[RELz] RobCo Certified v2

Post » Sat Feb 19, 2011 3:23 am

I've figured out a possible reason- the list of masters on the Omnipatch is in a weird order, going Zeta -> EVE.esp -> Core -> RobCo. If you've not MasterUpdated EVE, it could be getting confused. Or it could just be getting confused anyway. I've uploaded a fixed patch pack to Nexus which reorders the masters, which probably ought to do it?

Also uploaded is a copy with a fixed Companion Core which shouldn't cause errors when Command is dropped or removed.
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Lisa Robb
 
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Post » Fri Feb 18, 2011 7:02 pm

EVE just won't sit right in my load order. Do you plan to support a "Just FWE" patch, at all?
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Dan Endacott
 
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Post » Sat Feb 19, 2011 7:44 am

There's one in the Patch Pack, I've just updated the Nexus page to mention that (it got edited off accidentally a few days ago).
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Jacob Phillips
 
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Post » Sat Feb 19, 2011 3:29 am

Yup, works now!

Great work there maestro! :celebration:
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Marine Arrègle
 
Posts: 3423
Joined: Sat Mar 24, 2007 5:19 am

Post » Sat Feb 19, 2011 2:35 am

Got an annoying bug, and a little confusion with the first Mechanist edition quest...


1: Just repaired a protectron, but as soon as I try to talk to, after it finiches its sentance, and goes back to the talk window, all thats there is the Companion Share and Recruit Freind option and nothing else.... had to reload my save...

2: the Mechanist quest asks me for a bucket, but the only buckets I can find are grabbable static meshes (ingame clutter) and none that I can take into my inventory...

My load order:
Spoiler
Active Mod Files:00  Fallout3.esm01  Anchorage.esm02  ThePitt.esm03  BrokenSteel.esm04  PointLookout.esm05  Zeta.esm06  Impervious Power Armour.esm07  Project Beauty.esm08  Companion Core.esm09  RobCo Certified v2.esm0A  EnclaveCommander-OA-Pitt-Steel.esm0B  Sharing and Caring Companions.esm0C  FOW - The Last Child of Gallifrey v2.esm==  COSMETIC=================0D  Burmecian.esp**  Project Beauty- Broken Steel.esp**  Project Beauty- Point Lookout.esp0E  Renamon.esp0F  StarFox.esp==  CLOTHING=================10  AdvancedPowerArmor.esp11  AsharasBatmanItems.esp12  AsharasFormalClothing.esp13  DarNifiedUIF3.esp14  FineLeatherCoat.esp15  MantisZeroSuit.esp  [Version 2.4]16  pregnancy_armors.esp17  QNeverclockVaultsuits.esp18  QToadletVaultsuit.esp19  sunglassescollection.esp1A  Tailor Maid.esp1B  Tailor Maid Anchorage.esp1C  Tailor Maid Brokensteel.esp1D  Tailor Maid PITT.esp1E  V-Tec Backpack.esp1F  V-Tec Fannypack.esp==  WEAPON===================20  ArmMinigun_v1.0.esp21  Gender Bender Ray.esp==  OVERHAUL=================22  AnchorageArmorTrainer.esp23  Companion Core DLC Addon.esp==  MISC.====================24  CASM.esp25  LJD_ENCLAVE ENABLED MOIRA BROWN.esp26  PowerArmorTraining.esp27  PowerArmorTraining_Linden.esp28  PowerArmorTraining_MedicArmor.esp29  RobCo Certified v2 Mechanist's Edition.esp2A  RobCo Certified v2 Zeta Addon.esp==  MAGIC====================2B  Malos_BodyResize.esp==  MAGIC+1==================2C  UPP  - Quest Perks.esp2D  UPP - Experience Perks.esp++  UPP - Original Perks.esp2E  UPP - Pack 1.esp2F  UPP - Pack 2.esp==  NPC======================30  FOW - Jack Harkness Companion v2.esp31  LucyWestCompanion.esp==  HOME=====================32  GrayditchApartment.esp==  PLACE====================33  GiantGreenRoom.esp34  GNR Shop.esp35  GNROutpost.esp36  Mr Smith's Scrapyard.esp==  QUEST-1==================37  Caravan Tracking.esp==  QUEST====================38  SolarScorcher.esp==  NONE=====================39  eyes_hairpack_en.esp3A  Vault-Tec Experimental Dimensional Safe.esp  [Version 1.2.0]++  CRBSOR.esp==  LAST+1===================3B  Bashed Patch, 0.esp

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sam
 
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Post » Sat Feb 19, 2011 12:21 am

1: Just repaired a protectron, but as soon as I try to talk to, after it finiches its sentance, and goes back to the talk window, all thats there is the Companion Share and Recruit Freind option and nothing else.... had to reload my save...

