[RELz] RobCo Certified v2

Post » Fri Feb 18, 2011 10:22 pm

Hmm, you know what I bet it's Responsive Kill Reactions in the new FWE or something clashing with this that is causing the issues, the constant crashing on recall or anything else fixed itself by sleeping inside for spawn reset (no idea why it would be tied to that but it worked... and my Mr. Handy lost/stopped using his .44 Magnum? but thats not important) but I can still crash it almost whenever I want to by trying to order the guys around in combat.

Once I disabled RKR I have much, much less crashing, although I still can't target NPCs and order an attack without a crash (frequently anyway). Also figured out the issue with the Repair Wrench, new FWE's Combat Repair thing drops your repair to 0 in combat and defaults to on - so just disable that (I hate stuff that is based on being in-combat anyway because half the time you get stuck in combat from some terrible crap that never saw you in the first place and is 20 miles away by now... but I digress).
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Melanie
 
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Post » Sat Feb 19, 2011 10:18 am

Hmm, you know what I bet it's Responsive Kill Reactions in the new FWE or something clashing with this that is causing the issues, the constant crashing on recall or anything else fixed itself by sleeping inside for spawn reset (no idea why it would be tied to that but it worked... and my Mr. Handy lost/stopped using his .44 Magnum? but thats not important) but I can still crash it almost whenever I want to by trying to order the guys around in combat.

Once I disabled RKR I have much, much less crashing, although I still can't target NPCs and order an attack without a crash (frequently anyway). Also figured out the issue with the Repair Wrench, new FWE's Combat Repair thing drops your repair to 0 in combat and defaults to on - so just disable that (I hate stuff that is based on being in-combat anyway because half the time you get stuck in combat from some terrible crap that never saw you in the first place and is 20 miles away by now... but I digress).


Ah, thanks for figuring that out. I disabled it last night by happenstance, but only because I needed to repair something and I was apparently locked in combat with an enemy on the other side of the map.
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Joanne
 
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Post » Sat Feb 19, 2011 9:26 am

Hmm, you know what I bet it's Responsive Kill Reactions in the new FWE or something clashing with this that is causing the issues, the constant crashing on recall or anything else fixed itself by sleeping inside for spawn reset (no idea why it would be tied to that but it worked... and my Mr. Handy lost/stopped using his .44 Magnum? but thats not important) but I can still crash it almost whenever I want to by trying to order the guys around in combat.
Hm, it shouldn't be crashing on squad order unless there's invalid references in the list. I'll add something you can use to validate the list and trim any dead refs in the next version.

The FWE thing is definitely going to have to go in the readme for the next version, thanks for discovering it.
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Ann Church
 
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Post » Fri Feb 18, 2011 11:25 pm

Would it be possible to tie in the duration/power of your exhortations to your Robco Certified rank? Making them last, say, twice as long as they do now at rank 3 or somesuch?
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Jenna Fields
 
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Post » Sat Feb 19, 2011 8:54 am

I have another issue (oh boy!) where my robots will randomly frenzy when I tell them to wait and the still-friendly ones will attack the frenzied ones that attack themselves and the still-friendly robots. No idea what causes it and it doesn't happen to often (second time its happened actually, but 5/6 of my robots frenzied this time which is annoying) - if I had to guess I would say it's related to them shooting each other and finally passing some sort of threshold and when you "release them" (tell them to wait) they go berserk.

My Mr. Handy also has 20k .44 rounds now as well, not sure what caused that but at one point he had 10k then shortly after 20k bullets, I imagine it has something to do with FWE (I originally just gave him 1 round under the assumption he had infinite ammo).
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Ash
 
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Post » Sat Feb 19, 2011 8:12 am

Howzabout a blue-ified version of the US Army paintjob, with the serials and star decals in the way of the "101" decal's position marked out?

http://a.imageshack.us/img401/7443/robcocertifiednewpaintj.jpg

Needs a little less saturation, but I like it. The default one had too much painted blue, and was rusty.
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Nauty
 
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Post » Sat Feb 19, 2011 9:17 am

Would it be possible to tie in the duration/power of your exhortations to your Robco Certified rank? Making them last, say, twice as long as they do now at rank 3 or somesuch?
Not keen on it, as the bonus they grant is just as useful at all levels.

I have another issue (oh boy!) where my robots will randomly frenzy when I tell them to wait and the still-friendly ones will attack the frenzied ones that attack themselves and the still-friendly robots. No idea what causes it and it doesn't happen to often (second time its happened actually, but 5/6 of my robots frenzied this time which is annoying) - if I had to guess I would say it's related to them shooting each other and finally passing some sort of threshold and when you "release them" (tell them to wait) they go berserk.

