[RELz] RobCo Certified v2

Post » Sat Feb 19, 2011 3:07 am

I'm stumped. Try disabling, save, and re-enable- it could've gotten gummed up somewhere. Otherwise I can't see why they wouldn't be following.
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Sophie Miller
 
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Post » Sat Feb 19, 2011 5:48 am

Any ETA on Whisperer 2.0 yet?
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rolanda h
 
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Post » Fri Feb 18, 2011 9:47 pm

Very nice! Talking toasters are gonna take over the world................. :hubbahubba:
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Ann Church
 
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Post » Fri Feb 18, 2011 11:21 pm

I'm stumped. Try disabling, save, and re-enable- it could've gotten gummed up somewhere. Otherwise I can't see why they wouldn't be following.

any word with the issue of them attacking other robots?
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Hannah Whitlock
 
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Post » Sat Feb 19, 2011 5:51 am

Any ETA on Whisperer 2.0 yet?
Ah, I forgot to release it. Should put it up later today, then.

any word with the issue of them attacking other robots?
That is not an issue; that is them working as expected. For 99% of characters, they need to be hostile to other robots. I suppose I could add a toggle, but it's not a priority.
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James Smart
 
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Post » Sat Feb 19, 2011 4:14 am

Ah, I forgot to release it. Should put it up later today, then.


YES! I've been waiting for this for ages! Now I can really start being a merchant!
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Hannah Barnard
 
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Post » Sat Feb 19, 2011 6:30 am

any word with the issue of them attacking other robots?
Mechanist's Edition addon is up on Nexus now- you can make robots nonhostile to you and your party by wearing a disguise or changing a global.
If you're wearing one disguise item, they're friendly. If you wear 2, they're allied. You can set a global to reduce (or increase) the amount of items needed.

Disguise items are the Mechanist's Costume and Helmet, the Eyebot Helm (so crow's gift is actually useful for once) and the RobCo Jumpsuit.
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Katharine Newton
 
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Post » Fri Feb 18, 2011 11:36 pm

Disguise items are the Mechanist's Costume and Helmet, the Eyebot Helm (so crow's gift is actually useful for once) and the RobCo Jumpsuit.


You do know that there are two versions of the Eyebot Helm, right?
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Jerry Cox
 
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Post » Fri Feb 18, 2011 7:33 pm

Yes.
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Life long Observer
 
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Post » Fri Feb 18, 2011 9:58 pm

Lol. this is even better than i expected! i was going to be happy with just making them neutral but the costume idea is fantastic. now i can wear the mechanist's armor like i always wanted!
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Guinevere Wood
 
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Post » Sat Feb 19, 2011 2:11 am

So, it looks like you never changed the nifs in 2.0 to point to the new name format of textures you used for sentrybots. The nifs for Robco sentrybots point to sentrypc.dds instead of robcotex.dds.
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Kelly Osbourne Kelly
 
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Post » Fri Feb 18, 2011 7:10 pm

Can you add compartments for the robots.
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Ludivine Poussineau
 
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Post » Sat Feb 19, 2011 5:34 am

So, it looks like you never changed the nifs in 2.0 to point to the new name format of textures you used for sentrybots. The nifs for Robco sentrybots point to sentrypc.dds instead of robcotex.dds.
Er, it's not so much that I didn't as I forgot to copy them across from /data. The bright side is nobody noticed it broke all the texture packs :P.
On the plus side, I had an update to put out soon so it's convenient timing. Thanks for pointing it out.

Can you add compartments for the robots.
No. Get Wasteland Whisperer and buy a pack brahmin instead.
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Rozlyn Robinson
 
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Post » Sat Feb 19, 2011 3:42 am

ok so I'll just do it but where??
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Veronica Flores
 
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Post » Sat Feb 19, 2011 1:32 am

I've made with permission of Squirm a compilation of textures for RobCo Certified...