2: the Mechanist quest asks me for a bucket, but the only buckets I can find are grabbable static meshes (ingame clutter) and none that I can take into my inventory...
1 shouldn't be happening as the robco bots are in factions CSR is banned from interacting with. Might any of your mods be calling RemoveFromAllFactions or something?
For 2, just follow the quest markers.
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Emily Rose
 
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Post » Sat Feb 19, 2011 12:26 am

1 shouldn't be happening as the robco bots are in factions CSR is banned from interacting with. Might any of your mods be calling RemoveFromAllFactions or something?
For 2, just follow the quest markers.

The quest marker didn't stop pointing to the peice of floor the comic was... :(
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Tiffany Carter
 
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Post » Fri Feb 18, 2011 10:08 pm

Should the FWE patch still work fine with the new 6.0 version of FWE?
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Cat Haines
 
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Post » Fri Feb 18, 2011 9:07 pm

The quest marker didn't stop pointing to the peice of floor the comic was... :(


Did you go into your inventory and click on the comic book? (Should be labeled as Comic Book under the Aid tab in the item inventory).
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Courtney Foren
 
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Post » Sat Feb 19, 2011 9:20 am

Should the FWE patch still work fine with the new 6.0 version of FWE?
...it just changes the damage and armour of the bots, so of course. It doesn't edit any FWE content so the FWE version is irrelevant.
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Jonny
 
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Post » Sat Feb 19, 2011 5:07 am

Quick question about the Mechanist exhortations. Do the buffs last only as long as the bots have the little shields/targets floating off of them, or do they last until you enter another cell or switch to another exhortation?
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Dina Boudreau
 
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Post » Fri Feb 18, 2011 8:26 pm

Did you go into your inventory and click on the comic book? (Should be labeled as Comic Book under the Aid tab in the item inventory).


Yes I did, already got all the pots and pans needed!, but the quest marker is just pointing to the floor where the comic was! (took me awhile to find that and all, it was under some no collision rubble...)
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Silencio
 
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Post » Sat Feb 19, 2011 3:37 am

Yes I did, already got all the pots and pans needed!, but the quest marker is just pointing to the floor where the comic was! (took me awhile to find that and all, it was under some no collision rubble...)


I had to reload a save when I did that, because a trap explosion caused the bucket to become stuck in the ceiling. There should be one regular bucket and then the quest bucket. Maybe reload a save from before entering the building?
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electro_fantics
 
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Post » Sat Feb 19, 2011 5:17 am

When I pack up a Mister Handy with the Handy Holder upgrade, it seems that the upgrade gets lost. Since it doesn't give me a robot spare part or a wonderglue in the inventory dump, it's essentially gypped me of the upgrade on that 'bot. Is that a known bug?

Also, an idea for an upgrade usable on either LaserGat or Minigun sentry bots: "Quick-burn Rockets". Ups the speed of the rockets, but takes some damage off.
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Nauty
 
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Post » Sat Feb 19, 2011 5:06 am

Quick question about the Mechanist exhortations. Do the buffs last only as long as the bots have the little shields/targets floating off of them, or do they last until you enter another cell or switch to another exhortation?
They should last for 60 seconds or until you switch to another exhortation, so probably only as long as they have FX, although sometimes they'll lose the FX on cell change.


When I pack up a Mister Handy with the Handy Holder upgrade, it seems that the upgrade gets lost. Since it doesn't give me a robot spare part or a wonderglue in the inventory dump, it's essentially gypped me of the upgrade on that 'bot. Is that a known bug?

Also, an idea for an upgrade usable on either LaserGat or Minigun sentry bots: "Quick-burn Rockets". Ups the speed of the rockets, but takes some damage off.
That's a known bug. Since the upgrade parts are stored in the bot's inventory, and you can access holder handy's inventories when they're alive, if they had them you'd be able to take the upgrade components and reuse them on another bot.
It's basically because the mod's set up assuming you're not going to pack heavily upgraded bots, and TBH I can't really see a reason to- if you plan on temporarily storing a bot you want to use again, Deactivate is the best choice, if you want to put them away whilst you do something they might get in the way of (sneaking, for example) then Vanish is the best choice. I'm getting increasingly baffled by the number of people who keep packing and unpacking bots :confused:.