My Mr. Handy also has 20k .44 rounds now as well, not sure what caused that but at one point he had 10k then shortly after 20k bullets, I imagine it has something to do with FWE (I originally just gave him 1 round under the assumption he had infinite ammo).
The extra thousands of rounds bug would be to do with the way 'effectively infinite' ammo is handled- he technically uses bullets, but from a stock of 10s of thousands added when you drop out of menumode and removed when you go into it. Apparently the removal isn't working right. I've figured out a better way of keeping track anyhow, so I'll get that done.
The frenzy problem does sound like they've lost the 'friendly' classification when they've been told to wait. Think I've figured out a fix for that one.
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Andrew Perry
 
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Post » Fri Feb 18, 2011 11:09 pm

Excellent!
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chirsty aggas
 
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Post » Sat Feb 19, 2011 6:25 am

http://a.imageshack.us/img835/2794/gutsybrain.jpg

Also... are RoboBrains supposed to be slow? Did they not get a speed boost like the Protectrons?
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Juliet
 
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Post » Sat Feb 19, 2011 1:25 am

Howzabout a blue-ified version of the US Army paintjob, with the serials and star decals in the way of the "101" decal's position marked out?
http://a.imageshack.us/img401/7443/robcocertifiednewpaintj.jpg
Needs a little less saturation, but I like it. The default one had too much painted blue, and was rusty.
http://a.imageshack.us/img835/2794/gutsybrain.jpg
Also... are RoboBrains supposed to be slow? Did they not get a speed boost like the Protectrons?
Nice, always welcome alternative texture sets.
The brains should have a decent speed increase (x3 or x5, can't remember which- it's x5 in the current WIP ver), although that's often cancelled out by their huge bounding box causing them to take detours. I can trim it down a bit more.
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Steeeph
 
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Post » Fri Feb 18, 2011 8:08 pm

I had to do some texture set path alterations, so the meshes will be overwritten too, except for Handys and Gutsys.

Would it be possible to put in a placeholder where instead of fission batteries, wearing a certain item suffices for 'bot startup? I was thinking of making a craftable item where you rig up a reusable robot jumpstarter and wear it as a clothing item (a belt or something). Since it'd involve a fission battery, it'd weigh more than 10 WUs, and would probably have a Robco Certified Gold pre-requisite for use, for balancing.

EDIT: http://www.fallout3nexus.com/downloads/file.php?id=14427

http://www.fallout3nexus.com/downloads/images/14427-1-1283466101.jpg
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dav
 
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Post » Fri Feb 18, 2011 6:12 pm

Eheh.... Selling Packed up Robots is a neat addition!!

Going around the wasteland and selling people Robot Protection.... although.... with a little sneaky reprogramming, why let them keep my big ol Bot! :evil: Just sneak, deactivate, and reprogam!! :P

Think you need to have reprogramming somebody's owned Robot a crime, making it so you have to be undetected to do it also, otherwise I can just sell them to people, reprogram them, and yoink them back into the fold. :P
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Sabrina Schwarz
 
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Post » Sat Feb 19, 2011 7:35 am

Eheh.... Selling Packed up Robots is a neat addition!!

Going around the wasteland and selling people Robot Protection.... although.... with a little sneaky reprogramming, why let them keep my big ol Bot! :evil: Just sneak, deactivate, and reprogam!! :P

Think you need to have reprogramming somebody's owned Robot a crime, making it so you have to be undetected to do it also, otherwise I can just sell them to people, reprogram them, and yoink them back into the fold. :P



It's called self-control. ;)
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noa zarfati
 
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Post » Sat Feb 19, 2011 6:37 am

It's called self-control. ;)


This, but it's always good to plug up glaring exploits like that as well. Shouldn't be to difficult to add some sort of check when trying to interact with guard robots to prevent you from interacting with them (or if you want to get more elaborate, as mentioned above check if you're hidden or not etc.).
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Antony Holdsworth
 
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Post » Sat Feb 19, 2011 3:17 am

I had to do some texture set path alterations, so the meshes will be overwritten too, except for Handys and Gutsys.

Would it be possible to put in a placeholder where instead of fission batteries, wearing a certain item suffices for 'bot startup? I was thinking of making a craftable item where you rig up a reusable robot jumpstarter and wear it as a clothing item (a belt or something). Since it'd involve a fission battery, it'd weigh more than 10 WUs, and would probably have a Robco Certified Gold pre-requisite for use, for balancing.

EDIT: http://www.fallout3nexus.com/downloads/file.php?id=14427

http://www.fallout3nexus.com/downloads/images/14427-1-1283466101.jpg
Ta, I'll link that from the file description. Robot jumpstarters aren't something I'm keen on, as the fission batteries are the equivalent of carrying spare guns for repair purposes, but fortunately now you can just dump them on a Mr Handy, so you've got an incentive to keep one around lategame.
Other than that, I think Echonite and a few other people have made energy converters that allow you to switch E cells/MF cells/EC packs/Fission Batteries around, which might help.

An item that actually obviates the need for consumable resources is a bit too useful, I would think, unless it had a large tradeoff like halving your robot cap or something.

