[RELz] RobCo Certified v2

Post » Sat Feb 19, 2011 9:24 am

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Edition has gone from a small 'Mechanist Costume makes robots ignore you' thing to a small 'Here's a quest to find an unpublished comic book and make your own Mechanist Armour, and also Mechanist Power Armour' thing.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)

LOL LOL LOL. downloading now! evildoers beware my wrath!
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Reven Lord
 
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Post » Sat Feb 19, 2011 4:46 am

I have a problem when I use the command menu to standown the game freezes
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Neliel Kudoh
 
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Post » Fri Feb 18, 2011 9:13 pm

Nice work here, Talkie Toaster.
I thought I would comment here as well as the comments I made over on the Nexus.
Now I need to upgrade the mod and see how the Robot packing works. Kudos. :)

I have to add, kudos on the long line of mods you have done since Oblivion came out too.
I think I still have a copy of "Toaster says Share" for Oblivion around here on some removable media.
I tend to be a packrat with mods.
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Alister Scott
 
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Post » Fri Feb 18, 2011 10:46 pm

Thanks Michele. Since it's been bumped, I'd better detail what's in the new version- added the ability to package bots up and sell them to people. Not only that, the first bot you sell to someone (or give using CSRs friend menu) they deploy as a bodyguard. It won't follow them, making it a bit pointless for the roving traders, but it'll keep various wilderness traders secure.
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Cheryl Rice
 
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Post » Fri Feb 18, 2011 8:22 pm

First, Thanks TalkieToaster for making the various companion mods. It's a lot of fun playing with them :)

I just gained my own support drones from the DLC and I have two requests for when you have nothing better to do ;)

Is it possible to give a 'silent running' option to the alien drone robots? For me, at least, the constant high-pitch droning when they follow is maddening.

Is there any chance we could see an option to add the alien shield to other robots in one's horde as an upgrade? I like the shield, and would love to be able to strap it onto a protectron :)
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KU Fint
 
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Post » Sat Feb 19, 2011 2:01 am

I'm not hugely keen to create alternate versions of the same thing as it means having to copy across changes to both when I edit one. Fortunately you can remove the sounds yourself quite easily by opening the Zeta addon in the GECK, going to the sound tabs of the creatures aaaRobCoXenoMelee and aaaRobCoXenoRanged, and changing Inherits Sound From to NONE, or changing the sound level to Silent.
Adding xeno shields to the regular robots kind of removes the distinctiveness of the upgrade- I'd like to keep every robot distinct and their upgrades unique.

On the topic of Zeta, I've just uploaded a fixed version with the pack into box option working for Alien Robots.
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Sheila Esmailka
 
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Post » Sat Feb 19, 2011 2:41 am

Something I've run into twice now, is a robot stepping on a mine (not one I placed), and all my other robots damaged by it attack the one who stepped on it.
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Jynx Anthropic
 
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Post » Sat Feb 19, 2011 10:21 am

There's a possible conflict with MMM, the CrSentryBotMG's template is overwritten by the default template. I'm not sure if it matters or not, I just thought I'd mention it.
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Lisa
 
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Post » Fri Feb 18, 2011 7:19 pm

I had hoped that muting the moving sound would be a really simple change, and I completely understand not wanting to duplicate work if you can help it. :) Thanks for telling me what to mess with in order to do it myself! Having the movement noise is good to have to know when enemies are coming for you, but I think after the Zeta mod is done I'll turn the noise off, as it'd just be affecting my 'bots.

Is it by design that the Zeta 'bots can't be 'deployed,' or is it a problem with my installation?

Thanks!
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helliehexx
 
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Post » Sat Feb 19, 2011 2:55 am

That was a bit of an error, I uploaded a fixed version.

Katnap: Yeah, that was a mistake. MMM.esp overrides it though, so I've fixed it but it's not really worth uploading a new version for just yet.

Pintocat: That's an odd one. They're all set to ignore friendly hits, and they're all allied. Is the mine explosion taking out their combat inhibitor?

---
Sidenote: Not having a job this summer is making it very hard to avoid spamming the forums. I've just finished updating Playing With Firepower, but I've already got 2 threads on the front page of the forums :/.
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Sabrina Schwarz
 
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Post » Sat Feb 19, 2011 3:27 am

I didn't check that, hmm. I'll look next time it happens.


Is it possible to change the name of a creature/npc? I think it'd be cool if you could add [following] or [waiting] behind their names... because it can get confusing which ones I've told to do what when they're grouped.

And/or a way to tell apart which ones are upgraded, with what.
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Steven Hardman
 
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Post » Sat Feb 19, 2011 8:54 am

Something I've run into twice now, is a robot stepping on a mine (not one I placed), and all my other robots damaged by it attack the one who stepped on it.