Sounds like a good idea for an upgrade, I'll have to remember to implement it.
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J.P loves
 
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Post » Fri Feb 18, 2011 10:23 pm

I take it you can't repair Robots in combat with the RobCo Wrench? What is the point of it then, it seems like robots heal to full after combat..? And what about the auto-fixer?
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jenny goodwin
 
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Post » Sat Feb 19, 2011 5:26 am

I take it you can't repair Robots in combat with the RobCo Wrench? What is the point of it then, it seems like robots heal to full after combat..? And what about the auto-fixer?
Nope, that's exactly what their point is. They should heal by an amount equal to your repair skill (the wrench) or 2x your repair per second (the autofix).
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Astargoth Rockin' Design
 
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Post » Sat Feb 19, 2011 4:53 am

Found an overturned Lorry full of boxes of Jukebots, they going to be part of a later update? :rolleyes:
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Peter P Canning
 
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Post » Sat Feb 19, 2011 12:25 am

They're part of Myfanwy's quest at the Scrapyard.
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JERMAINE VIDAURRI
 
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Joined: Tue Dec 04, 2007 9:06 am

Post » Sat Feb 19, 2011 3:58 am

Ahh... havn't reached the Scrapyard yet...
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Krystina Proietti
 
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Joined: Sat Dec 23, 2006 9:02 pm

Post » Sat Feb 19, 2011 2:33 am

Nope, that's exactly what their point is. They should heal by an amount equal to your repair skill (the wrench) or 2x your repair per second (the autofix).


Well poop, it doesn't seem to be working for me very well, they only have like ~100 health (rank 1 guys) and I have ~50 repair so it should keep them at full if I'm just constantly beating them right? It seems like it only works occasionally though for some reason I have no idea why. Am I the only one?
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Nany Smith
 
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Post » Sat Feb 19, 2011 8:08 am

Well poop, it doesn't seem to be working for me very well, they only have like ~100 health (rank 1 guys) and I have ~50 repair so it should keep them at full if I'm just constantly beating them right? It seems like it only works occasionally though for some reason I have no idea why. Am I the only one?


No, it happens with me too. The wrench actually damages my robots, while the Auto-Fixer doesn't seem to do anything, unfortunately.
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Samantha Wood
 
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Post » Sat Feb 19, 2011 7:42 am

No, it happens with me too. The wrench actually damages my robots, while the Auto-Fixer doesn't seem to do anything, unfortunately.


Yea thats what I was seeing too; although I haven't tried the auto-fixer yet.

And now I'm crashing every time I try to tell my Robots to follow me or recall; and I had noticed it had a tendency to crash when I tried any of the context sensitive stuff as well (like attack NPC, it didn't always happen but frequently).