Eheh.... Selling Packed up Robots is a neat addition!!
Going around the wasteland and selling people Robot Protection.... although.... with a little sneaky reprogramming, why let them keep my big ol Bot! :evil: Just sneak, deactivate, and reprogam!! :P
Think you need to have reprogramming somebody's owned Robot a crime, making it so you have to be undetected to do it also, otherwise I can just sell them to people, reprogram them, and yoink them back into the fold. :P

This, but it's always good to plug up glaring exploits like that as well. Shouldn't be to difficult to add some sort of check when trying to interact with guard robots to prevent you from interacting with them (or if you want to get more elaborate, as mentioned above check if you're hidden or not etc.).
I think in this case the flaw is with the Robotics Expert perk, so I'm loathe to edit it to fix it.
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Mimi BC
 
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Post » Sat Feb 19, 2011 1:13 am

I was building a merge patch and noticed these error messages:

[00:28] Background Loader: [RobCo Certified v2.esm] Building reference info.
[00:28] Background Loader: Error: record MGEF contains unexpected (or out of order) subrecord ESCE 45435345
[00:28] Background Loader: Error: record MGEF contains unexpected (or out of order) subrecord ESCE 45435345
[00:28] Background Loader: Errors were found in: a0aRobcoWeaknessEnergyMGEF "Reduce En. Res." [MGEF:0E01F190]
[00:28] Background Loader: Contained subrecords: EDID FULL DESC DATA ESCE ESCE
[00:28] Background Loader: Error: record MGEF contains unexpected (or out of order) subrecord ESCE 45435345
[00:28] Background Loader: Errors were found in: a0aRobcoWeaknessFireMGEF "Reduce Fire Res." [MGEF:0E01F191]

Is this of any importance? or maybe I have some load order issue?
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Markie Mark
 
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Post » Fri Feb 18, 2011 7:44 pm

I got the same errors
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Sunnii Bebiieh
 
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Post » Sat Feb 19, 2011 7:08 am

...and have you encountered any actual problems? If you don't understand the xEdit output then ignore it.
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Cartoon
 
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Post » Fri Feb 18, 2011 9:25 pm

I use a full FWE setup but I've encountered a problem. If I tell my robots to Stand Down my game freezes. All other commands work just fine.
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Flutterby
 
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Post » Sat Feb 19, 2011 3:33 am

I use a full FWE setup but I've encountered a problem. If I tell my robots to Stand Down my game freezes. All other commands work just fine.



Ditto. It may be Companion Core that's having the problem though. I've posted about this over there too.
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Chris BEvan
 
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Post » Sat Feb 19, 2011 4:11 am

On another note, can't wait for 2.4! :)
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Marina Leigh
 
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Post » Sat Feb 19, 2011 2:58 am

Hey, could you maybe load http://fallout.wikia.com/wiki/Tinker_Joe's stock up with Robco Certified bits? He seemed kinda left out of the robot mania this mod provides.

EDIT: Looks like you already were about to, complete with a merchant container and everything... but you didn't link Joe's world ref to the merchant container. Oversight?
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Dan Endacott
 
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Post » Fri Feb 18, 2011 7:12 pm

Hey, could you maybe load http://fallout.wikia.com/wiki/Tinker_Joe's stock up with Robco Certified bits? He seemed kinda left out of the robot mania this mod provides.

EDIT: Looks like you already were about to, complete with a merchant container and everything... but you didn't link Joe's world ref to the merchant container. Oversight?
He's supposed to sell stuff from that container if it's loaded (as it's his property), although it's not always reliable :/.
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Danny Blight
 
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Post » Sat Feb 19, 2011 1:12 am

He's supposed to sell stuff from that container if it's loaded (as it's his property), although it's not always reliable :/.


Why not toss the box into the merchant container cell and then set his world ref's Merchant Container to that? Worked for me when I did that.
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Kortknee Bell
 
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Post » Fri Feb 18, 2011 11:37 pm

Why not toss the box into the merchant container cell and then set his world ref's Merchant Container to that? Worked for me when I did that.
Don't want to edit existing content.

Anyway, 2.4 is up! With some pretty huuuuge changes:
  • Robot Capacity: Rather than a flat limit, you now have Robot Capacity = 1/2 Int +1. Different bots cost different capacity (1 for Handies to 4 for Sentries) and you can take perks that up your max robot cap.
  • Killcount: Your bots now record their own killcounts (which only count kills that don't contribute to your count of kills).
  • Junkbots: About a dozen new junkbots added! If you take the Crazed Inventor and Mad Scientist perks, you can convert junk and things from the gameworld into robots with a few robot spare parts, http://www.youtube.com/watch?v=B7b3-BL1hPg Junkbots have a high chance of dropping batteries on death and are generally either http://www.fallout3nexus.com/downloads/images/712-3-1285533246.jpg (incredibly disposable ones in the case of Hoverbrains and Scuttlebrains) or provide handy utility like Safebots that offer storage, or http://www.fallout3nexus.com/downloads/images/712-5-1285533247.jpg that project a regenerating shield bubble to hide in.

Stand down bug is fixed.
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Dawn Farrell
 
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