[RELz] RobCo Certified v2

Post » Fri Feb 18, 2011 11:40 pm

they don't follow unless i ask them to. i kill them when they are hostile, then i repair them. If i don't asked them to follow, they just stay where i repaired them.
Okay, next time you're going to repair a bot, check the console first, then repair it and check the console again. A line like "Robot Name is in faction # - RobCo Certified" should appear (or something similar), tell me if it doesn't.
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Nicholas C
 
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Post » Fri Feb 18, 2011 8:39 pm

sentrybot and mr gutsy says faction 0000
protrectron and robobrain gives error, they are not correct
none of them follow without being commanded to.
i am using fose 1.2beta 3
fomm 11.7

i switched to fose 1.2bet 2 and got no faction # on anyone, and protectron & robobrain saying that they are not correct.
factions are showing now as 000. I also have some lost robots in the wasteland, and they don't follow very well, unlike the old version. I have entered building and fast traveled and they don't follow sometimes. Settings not saving?
i tried to enter zeta, but it crashed at the onboard cut scene until i decativated your new robco. I reactivated after savin onboard zeta. i gave myself 4 bots in the prison cell, but they disappeared.

i got the xenotech, but when i tried to repair a guardian drone, i got CTD.
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Lloyd Muldowney
 
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Post » Sat Feb 19, 2011 12:07 am

Not something I've been able to replicate. It sounds like the core scripts aren't working (explains the not following etc.) but 'Not Correct' stuff suggests they are. If it's saying they're in the right faction then it should be adding the packages, and if it's checking faction that means the FOSE scripts are definitely running. All in all I have no sodding idea what is wrong with your game; the mix of symptoms and errors doesn't correspond to anything I can possibly think of.

BTW: The bots disappearing in Zeta is intentional; you're not supposed to get them back until you get your gear back.
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Katie Louise Ingram
 
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Post » Sat Feb 19, 2011 5:22 am

OKAY, B) I think i got it fixed. i used quarns mod installer to uninstall your orginal, 2.0, and 2.1 :facepalm: .i didn't do this the 1st time :swear: Then i reinstalled your latest version. xenotech now works. So i will rerun zeta. when i get off zeta, i will find out the other bots.
How do i get more alien bots once i finish zeta?
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stevie trent
 
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Post » Fri Feb 18, 2011 11:24 pm

Why do broken guardian drones get repaired into support drones?
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Danny Warner
 
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Post » Fri Feb 18, 2011 6:10 pm

You can't loot the cannon from a Guardian Drone and expect it to magically gain a new one when you repair it. The Guardian Drone /must/ have a Drone Cannon in inventory when you repair it. You can repair Support Drones into Guardian Drones by putting a Drone Cannon in their inventory.

How you get more alien robots is shown in the Zeta video on the mod download page, and detailed on the Zeta perk.
E: And included on the first post of this thread. It's not exactly hard to find.
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Darren Chandler
 
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Post » Sat Feb 19, 2011 10:00 am

noticed after i unlocked the limit on bots, most can't be bade to wait, the human bots, guardian bots did except the wait command.
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Mrs. Patton
 
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Post » Sat Feb 19, 2011 8:53 am

hi talkie, ive been using this mod since it first came out way back then. this time around though, my robco army kills arent getting me any xp unless i damage the enemy myself. any idea what could be causing this?
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DAVId Bryant
 
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Post » Fri Feb 18, 2011 6:27 pm

Hm, did you install v2.0 then upgrade to 2.01, or just go straight to v2.01?
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Trish
 
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Post » Fri Feb 18, 2011 7:20 pm

do u need both?
i thought 2.01 was stand alone, it wasn't marked as a patch.
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Keeley Stevens
 
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Post » Fri Feb 18, 2011 10:32 pm

me too. though 2.01 was standalone. as for me, i got no xp from my minion kills on a new game using 2.0
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Karine laverre
 
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Post » Fri Feb 18, 2011 11:22 pm

do u need both?
i thought 2.01 was stand alone, it wasn't marked as a patch.
me too. though 2.01 was standalone. as for me, i got no xp from my minion kills on a new game using 2.0
It's standalone. However, upgrading from 2.0 if you've already got the perk requires you to enter "Setstage aaaCoreQuest 10" in the console, otherwise the scripts handling XP won't be running.
(the problem with 2.0 was taking the perk didn't correctly start the core scripts)
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Queen
 
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Post » Sat Feb 19, 2011 1:28 am

i had trouble getting to Raven Rock from Vault 87. When the cut-scene with Col. Autumn ended, the timer would start and then the game crashed. I tried a few things, and then i tried de-activating robco 2.01. De-activating your mod allowed me to get to Raven Rock. What is the code for activating xenotech perk. I lost it when i de-activated your mod so that i could get into Raven Rock. And yes, i have already done zeta. Are the shields on the guardian bots weaker than the shields on the aliens? The bots w/shields seem to die easier than the aliens w/shields.
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Brooke Turner
 