Spoiler
Fallout3.esm
Anchorage.esm
ThePitt.esm
StreetLights.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
Project Beauty.esm
CRAFT.esm
CALIBR.esm
Companion Core.esm
Wasteland Whisperer v2.esm
RobCo Certified v2.esm
SShop.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
Enhanced Weather - Rain and Snow.esm
DCInteriors_ComboEdition.esm
90SKa.esm
90SKb.esm
Xepha's Dynamic Weather.esm
Delay ThePitt + Anchorage.esp
DelaySteel.esp
delaypl.esp
delayzeta.esp
Project Beauty- Broken Steel.esp
Project Beauty- Point Lookout.esp
DarNifiedUIF3.esp
FleshBurningPlasma.esp
Existence2.0.esp
NotSoFast.esp
RandomExtraTraps.esp
Regulators.esp
BoSPatrols.esp
Assault Armor.esp
Newhood.esp
Protec_Combat_Armor.esp
Sith.esp
DeepEyes.esp
Cerberus Protect Gear - Headgear Extras.esp
Colossus Headgear.esp
ReconArmorMKII.esp
skimask.esp
T3T_CombatArmorSleeves.esp
BlackWolf Backpack.esp
BlackWolf Backpack - Blank's Container Patch.esp
Citadel Crane Fix.esp
tubRRCompound.esp
ShadySands.esp
Return to Shady Sands - FWE weapons rebalance.esp
SShopItems.esp
Scavenger Armors (my edits).esp
DCInteriors_DLC_Collectables.esp
Trophies - Megaton.esp
Trophies- Tenpenny.esp
B.B.G.esp
CEI - CaesarrulezExcessiveInteriorsEN.esp
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp
FO3 Wanderers Edition - Alternate Travel.esp
FO3 Wanderers Edition - Project Beauty.esp
FWE - Car Dealership Truck.esp
DarNifiedUIF3_FWE.esp
Fire Rebalance.esp
Gunfire Sound Range Increased.esp
Companion Core DLC Addon.esp
Wasteland Whisperer v2 Broken Steel Addon.esp
RobCo Certified v2 FWE.esp
RobCo Certified v2 Zeta Addon.esp
RobCo Certified v2 Mechanist's Edition.esp
Mr Smith's Scrapyard.esp
Tailor Maid.esp
Tailor Maid Anchorage.esp
Tailor Maid PITT.esp
Tailor Maid Brokensteel.esp
Tailor Maid ZETA.esp
Tailor Maid Black Retex.esp
Tactical Vest CIRAS.esp
Dragonskin Tactical Outfit.esp
DragonskinBonusPack.esp
sunglassescollection.esp
Mart's Mutant Mod - Master Menu Module.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - DLC Zeta.esp
Mart's Mutant Mod - FWE Master Release.esp
Mart's Mutant Mod - Project Beauty.esp
Mart's Mutant Mod - Project Beauty + FWE.esp
1PipboyPDA.esp
BoS Diversification.esp
BoS Diversification - Broken Steel.esp
NecronomiconExMortis 5.5.esp
MS11fix.esp
Dukov3Release.esp
Dukov's Place (My Edits).esp
EulogysPadV1_PITT.esp
Eulogys Pad (My Edits).esp
Mannequin.esp
RecieveTenpennySuite.esp
BeefedUpCitadel.esp
BringBackBael.esp
TunnelOutpost.esp
QuantumPipeV2.esp
Megaton Closes.esp
Fort Independence Expanded.esp
Metro Tunnel Home.esp
Metro Tunnel Home - BOS Turrets.esp
NightvisionGoggles(Powered).esp
Comp_dont_steal_xp_hereticus.esp
ExtreemeLongDeathCamera.esp
sc_slaves_stick_around_original_mezz_chance.esp
WRWC - Classic Fallout.esp
Owned!.esp
JM Stealth Suit.esp
Power Armor Rarity Overhaul.esp
PARO - Zeta.esp
PARO - FWE Compatability.esp
PARO - BOS Diversification.esp
PARO - BOS Diversification - FWE Compatability.esp
PARO - Outcast Diversification.esp
AshurT51b.esp
RobCo Certified & Whisperer (my edits).esp
Robco Certified (my edits).esp
TenpennyMarker.esp
Xepha's Dynamic Weather - Main.esp
Xepha's Dynamic Weather - Anchorage.esp
Xepha's Dynamic Weather - The Pitt.esp
Xepha's Dynamic Weather - Broken Steel.esp
Xepha's Dynamic Weather - Point Lookout.esp
Xepha's Dynamic Weather - Rain.esp
Xepha's Dynamic Weather - Sandstorm.esp
Realistic Interior Lighting.esp
Realistic Interior Lighting - OA.esp
Realistic Interior Lighting - BS.esp
megalight.esp
Merged Patch.esp
Xepha's Dynamic Weather (my edits).esp

Total active plugins: 144
Total plugins: 152


And I use MUM. And I have checked without my 2 edited files as well and it still happens (they wouldn't have anything to do with that anyway its only like 3 changes).
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gemma
 
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Post » Fri Feb 18, 2011 8:33 pm

Okay, my Mr. Handy bot got stupid and cooked off a bus with his flamer in the car tunnel part going from GNR to the Mall. Dogmeat and I got out of the kill zone in time, but my 'bot didn't. A popup said it was "destroyed", and when I http://www.urbandictionary.com/define.php?term=Frob it, I only get a corpse loot screen, no popup. Was it so thorougly trashed by the explosion that it's unsalvagable?

EDIT: Ahhhh, I was under the impression I was able to revive my own bots without a fission battery. Nevermind.
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jennie xhx
 
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Joined: Wed Jun 21, 2006 10:28 am

Post » Fri Feb 18, 2011 7:00 pm

Very cool TT your original version was the first mod I ever used and will most definitely will be DL'ing this when the new rig is up and running.

Thank you
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megan gleeson
 
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