I dont think that bug is specific to RobCo Certified, i have seen it happen outside the mod.
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Ricky Rayner
 
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Post » Sat Feb 19, 2011 6:15 am

With the absence of a working CloneForm, it'd require me to create a bunch of preset "Protectron [Gaze][Snare][Following]"/"Protectron [Gaze][Snare][Waiting]" etc. robots and switch between them, which isn't really practical. A bit unfortunate- RobCo has really suffered from the lack of a working CloneForm, it's what originally delayed the release for so long until I found a workaround (which didn't work either, but at least the FOSE team fixed it).
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matt white
 
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Post » Sat Feb 19, 2011 7:28 am

I have an idea for an addition to the mod, but its just an idea. I have no idea how much work would be involved, but probably a lot.

Wouldn't it be neat if you could pack deactivated turrets into a box like you can your 'bots in order to sell? or maybe (the part that would be a lot of work) give the turrets to your robots as weapons!

Am I the only one who can't seem to repair drones? They tell me what they need, and i have plenty of them in my inventory, but if i have to do something additional to actually administer the spare part... I don't know what it is. Help?
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Add Me
 
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Post » Fri Feb 18, 2011 11:33 pm

Just wondering, but am I the only one having trouble fixing Guardian Drones on Zeta? They keep turning into Support Drones, for some odd reason.
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Kelsey Anna Farley
 
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Post » Fri Feb 18, 2011 6:27 pm

I have an idea for an addition to the mod, but its just an idea. I have no idea how much work would be involved, but probably a lot.
Wouldn't it be neat if you could pack deactivated turrets into a box like you can your 'bots in order to sell? or maybe (the part that would be a lot of work) give the turrets to your robots as weapons!

Am I the only one who can't seem to repair drones? They tell me what they need, and i have plenty of them in my inventory, but if i have to do something additional to actually administer the spare part... I don't know what it is. Help?
The problem is most turrets you can deactivate are the ceiling ones, which you can't really place anew, and just having them be ways of making money is kind of tangential to the purpose of this mod. There's not a huge amount of point in making it possible to pick up and move the dozen or so preplaced ground turrets you can deactivate either, because of their limited number. Everything else you can repair in RobCo is on the spawn lists, so you can't run out of them.

W.r.t. repairing the drones, what's the problem in particular- is the option not coming up?

Just wondering, but am I the only one having trouble fixing Guardian Drones on Zeta? They keep turning into Support Drones, for some odd reason.
If they don't have a cannon in inventory, they repair into Support drones. Conversely, if you add a cannon to a Support drone's inventory then repair it it'll turn into a Guardian Drone.
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Luis Longoria
 
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Post » Fri Feb 18, 2011 7:50 pm

As i mentioned on FON, i'm having issues with packing up robots and then moving to another area -- this causes my game to crash spectacularly. Though it probably won't help you, i've got a video of it happening. Does anyone have any idea what could be going wrong?

http://www.youtube.com/watch?v=8W5ZBtIyU9U

The BOSS says...-----------------------------------------------------------    Better Oblivion Sorting Software for Fallout 3                          Load Order Utility                           (c) Random007 & the BOSS development team, 2009            Some rights reserved.                                      CC Attribution-Noncommercial-No Derivative Works 3.0       http://creativecommons.org/licenses/by-nc-nd/3.0/          v1.0 (February 2010)                                    -----------------------------------------------------------Master .ESM date: Tue Jan 01 01:00:00 2008FOOK2 not detected.------------------------------------Recognised and re-ordered mod files:------------------------------------Anchorage.esmThePitt.esmBrokenSteel.esm  . Bashed Patch tag suggestion:  {{BASH:Actors.AIPackages}}PointLookout.esmZeta.esmGalaxyNewsRadio100[M].esp  . Conflicts with:  GalaxyNewsRadioXXX[M].espUPP - Pack 1.espUPP - Pack 2.espUPP - Experience Perks.espUPP  - Quest Perks.espUPP - Beverage Perks.esprockville.espDCInteriors_Georgtown.espDCInteriors_SewardSq.espDCInteriors_Mason.espDCInteriors_LEnfntPl.espGreenerworld.espMZAllAccessPass.espFellout-SOTD.esp  . Conflicts with: Either Fellout-Full.esp  . Note:  Do not use with latest FOOK2, it is already integrated.Fellout-Anchorage.esp  . Requires: Anchorage.esm  . Note:  Do not use with latest FOOK2, it is already integrated.Fellout-BrokenSteel.esp  . Requires: BrokenSteel.esm  . Note:  Do not use with latest FOOK2, it is already integrated.-----------------------------------------------------------------Unrecognised mod files:                                          Reorder these by hand using your favourite mod ordering utility. -----------------------------------------------------------------Unknown mod file: Companion Core.esmUnknown mod file: Companion Core DLC Addon.espUnknown mod file: Companion Share & Recruit.esmUnknown mod file: RobCo Certified v2.esmUnknown mod file: RobCo Certified v2 Zeta Addon.espUnknown mod file: Nuke Weapons.espUnknown mod file: ClassicEnclaveAPA-english.espUnknown mod file: japanese_armor_set.espUnknown mod file: Location 1 (Megaton-V101).espUnknown mod file: MZ_OvercoatFix.espUnknown mod file: ConsoleCodes.espUnknown mod file: Vault 89 (player home) V1-34.espUnknown mod file: TerminalOverload.esp-----------------------------------------------------------

