[RELz] RobCo Certified v2

Post » Fri Feb 18, 2011 11:34 pm

http://www.fallout3nexus.com/downloads/file.php?id=712
http://fose.silverlock.org

RobCo Certified v2.0 adds a perk of the same name, that lets you fix up robots to form an army of metallic minions that will obey your every command.

The Aquisition of Robots
Like 1.0, if you take the perks you can repair any bot you find with a fusion battery and some scrap metal, and their stats are dependent on your science and repair skills.
Shops will now carry broken robots, spare parts for them, and rarely even fully-working robots you can buy and use even if you don't have the RobCo Certified perk. To get RobCo characters off to a flying start, there's a broken Mister Handy, parts to repair him and notes on one upgrade on the roadside in Springfield, and Moira's guaranteed to carry a broken Protectron, an upgrade for it, and parts.

The Control System
It's plugged into the Companion Core system used in http://www.gamesas.com/index.php?/topic/1086069-relz-companion-share-recruit/. The upshot of this is you can order all your companions around through one interface, and any companions with Repair as a tag skill will rush to aid heavily damaged robots. You can order them all to follow, wait, hold positions in combat, and change their engagement distance individually as a group, or order each to specialise in one weapon. In addition, you get a spanner you can use to repair your own robots, so you don't have to keep picking them up and dusting them off.

Companion Core also automatically disables your companions if you lose your gear, so you don't clank through Tranquility Lane with a horde of robotic death machines, and re-enables them when you leave. You can toggle off your companions at any time too, if you'd rather they keep their mechanical noses out of things for the moment.
You can also deactivate robots yourself for storage purposes, to save the old problem of Minefield houses full of clanking, shouting Protectrons- now they sit quietly in the corner until you press the On switch.

The Malfunction System
If your bots take too much damage in a fight, they're liable to develop malfunctions, crippling one attribute until you find the bits to repair them with. Hopefully this stops huge robot armies being an upkeep-free I Win button, and makes some of the less commonly used items in the environment helpful. Now as a mechanic you don't just need to carry 3-4 fission batteries; whilst your repair wrench means bots are far less likely to get downed, you'll need to keep a stock of spare parts to hand if you want to keep your party on top form, and hunt for more. Wolfgang's junk shop becomes a lifesaver.

The Upgrade System
Now you can upgrade bots. You can give each one 1 upgrade per rank you've been able to build them for- rank 1 bots like Mister Handies can have 3 upgrades by rank 3, for example. Upgrade schematics can be found in shops, and can give your bots new/more powerful abilities.
The available upgrades are:

T1: Mister Handy
  • Handy Holder: Can use any 1h weapons, melee or ranged. Replaces circular saw.
  • Sticky Flamethrower: Ups flamer damage, and damage over time.
  • Power Vacuum: Adds a vacuum that can be set to blow away nearby enemies or svck in distant ones.

T1: Protectron
  • Sheriff's Snare: Adds a slow effect to the hand laser, and lets you see anyone struck by it through walls
  • Protectron's Gaze: Turns the head laser into a head laser shotgun, a la the namesake pistol.

T2: Mister Gutsy
  • Mine Launcher: Does what it says on the tin.
  • Plasma Cannon: Ups plasma damage, gives it a blast effect.

T2: Robobrain
  • Helping Hand: Can use any 2h rifles, like Brainbot. Replaces hand laser.
  • Rage Inducer: The Robobrain's mind-beam frenzies on a crit.

T3: Sentry Bot
  • Gamma Gatling: Ups the damage of the laser, lets it punch through multiple enemies.
  • Hotshot Minigun: Adds flame damage to the minigun.


Zeta Integration
If you're sick of running out of bots on the Mothership, a Zeta addon is available. If you take the Xenotech Expert perk, you can repair alien robots (and normal ones) with Alien Epoxy and Large Crystals, as well as upgrade them with shields and improved weaponry. Plus, when you get back to earth you can use Fission Batteries to turn ham radios into temporary teleportation relays, to bring down more Alien Robots from the mothership, or beam down some alien parts or ammunition (for if you're a tad low on Alien Power Cells).

http://img801.imageshack.us/img801/985/mechanistsedition.jpg
Is an add-on module allowing you to find a lost comic book inspiring you to make your own Mechanist's Armour (and upgrade it to Mechanist's Power Armour). Whilst wearing it, you can buff your robots by pulling heroic poses, and wasteland robots won't attack you or will even come to your aid.
Video of the addon http://www.youtube.com/watch?v=nK1ivQLucKE.

