[RELZ] A Repair Bot

Post » Tue Feb 08, 2011 1:00 am

I often found myself with broken gear and not knowing where or how to get it fixed. I figured that in a world with so many robots, there would definitely be robots programmed to fix anything that is broken, including the player’s gear.

This mod adds 14 “Mr Handy”-style robots to the game in various locations (near most major settlements) that wander around. Each is called “Mike the Mechanic”. Each has a “coin operated repair function”, meaning that when you click on them, the repair menu appears.

http://princessstomper.wordpress.com/2010/11/20/a-repair-bot/
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latrina
 
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Post » Mon Feb 07, 2011 8:51 pm

If this works OK, I'll duplicate it for Fallout 3, so please let me know if there's any "feedback" to be had.
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Fiori Pra
 
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Post » Mon Feb 07, 2011 10:02 pm

Very handy. No pun intended.

However, as it stands, the robots repair skill isn't high enough to get a huge advantage, unless you intended it this way.
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Tamara Primo
 
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Post » Mon Feb 07, 2011 9:45 pm

I gotta agree, while it's convenient, 40 is pretty low. I upped it*. Otherwise a fun idea.

You could maybe get someone to make you some custom blue RobCo (like the RobCo jumpsuit +repair) skins for the Mr. Handy's, that'd be pretty nifty.

*Strike that. I can't actually figure out how to change it. Huh. Does it scale with level or something? Scripts scare the hell out of me, my GECK skill is limited to changing numbers.

*Ok, the script is just for dialogue it seems, where is are the Skill values? I am such a nub.

*edit 3, D'oh! Nm. I figured it out, /facepalm.


Skins would be rad, as I was saying. Maybe get that voice guy to do some custom dialogue. Ahem.

*Ed 4* Ok, no, I was wrong again. :facepalm:
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NAtIVe GOddess
 
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Post » Mon Feb 07, 2011 9:33 pm

Heheh, I think that's adding rather more work to the mod than I expected.
I'll look into upping the robot's repair skill. :)
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Lucky Girl
 
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Post » Tue Feb 08, 2011 7:21 am

Another idea for the bot repair skill would be to always have them a certain percentage lower than the player's skill. Maybe up it a little for repeated patronage ;)
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priscillaaa
 
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Post » Mon Feb 07, 2011 7:26 pm

If it's lower, then there's no reason to use it! Personally, I reckon that the skill should stay constant at a high value - 75, perhaps - so that they only become useless if the player puts points into their repair skill.
This is a neat idea, though! Considering how I plan for the next game I start to be one with a character who doesn't have repair tagged, I'm sure this will be both immensely useful and neat to have.
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A Lo RIkIton'ton
 
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Post » Tue Feb 08, 2011 4:53 am

I figured the player would be using the bots because he/she didn't have the repair parts. Thus the skill penalty.
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Laura Samson
 
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Post » Tue Feb 08, 2011 4:04 am

ooops - I've had a crazy week. I'll see about updating this at the weekend. Thanks for the feedback all.

That's a good point about the low skill level being a "penalty" for not using crafting materials. What does everyone think of that?
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STEVI INQUE
 
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Post » Tue Feb 08, 2011 2:47 am

I like the mod, princess. I'll agree that the low repair level is a bit of a hindrance. Some thoughts:
-Maybe a character with sufficient Science skill can rewire the bot to up his repair skill
-Or maybe he can offer 2 or 3 tiers of service, with higher repair skill coming at a higher price. My current character has abysmal repair skill but would be willing to pay a premium to get his weapons up to top condition (i.e. paying for convenience).
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Dorian Cozens
 
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Post » Tue Feb 08, 2011 2:40 am

I think tiers would be overcomplicating it. You can either do it yourself or pay someone else to do it.

I figured Intelligence governs the repair skill, though I couldn't see any specific way to increase the repair ability. I've therefore increased the robot's Intelligence to 10 and reuploaded it as version 1.1 - hopefully that will improve things.

The old version is stil available for those who prefer the robot to be underpowered.
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Lyndsey Bird
 
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