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Stefanny Cardona
 
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Post » Fri Feb 18, 2011 11:00 pm

I had an issue with vanish and re-appear when I had them wait first once.. I just reloaded a save from a minute earlier and it was fine. I don't know the exact sequence of events I did but I too had some crashing with the vanish/reappear, but it's only in specific scenarios.. Now that I think about it, I think I had my 5 robots, and repaired a 6th, so the 6th was waiting where I fixed it. The crashes were when I tried the recall all function, I think.
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C.L.U.T.C.H
 
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Post » Sat Feb 19, 2011 7:36 am

W.r.t. repairing the drones, what's the problem in particular- is the option not coming up?



the option to repair comes up in the dialogue (for example 'sensors') and I can select it. It tells me what I need to repair it, (A sensor module or spare parts, iirc) I have sensors, and robco spare parts in my inventory, but it never repairs. I'm assuming it should work like the upgrade dialogue, in which case this is acting like its not recognizing my items as what it needs.
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sam
 
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Post » Sat Feb 19, 2011 12:18 am

Doh, they're checking to see if the /bot/ has any sensors. I'll fix that.

Poopskin: That's odd, it sounds like they've not been deleted properly. Try waiting a few hours after packing them and see what happens? Alternatively, try issuing a group Follow then Wait (then Follow again, maybe) to try and make sure they're on the right lists before trying.
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sunny lovett
 
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Post » Fri Feb 18, 2011 9:23 pm

I feel stupid for asking, but how do you repair a Robot when it says via dialog that it needs repairs.

And how do you order a human companion to repair it? Do they/I need to have certain items? I have the RobCo Wrench and Scrap Metal...
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Richus Dude
 
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Post » Fri Feb 18, 2011 6:10 pm

It's all busted up :/. Until last version there was a small bug I'd put in that was killing the cripple script, now it's started working and it turns out the dialogue for repairs was mangled all along. I've just fixed it and am testing, should have an update out by tomorrow at the latest.

Allied NPCs will only repair during combat, in the same was as you would with the RobCo Wrench, rather than fixing malfunctions. They should have "Healing" under their combat settings- normally they'll heal anyone they can treat who's on 40% health, you can change their settings so they'll heal anyone lightly hurt as well. You can't directly order them, which I probably ought to remedy.
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Baby K(:
 
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Post » Fri Feb 18, 2011 6:19 pm

I'm trying to wait, here's results so far:

PACK UP ROBOTS, THEN WAIT: Crash as soon as i hit the WAIT button after selecting how long to wait.
PACK UP ROBOTS, THEN SLEEP: Wouldn't let me sleep, saying there was enemies nearby. As it turned out, i failed to pack one robot, and when i activated it it went hostile, leading to Wadsworth screaming about murdering the robot and me running around in circles luring the robot in Wadsworth's range until he offed it. Tried to save afterword, crash. after killing the robot, the "One of the robots in your party has been destroyed" message came up, which is odd because said robot was trying to murder me.

I'll fiddle a bit more later. this problem is really bugging me... Maybe i just need to start a new game?
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Tyler F
 
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Post » Sat Feb 19, 2011 9:48 am

I'm trying to wait, here's results so far:

PACK UP ROBOTS, THEN WAIT: Crash as soon as i hit the WAIT button after selecting how long to wait.
PACK UP ROBOTS, THEN SLEEP: Wouldn't let me sleep, saying there was enemies nearby. As it turned out, i failed to pack one robot, and when i activated it it went hostile, leading to Wadsworth screaming about murdering the robot and me running around in circles luring the robot in Wadsworth's range until he offed it. Tried to save afterword, crash. after killing the robot, the "One of the robots in your party has been destroyed" message came up, which is odd because said robot was trying to murder me.

I'll fiddle a bit more later. this problem is really bugging me... Maybe i just need to start a new game?
That's starting to sound really weird. Could you send me your save so I can have a look at it? In the interim, you should be able to order them to deactivate and come back to pick them up later once it's fixed.
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Dona BlackHeart
 
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Post » Fri Feb 18, 2011 6:15 pm

Okay. let me find it and pack it up for you. I should have it sent in less than five several minutes.

EDIT: Where should i upload the .Rar to? i've never uploaded saves before.
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Enie van Bied
 
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