Impervious Armour
Another addon is available that integrates the effects from my Impervious Power Armour mod with RobCo, making bots immune to weak attacks- a la Damage Threshold in New Vegas.

Compatibility Addons
Plus there's addons for FWE, and a FWE-EVE-ZETA Omnipatch.
-----
Anyway, very belated but it's done! Questions, comments, suggestions in the thread.
If you notice anything I've left in accidentally in my attempt to pack and release when I can't really remember what I was last doing to the mod, please tell me.
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Sophie Louise Edge
 
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Post » Sat Feb 19, 2011 2:50 am

Already downloaded this a few min ago ( have nexus bookmarked to updated today :D ) and even more excited to find out what the updates are here. A HUGE thank you! Is Companion Share and Recruit update next?
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JR Cash
 
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Post » Sat Feb 19, 2011 4:46 am

Fantastic, this was one of my favourite mods so it's good to see an update!

And it's awesome that it takes advantage of Share&Recruit features.

I believe you mentioned a Wasteland Whisperer update coming at some point too? :D


No more going solo for me...
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gemma
 
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Post » Sat Feb 19, 2011 9:01 am

Thanks TheTalkieToaster.
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Avril Louise
 
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Post » Fri Feb 18, 2011 6:13 pm

Talkie-

I'm currently using RobCo 1.2 and a slew of patches for it:
http://www.fallout3nexus.com/downloads/file.php?id=11640
http://fallout3nexus.com/downloads/file.php?id=4200
http://fallout3nexus.com/downloads/file.php?id=11625
http://fallout3nexus.com/downloads/file.php?id=11407
http://fallout3nexus.com/downloads/file.php?id=8926
All patched to FWE in this load order:
86  Wasteland Whisperer.esp87  RobCo Certified.esp88  RobCo Storage Module.esp  [Version 091]89  RobCo Certified Engineer.esp8A  RobCo Engineer - Robot Repair.esp8B  RobCo Certified Engineer - Storage Enabled.esp8C  RobCo Certified Engineer - Storage Enabled Fix.esp8D  RobCo Certified - FWE EVE Balance.esp8E  RobCo Certified Stealth Bots.esp8F  RobCo Certified Stealth Bots - FWE EVE Balance.esp90  RobCo Certified Stealth Bots - CRAFT.esp91  RobCo Certified Recall.esp92  RobCo Certified Recall - Stealth FWE EVE Balance.esp
... and man I just got all that kosher and working right.

I know you are not the author of those mods (even though I wish you would Borg them), but do you foresee serious issues with upgrading?

The only perk the character has taken is the first one, but I think even that is altered from your older version by the engineer plugin.

What is you advice? I guess this is more than the typical - is it cool to update or do I need a new game question.

Kaburke (of FOMM fame) is the author of most of those, so I will ask him too.

thanks
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DarkGypsy
 
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Post » Fri Feb 18, 2011 9:22 pm

Hey Talkie, - first of all, THANK YOU for all the great additions you have created for this game, and also Oblivion (i've been a fan ever since)!!!


I was wondering if you have looked into the compatibility of your CSR mod with Phalanx (and therefore with FOOK2) - especially now, with Robco Certified and potentially Wasteland Whisperer all using the same engine, it would break my heart (and I'm sure for many others as well) to have to choose between your trio of wonderful mods and FOOK2...

I know that the FOOK2 team is not going to try and make any compatibility patches or changes to accomodate other follower mods, but I was wondering if you might look into it from the CSR side...

Best Regards, Bendiwolf
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Thomas LEON
 
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Post » Fri Feb 18, 2011 9:05 pm

I believe you mentioned a Wasteland Whisperer update coming at some point too? :D
Yep, just waiting a bit to see if anyone has any problems with RobCo (and to avoid spamming the forum :P), it's already relzable.

I know you are not the author of those mods (even though I wish you would Borg them), but do you foresee serious issues with upgrading?
You should be able to just update- the mod filename's changed, so any bots from the old version will vanish and you can add them back with the Version Updater plugin. The perk system's changed too (from 1 perk with 3 ranks to 3 perks, 1 for each rank) so Version Updater also asks about that.