DOWNLOAD: http://www.fallout3nexus.com/downloads/file.php?id=13428 (stunning name :P)

There are FOMOD install scripts to automatically install the set you choose, with comparison pictures (scripts require FOMM 0.11.7 or higher). If you don't have an up to date FOMM you can install manually, go into the folder you want and copy /meshes/ to your Data folder.

Texture choices:
  • http://www.fallout3nexus.com/downloads/images/13428-1-1278357250.jpg
  • http://www.fallout3nexus.com/downloads/images/13428-2-1278357251.jpg
  • http://www.fallout3nexus.com/downloads/images/13428-3-1278357251.jpg
  • http://www.fallout3nexus.com/downloads/images/13428-4-1278357251.jpg
  • http://www.fallout3nexus.com/downloads/images/13428-5-1278357252.jpg

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glot
 
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Post » Sat Feb 19, 2011 2:43 am

Er, it's not so much that I didn't as I forgot to copy them across from /data. The bright side is nobody noticed it broke all the texture packs :P.


I noticed. :P (other people notified me)

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).

Any advice you can offer would be much appreciated.
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Anna Krzyzanowska
 
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Post » Sat Feb 19, 2011 2:34 am

Creatures can't use TextureSets, you'll need to use nifs.

You should maybe see about making shiny chrome sets... Like Mister Handy and the plain style of Robobrain but also for the Sentry and Protectron. Could have that "paint" option as abraxo instead of paint :P
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N Only WhiTe girl
 
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Post » Sat Feb 19, 2011 4:44 am

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
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Rachie Stout
 
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Post » Sat Feb 19, 2011 4:31 am

I've just uploaded another update that reworks the upgrade system into a sort-of-web-2.0-tag-based-search-thing (as well as editing a few more mundane things like, oh, fixing bot skill levelling). Details on how to use it are in the Notes folder on the download.
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RObert loVes MOmmy
 
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Post » Sat Feb 19, 2011 5:34 am

Can I use the Gutsy robot with the shield in MMM because I really want to have an army of robots : )
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James Potter
 
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Post » Sat Feb 19, 2011 3:13 am

Can I use the Gutsy robot with the shield in MMM because I really want to have an army of robots : )


I think that's actually from EVE, not MMM.
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Dragonz Dancer
 
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Post » Sat Feb 19, 2011 1:05 am

Answer there is no. Which means I need to make a compatibility patch.
(also yeah, it's from EVE)
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FABIAN RUIZ
 
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Post » Fri Feb 18, 2011 6:29 pm

I kind of had an idea and got carried away. Mechanist's Edition has gone from a small 'Mechanist Costume makes robots ignore you' thing to a small 'Here's a quest to find an unpublished comic book and make your own Mechanist Armour, and also Mechanist Power Armour' thing. Plus it adds the ability to pull heroic poses to encourage your robots, make them tougher/more accurate/heal them and so on.

Behold, the new http://img801.imageshack.us/img801/985/mechanistsedition.jpg, inspired by the comic-book tale of http://img203.imageshack.us/img203/7504/page1cover.png, http://img46.imageshack.us/img46/9986/page2story.jpg (it was the most gratuitously American name I could think of). The comic was intended to actually be visible in the mod, but the pip-boy doesn't really allow it :/.
Anyway, video of the mod http://www.youtube.com/watch?v=nK1ivQLucKE.

(It also includes your very own wearable bucket hat)
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NO suckers In Here
 
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Post » Sat Feb 19, 2011 3:44 am

Heh, I like it. Looks like Mechanist, Ashur's tribal leg? and the exo tubing..
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Laura Cartwright
 
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Post » Sat Feb 19, 2011 7:30 am

Yep, Ashur's armour, retexed with a bit of the Metal Armour texture, plus the Mechanist's Costume and the exo-armour servos from STALKER. I've done a Vault 101 power armoured vault suit version but didn't really have any way to fit it in.
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Chloe Yarnall
 
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