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Post » Sat Feb 19, 2011 12:09 am

Great mod so far, but one oddity I have encountered so far is whilst I can upgrade the protectron when I have the correct upgrade items as listed I cannot upgrade the Mr Handy in any way!.
I do have the upgrade notes and the items required and of course one level in the robco perk, it's just the Mr Handy lacks any upgrade or deploy dialogue options at all.
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Vickytoria Vasquez
 
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Post » Fri Feb 18, 2011 11:03 pm

i had trouble getting to Raven Rock from Vault 87. When the cut-scene with Col. Autumn ended, the timer would start and then the game crashed. I tried a few things, and then i tried de-activating robco 2.01. De-activating your mod allowed me to get to Raven Rock. What is the code for activating xenotech perk. I lost it when i de-activated your mod so that i could get into Raven Rock. And yes, i have already done zeta. Are the shields on the guardian bots weaker than the shields on the aliens? The bots w/shields seem to die easier than the aliens w/shields.
That's odd. It happened when the bots enabled again? That should have been fixed in 2.01. I'll give it another look.
The bot shields are significantly weaker, to try and avoid alien bots being too powerful.

Great mod so far, but one oddity I have encountered so far is whilst I can upgrade the protectron when I have the correct upgrade items as listed I cannot upgrade the Mr Handy in any way!.
I do have the upgrade notes and the items required and of course one level in the robco perk, it's just the Mr Handy lacks any upgrade or deploy dialogue options at all.
Aha, good point. I hadn't put those options into the greeting for female PCs.
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Isabell Hoffmann
 
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Post » Sat Feb 19, 2011 10:10 am

what is the code for activating the xenotech perk?
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Gill Mackin
 
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Post » Sat Feb 19, 2011 3:48 am

Just to clarify Can I bring a robot army of doom to fook 2 beta and or FWE 5.4
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Carolyne Bolt
 
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Post » Sat Feb 19, 2011 8:36 am

Just wondering, but would it be okay to make a fix for a different mod so that it gives XP when you use it using scripts based off of the XP scripts in this one Talky?
I've found a neat mod that allows the player to gain a perk so they can shoot lasers out of their eyes, but first I want to fix it so that it gives XP and or karma stuff.
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Steven Nicholson
 
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Post » Fri Feb 18, 2011 6:53 pm

what is the code for activating the xenotech perk?
Just find it in FO3edit, you'll need to open it to get the load order position anyway.

Just to clarify Can I bring a robot army of doom to fook 2 beta and or FWE 5.4
Yes.

Just wondering, but would it be okay to make a fix for a different mod so that it gives XP when you use it using scripts based off of the XP scripts in this one Talky?
I've found a neat mod that allows the player to gain a perk so they can shoot lasers out of their eyes, but first I want to fix it so that it gives XP and or karma stuff.
TBH you almost certainly don't want to use the scripts from v2, as they probably won't work (they rely on finding out who actually got the killing blow). In v1 XP was handled by an enchantment on the bot weapons instead, which is a better solution if it's just for a few weapons. But yeah, go ahead with the v1 stuff.
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Ridhwan Hemsome
 
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Post » Sat Feb 19, 2011 7:57 am

Sweet, thanks.
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KIng James
 
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Post » Sat Feb 19, 2011 1:27 am

Thanks
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matt oneil
 
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Post » Sat Feb 19, 2011 4:02 am

keep getting the problem where my robots (protectrons for now) wont follow me no matter what. even tho it says follow added in the conSole
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City Swagga
 
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Post » Sat Feb 19, 2011 2:41 am

v2.02 is up with fixes for female PCs with Mister Handies.
Norbingel: Where is this happening? How many do you have?
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CHARLODDE
 
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Post » Sat Feb 19, 2011 9:22 am

Looks nice.
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Mr. Ray
 
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Post » Fri Feb 18, 2011 6:25 pm

v2.02 is up with fixes for female PCs with Mister Handies.
Norbingel: Where is this happening? How many do you have?

i have 2 and it happens usually after they dont follow me in or out of cells, or when i forget to wait for them so i have to use the recall function. though its happened several times even without me using the recall function. also, sometimes when i use the recall, a dead protectron shows up too. ive tried increasing the limit to 99 as the readme says but they still wont follow. its also happened that after some time, a protectron just shows up beside me and functions as normal again.

btw, i have another issue. seems that even though i have FWE's mechanist alternative start where robots dont attack me, my robot army doesnt like any other robots and attacks them on sight. none of my other companions join in though since they consider them peaceful i guess.
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Julia Schwalbe
 
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