am stuck with the slider menu and music every time i active the O-Patch in FOMM and start a game! :confused:
Following the read-me i deactivated the older FWE Patch.
Odd, perhaps it's getting confused with what should have priority over what. Are you using a merged/bashed patch?
Oh, I should probably note the changes:
Changed the Issue Command aid item to a 'Companion Command' apparel item, to match FWE's system and make sure it was obvious it was for Companion Core.
Added a bunch of tools- the http://www.fallout3nexus.com/downloads/images/712-1-1282502260.jpg (automatic wrench), Absorbent Goo Grenades (give weakness to fire/energy to people hit so they're more vulnerable to your bots) and the http://www.fallout3nexus.com/downloads/images/712-2-1282502261.jpg (used to hack enemy bots, designate targets for your own improving their accuracy, and buff your own). The Remote model is currently only a placeholder- CuteUnit's so far made three new models for it each more spectacular than the last, and one of the iteration should hopefully make it into v2.4.
http://www.fallout3nexus.com/downloads/images/712-3-1282502261.jpg are in as an upgrade, along with http://www.fallout3nexus.com/downloads/images/712-5-1282502262.jpg as a Protectron upgrade. Former does hefty melee damage, latter has some decent armour on it. Ripperhands are quite killer when used with the Disable Safeties function of the RobCo Remote- it buffs crit chance and armour on your bots, but means the robot's powerplant detonates if they die, which for a melee bot is actually an advantage.
Mister Handy and Robobrain weapon wielding has been altered, so now you just open inventory and give them things, like with regular human companions. They can still only use particular types of weapons (any 1h for the handy, pistols and rifles for the brain). This also means you can keep a Mister Handy around lategame for storage purposes.
There's also some under the hood tweaks for reliability and competence, like upping bot turn speeds and altering how the Attack This NPC command works so it actually does something out of combat. Robot HP has also been standardised- everything has 100 + 2*Repair HP, and the different types have different levels of armour instead (Light = Handy, Medium = Protectron, Gutsy, Aliens, Heavy = Robobrain, Teslatron, Lt. Gutsy, Fortified = Sentry). This makes it easier to make mods tweaking robot durability as rather than editing the script, you can just change the values on the armour abilities.
...And as a result, there's an Impervious Power Armour patch that lets your bots shrug off weak attacks, and a new Omnipatch that covers FWE-EVE-ZETA and fixes weapon balance and makes Lt Gutsy a Tier 3 robot.
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Next update will add an entire new perk tree to the mod- the Crazed Inventor -> Mad Scientist tree, all about making new bots from scrap. CuteUnit's making some incredible new stuff, I've sort of hashed together a bunch of crude junkbots (ironically, my crude mesh editing skills are almost an advantage there). So you'll be able to construct http://img202.imageshack.us/img202/6302/hoverbrain1.jpg on the fly with just Brains and Robot Spare Parts, and use Fission Batteries and Robot Spare Parts to turn http://img843.imageshack.us/img843/8673/ovenbot.jpg into cheap and cheerful robot minions that, whilst weak, are plentiful and have a higher chance of keeping their fission batteries on death so you can easily rebuild them. Some will be straight-up combat robots, others will have different uses (like the Safebot providing storage and mobile cover, or the Jukebot buffing nearby allies). I might post a WIP thread for this bit as I'd like some ideas and suggestions.