I had a chat with Kaburke before relzing about nicking some of his ideas, and some of the changes from those mods are now in RobCo- Recall's in. Stealth is sort-of in, in the sense you can temporarily disable your followers and re-enable them whenever, so if you wanted them to vanish whilst you snuck up on somewhere you could. Repair's in, although it doesn't cost metal. Malfunctions are in, albeit slightly differently.
Storage isn't in, as to me that's reserved for Pack Brahmin and followers. Fortunately Wasteland Whisperer 2 should have Pack Brahmin on sale in shops for non WW-perk characters to carry their spare fission batteries in.

I was wondering if you have looked into the compatibility of your CSR mod with Phalanx
Er, what incompatibilities would there be? I mean, if you recruit a Phalanx follower with CSR then the two systems will have a bit of a scrap over them, but otherwise they don't meet.
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Siobhan Wallis-McRobert
 
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Post » Fri Feb 18, 2011 9:02 pm

ran into a couple of bugs
1-pipboy, "issue command" in aid and "note to scribe peabody" had pin os error - 24, file not found
2-in console, protectron is not correct
3-xenotech, level 2, and science 50 are the requirements listed, but i can't take it. I have level 7 and science of 60.
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Samantha Pattison
 
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Post » Sat Feb 19, 2011 9:11 am

ran into a couple of bugs
1-pipboy, "issue command" in aid and "note to scribe peabody" had pin os error - 24, file not found
2-in console, protectron is not correct
3-xenotech, level 2, and science 50 are the requirements listed, but i can't take it. I have level 7 and science of 60.


Mm, I think the Xenotech needs 50 Repair, RobCo Certified and the "Not of this World" quest completed, too.
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michael flanigan
 
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Post » Sat Feb 19, 2011 3:52 am

Is it possible to replace the sentry bot's missile launcher? It doesn't make for long friendships when nice people help me fight and get blown into smoking hamburger from splash damage for their trouble. :hehe:
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Ymani Hood
 
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Post » Sat Feb 19, 2011 9:42 am

ran into a couple of bugs
1-pipboy, "issue command" in aid and "note to scribe peabody" had pin os error - 24, file not found
2-in console, protectron is not correct
3-xenotech, level 2, and science 50 are the requirements listed, but i can't take it. I have level 7 and science of 60.
Issue Command has no icon, so that's not really a bug. The note does need fixing, although strangely it has the same icon as all the other notes in the game, sooo...
'Protectron is not correct' just means it lost its AI package and had it readjusted. It's more of an indicator what's wrong if a bot is behaving oddly than a problem itself (if a bot keeps going in circles and the console is full of 'not correct' then another script is trying to change their package).
Xenotech unsurprisingly requires you to have found Zeta before you can start beaming things down.


Is it possible to replace the sentry bot's missile launcher? It doesn't make for long friendships when nice people help me fight and get blown into smoking hamburger from splash damage for their trouble. :hehe:
Sounds like a sensible idea. Quite what to replace it with is the question, I think- I could just massively reduce the blast radius and use the homing missile stuff from Playing with Firepower so they don't hit allies as often, or replace it with a single-target weapon. Any preference?
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Horse gal smithe
 
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Post » Fri Feb 18, 2011 9:02 pm

Just saw the Mr handy upgrades video. Awesome. :D

And there was another video with a gun, does it replace the fx from the original game/weapon? Would that make it incompatible with EVE?
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Horror- Puppe
 
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Post » Fri Feb 18, 2011 6:28 pm

Man, people sure seem to be paranoid about incompatibilities lately :P. They'd only be incompatible if they both edited the same thing. The sentry gun upgrade adds a new gun to the sentry replacing their default one, so there's no potential for incompatibility.
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Sophie Payne
 
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Post » Sat Feb 19, 2011 5:41 am

Man, people sure seem to be paranoid about incompatibilities lately :P. They'd only be incompatible if they both edited the same thing. The sentry gun upgrade adds a new gun to the sentry replacing their default one, so there's no potential for incompatibility.

Hehe okay.
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Rude_Bitch_420
 
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Post » Sat Feb 19, 2011 9:18 am

Nice work on the new bots Talkie. :)

Glad to see your still hacking out there!

Miax
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I’m my own
 
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Post » Sat Feb 19, 2011 9:00 am

So wow, it turns out that perks that start quests are utterly broken if they start more than one quest. Like the RobCo perks. V2.01 is up and fixed, if you started with a previous version you can use "Setstage aaaCoreQuest 10" in the console to fix it, or just disable/save/reenable and use the Version Updater to add your perks and bots back.
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Mike Plumley
 
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Post » Sat Feb 19, 2011 12:04 am

So wow, it turns out that perks that start quests are utterly broken if they start more than one quest. Like the RobCo perks. V2.01 is up and fixed, if you started with a previous version you can use "Setstage aaaCoreQuest 10" in the console to fix it, or just disable/save/reenable and use the Version Updater to add your perks and bots back.

