[RELz] RobCo Certified v2

Post » Sat Feb 19, 2011 9:40 am

Just any file host, like Rapidshare.
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Manuela Ribeiro Pereira
 
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Post » Sat Feb 19, 2011 9:41 am

As i mentioned on FON, i'm having issues with packing up robots and then moving to another area -- this causes my game to crash spectacularly. Though it probably won't help you, i've got a video of it happening. Does anyone have any idea what could be going wrong?


It looks like the masterlist.txt that BOSS-F uses is old. You can find the current version here http://code.google.com/p/better-oblivion-sorting-software/source/browse/data/boss-fallout/masterlist.txt. On a different note I had a robot start shaking violently then shoot up into the air and disappeared over the horizon never to be seen again. But I didn't get that on video and it isn't a RobCo Certifed bug.
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Lalla Vu
 
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Post » Sat Feb 19, 2011 6:16 am

I'll update BOSS a \nd run it again as soon as i can get back to my main PC, but it'll be a bit -- i've got a puppy to tend to!
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James Wilson
 
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Post » Sat Feb 19, 2011 3:06 am

I wouldn't want a puppy to suffer on my behalf. For the people who had problems with the malfunction repair dialogue, a fixed version's up.
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Erin S
 
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Post » Fri Feb 18, 2011 7:28 pm

Just thought I'd drop a line to say that I finally got around to playing with V2 of RC . . . along with the FWE patch. The upgrade process wen't off without a hitch! Anyway, it's been great fun. I started as a mad scientist / evil mechanic using FWE's alt starts recently (been wanting to do that for a while) and got a little legion of protecterons following me clinkity-clanktly around the wastes. Great times!

I did notice that you changes the perks skill requirements to use repair exclusively? I kinda liked the blend of reapir + science, but I realize science is used with some of the other new features/upgrades now.
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Manuel rivera
 
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Post » Sat Feb 19, 2011 3:41 am

You need a changelog or something :P

edit: there's one in the readme, I meant on here. :)

Oh and will there be an EVE patch? I want one of those enclavey-shieldy-bots.
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Misty lt
 
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Post » Sat Feb 19, 2011 6:24 am

Updated BOSS and finally got a break from Puppy watch, still crashed. Sending you the .rar now...
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Trent Theriot
 
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Post » Sat Feb 19, 2011 7:15 am

Just thought I'd drop a line to say that I finally got around to playing with V2 of RC . . . along with the FWE patch. The upgrade process wen't off without a hitch! Anyway, it's been great fun. I started as a mad scientist / evil mechanic using FWE's alt starts recently (been wanting to do that for a while) and got a little legion of protecterons following me clinkity-clanktly around the wastes. Great times!

I did notice that you changes the perks skill requirements to use repair exclusively? I kinda liked the blend of reapir + science, but I realize science is used with some of the other new features/upgrades now.
Er, it still requires Repair and Science. Perhaps it only shows the first two conditions on a perk? I know that on most of them now the Repair/Science conditions come after the HasPerk one, which doesn't actually show up. Either way, something new to file under "Quirks of perks".

You need a changelog or something :P
edit: there's one in the readme, I meant on here. :)
Oh and will there be an EVE patch? I want one of those enclavey-shieldy-bots.
Yeah, I kind of do.
For the EVE patch... I want one too, but patches, thousands of patches, oh god. I'm currently doing RobCo Impervious FWE, to give the bots an Impervious-Power-Armour like effect so they survive raider fire, and I've got to do a Zeta version of it, then that'd add EVE/EVE-IPA/EVE-FWE/EVE-FWE-IPA combinations. People wouldn't feel too aggrieved if I just went "screw y'all" and made a 'This is my mod loadout' patch for Zeta+FWE+EVE+IPA, right? I imagine, sans IPA, most people have all three and it wouldn't be too hard to make an IPA-less one once I've decided to actually make one big combined patch.

Updated BOSS and finally got a break from Puppy watch, still crashed. Sending you the .rar now...
Checked, and it worked fine for me. Our mod lists aren't different enough that there should be a mod-side thing responsible.
Just checking, is this the first time you've taken them out of the "Follow" state? Because that used to cause crashes on old versions of FOSE, but...
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Craig Martin
 
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Post » Sat Feb 19, 2011 1:34 am

Er, it still requires Repair and Science. Perhaps it only shows the first two conditions on a perk? I know that on most of them now the Repair/Science conditions come after the HasPerk one, which doesn't actually show up. Either way, something new to file under "Quirks of perks".

Yeah, I kind of do.
For the EVE patch... I want one too, but patches, thousands of patches, oh god. I'm currently doing RobCo Impervious FWE, to give the bots an Impervious-Power-Armour like effect so they survive raider fire, and I've got to do a Zeta version of it, then that'd add EVE/EVE-IPA/EVE-FWE/EVE-FWE-IPA combinations. People wouldn't feel too aggrieved if I just went "screw y'all" and made a 'This is my mod loadout' patch for Zeta+FWE+EVE+IPA, right? I imagine, sans IPA, most people have all three and it wouldn't be too hard to make an IPA-less one once I've decided to actually make one big combined patch.

Checked, and it worked fine for me. Our mod lists aren't different enough that there should be a mod-side thing responsible.
Just checking, is this the first time you've taken them out of the "Follow" state? Because that used to cause crashes on old versions of FOSE, but...


