I've made with permission of Squirm a compilation of textures for RobCo Certified...
Ta Pintocat. The default textures are awful- everyone should have this.
As penance, you can maybe draw upon your scripting expertise to tell me how feasible the following is, and point me to somewhere that's good for self-teaching specific scripting. I want to add a "Respray" entry to the menu that appears in Robco when you're clicking on a follower robot and have a spare paint gun in inventory. This option will consume one paint gun and initialize a second menu, the entries of which are populated by examining certain variables; for example, if the Reilly's Rangers quest is complete, there'll be a "Reilly's Rangers respray" option, or if Butch is a follower "Tunnel Snakes respray" will appear, with "Vault 101" and "Cancel" always being an option. Choosing one of the respray options will swap the robot out for a functionally identical one with a different texture set (or .nif with different texture paths defined if that's not possible).
Sure
. It's certainly doable, although it'd be a bit of a faff- you'd need to have a copy of the bot for each texture and disable the existing one then place a new one like with some of the upgrades. For things like Mister Handy, that means 4 copies for each different upgrade per texture set. Preserving upgrades that aren't changes to the base form (like upgrades to the existing weapon e.g. sticky flame) is another bugger. The scripting involved certainly isn't hard, but it's spidery and distributed across 3-4 different scripts in an inconvenient way.
Given how the upgrade system is currently done (shoddily) I think it probably needs rewriting at a fundamental level to incorporate something like this. Fortunately I can think of a few solutions (albeit horribly over-engineered ones) which would make the whole thing run off of flexible lists and tags without the current problems, and once it's done all you'd need to do would be set 1-2 variables and add a token and it'd handle it automatically. Coincidentally it'd also make extra upgrades like RobCo Certified Engineer easier to add, and would prove handy for something else I'm working on.
Anyway, I'm quite amazed at both my ability to miss massive, glaring bugs and RobCo's ability to somehow function despite them.
Guard was broken thanks to a bug in Core. Fixed now, but if you want to get a robot to guard you'll need to order it switch from following to waiting or visa versa, then tell it to guard to reset the messed-up flags.
Robots should correctly heal after combat/suffer malfunctions after being damaged, textures are corrected.
http://www.fallout3nexus.com/downloads/file.php?id=712