DO you recommend that console command if you are upgrading from1.2 version but never got around to 2.0 and are going straight to 2.01?

I wasn't aware of any perks from this starting quests - are the quests you speak of only quests for the sake of game setting changes or are they quests in the sense of 'go save the wasteland by completing steps A-G' kind of quests.

thanks
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lucile davignon
 
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Post » Sat Feb 19, 2011 2:48 am

Nope, it's just to fix the broken v2.0 stuff.
The quests are engine-side quests used to run scripts and handling dialogue, not actual player-side 'quests'.
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No Name
 
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Post » Fri Feb 18, 2011 7:53 pm

A couple questions, if I recall right, in the previous version of robco robots you gained exp when the robots killed something. Is that still the case? If so, if your running an exp reducing mod will it still reduce rewarded exp correctly? I am not sure how you deal with the experience awarding. (My exp reducing mod is an integrated fose dependent feature in fook2.) Finally, if exp reducers don't catch robot kill experience, is there a way to turn the feature off? I tend to level up to fast even without an army of really neat robots.

Anyhow, I also wanted to say this mod is really really neat. I like the idea of having my own Robotic army to hunt down those pesky enclave people.
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Phillip Hamilton
 
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Post » Fri Feb 18, 2011 11:37 pm

Regarding all the mods I linked above - there is no way that any of them will now work as RobCo is esm based and no longer esp based.

Looking at the archive though I see an esp called RobCo Certified v2 Version Updater.esp - how is that used? I didn't see anything in the readme about it.
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Gemma Woods Illustration
 
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Post » Sat Feb 19, 2011 9:18 am

i noticed that when i fix a robot, it doesn't automatically follow me. I have to click on it and tell it to follow me. Cound u change that or is there a way for me to do it with command prompt/console?
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lauren cleaves
 
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Post » Fri Feb 18, 2011 7:15 pm

Sounds like a sensible idea. Quite what to replace it with is the question, I think- I could just massively reduce the blast radius and use the homing missile stuff from Playing with Firepower so they don't hit allies as often, or replace it with a single-target weapon. Any preference?


Perhaps a gauss rifle?
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yermom
 
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Post » Sat Feb 19, 2011 2:47 am

A couple questions, if I recall right, in the previous version of robco robots you gained exp when the robots killed something. Is that still the case? If so, if your running an exp reducing mod will it still reduce rewarded exp correctly? I am not sure how you deal with the experience awarding. (My exp reducing mod is an integrated fose dependent feature in fook2.) Finally, if exp reducers don't catch robot kill experience, is there a way to turn the feature off? I tend to level up to fast even without an army of really neat robots.
Yep, you still gain XP when robots kill something and that XP will be reduced by XP-reducers. It's automatically reduced by 50% on top of that, a change which can be controlled by the global CoreXPMult, something I realise I haven't documented anywhere.

Looking at the archive though I see an esp called RobCo Certified v2 Version Updater.esp - how is that used? I didn't see anything in the readme about it.
It's just in the file details:
Use the Version Updater to replace perk ranks and bots lost when updating from RobCo Certified v1. Enable, replace lost perks and robots, then save and disable the Updater.

As you can see, it's so short there's no real need for more text anywhere else, although I probably should've put it elsewhere too.

i noticed that when i fix a robot, it doesn't automatically follow me. I have to click on it and tell it to follow me. Cound u change that or is there a way for me to do it with command prompt/console?
No, it does. Bear in mind if you've got 2-3 it'll add itself to the end of your chain of followers, which can mean it follows a long way behind.

Perhaps a gauss rifle?
Unfortunately DLC-dependent, which is something I'm aiming to avoid in the core.
Current WIP thing is a non-missile with knockback that pins like a railway rifle, but an alternative or two would be good.
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Rachel Hall
 
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Post » Sat Feb 19, 2011 2:13 am

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.
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Robyn Howlett
 
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Post » Sat Feb 19, 2011 5:31 am

How about...
Yeah, what TTT said sounds good. But it'd have to be a big slug.
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Monika Krzyzak
 
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