I've done a complete reinstall, so this mystery is solved so far (at the expense of my character, but whatever).

EDIT: Oh my, i'm running FOSE v1.2 beta 1, the newest version is Beta 2. Consider that updated.

Sorry for all the trouble, Talkie. This mod is excellent!
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Mark Churchman
 
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Post » Sat Feb 19, 2011 9:40 am

I'm having a strange issue: I can't use the issue command item. It keeps saying that Companions are locked. I don't understand why, either. I've passed the main quest, but that hardly seems like a reason for it to outright stop working.
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Campbell
 
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Post » Sat Feb 19, 2011 10:10 am

Hm, they're supposed to lock during quests where your gear gets taken away and unlock when you get it back- have you just entered/left Raven Rock?
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Judy Lynch
 
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Post » Sat Feb 19, 2011 6:44 am

Ten saves ago. Well, at least ten. CASM takes care of most of my saving. But I know that I was just storming the rotunda in the final quest 21 saves ago. So... Maybe 50? It was over a hour since the auto save in raven rock level 3(which I think was exiting, not sure, will check) and the manual save(which was save 157), but I don't remember it saving much during the trip with the big man, so...
I'm rambling.

Been a long time since I exited raven rock. 3 game hours, but I don't know if the game counts time with the esc menu open as game time, so maybe less actual playing.
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Enny Labinjo
 
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Post » Fri Feb 18, 2011 6:40 pm

Eh, something's buggered up then. Never mind, you can fix it with "Set CoreVanishLock to 0" in the console. I'll put that in the readme when I update.
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Invasion's
 
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Post » Fri Feb 18, 2011 6:17 pm

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.
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Tyrel
 
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Post » Sat Feb 19, 2011 12:55 am

Loving the new Teslatrons. Haven't tried the ripper-hands upgrade yet, the idea of using my bots in melee isn't really my taste, but it looks great nevertheless. Can't wait to see what you have coming in the future.
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Kari Depp
 
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Post » Sat Feb 19, 2011 1:31 am

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.

---
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.
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Philip Rua
 
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Post » Sat Feb 19, 2011 8:04 am

I like the junkbots :D Maybe have like an Eyebot body with the handy/gutsy arms...

sort of out of the direct scope of building bots, but on the topic of scrap and robots, it'd be cool if you could harvest like the torso from a sentrybot or protectron as a worn armor, or a handy saw arm as a makeshift ripper/autoaxe.
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Rinceoir
 
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Post » Sat Feb 19, 2011 7:34 am

Love the crazy bot scientist robo-maker stuff.
It'll give my tinkerer tons of stuff and stuff to be unique in the wastes.
Kudos for comming up with even more stuff. :foodndrink:


As for my problem with the omni-patch...yeah I had a merged patch at the end of the Loadorder.
Tried various combos, With merged without the merged. It's always the same result.
Must be something different.
Oh well, since I started a new non tinkerer character, it can wait.
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Emma Louise Adams
 
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Post » Fri Feb 18, 2011 7:18 pm

How odd. I'll double-check if anything's wrong. It's not even CTDing on start or on load, it's just... not getting anywhere?

E: Found a couple of dialogue condition bugs in the Omnipatch, there's a provisional update http://rapidshare.com/files/414928642/RobCo_Certified_v2_Patch_Pack.zip, although I don't know if that's a severe enough bug to really cause hang.
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Trevi
 
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Post » Sat Feb 19, 2011 8:16 am

I found a repeatable CTD caused by the Companion Controller in CompanionCore.esm.
I was getting a CTD during a cutscene in which Player.RemoveAllItems is invoked, Alien Abduction scene in specific.
Moving it into a container and back also caused a CTD.

Setting it to "QuestObject" allowed the abduction to play out normally.
I have no idea what exactly is causing the CTD in the scripts, yet.

I looked at this one as it appears new compared to the previous RobCo Mod.

I hope this is some help.
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Johanna Van Drunick
 
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Post » Sat Feb 19, 2011 8:27 am

New, custom robots? I've died and gone to robot heaven! This mod has been in my load order since it's initial release, and I can't wait to see what amazing things you do with it in the future.
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TOYA toys
 
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Post » Fri Feb 18, 2011 11:29 pm

Moving it into a container and back also caused a CTD.
I'd written scripts to handle the player dropping it, but not to handle them putting it in a container :/.
E: No, I had, but they didn't work.
If it's flagged as a quest item, you can't hotkey it and as such it's kind of useless. I'll fix the script and update.
Now this is like double-weird. The empty sound file I was using to block the item from making a sound on equip killed every script in the mod if you dropped the item. But not when you equipped it. :bafflement:
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Jade Payton
 
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Post » Sat Feb 19, 2011 10:00 am

QUOTE != EDIT
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Melanie
 
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Post » Sat Feb 19, 2011 10:21 am

Oh and glad you posted on this thread finally, I downloaded the new version a day ago and kept wondering the heck my issue commands went... :P
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Doniesha World
 
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Post » Fri Feb 18, 2011 7:49 pm

Tried the update and still the same.

The sliders at the beginning slide endlessly and the music is playing and ..well not going anywhere.
Not like your typical crash at start.
The first time I get this kind of hanging.

My guess would be the combination of EVE-FWE-WMK that i have!
Will take a closer look!
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suniti
 
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