[Request] Modifications to ED-E (simple?)

Post » Fri May 27, 2011 8:10 pm

An eyebot companion was on my wishlist for NV. ED-E is already pretty cool but I really hate the combat AI. It feels like cheating and it is not consistent with my stealth/sniper play style.

If anyone likes the idea and has the time/ability, I want to:

* Remove all combat behavior from ED-E - so he never attacks anyone and no one ever attacks him.
* Have the Rex and Boon companion perks (and the ED-E perk) added when ED-E is a compantion.
* Decrease the size of ED-E by about 30%

I am not sure how complicated this would be to acheive. Hopefully its not too hard.

Cheers
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Agnieszka Bak
 
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Post » Fri May 27, 2011 7:35 pm

An eyebot companion was on my wishlist for NV. ED-E is already pretty cool but I really hate the combat AI. It feels like cheating and it is not consistent with my stealth/sniper play style.

If anyone likes the idea and has the time/ability, I want to:

* Remove all combat behavior from ED-E - so he never attacks anyone and no one ever attacks him.
* Have the Rex and Boon companion perks (and the ED-E perk) added when ED-E is a compantion.
* Decrease the size of ED-E by about 30%

I am not sure how complicated this would be to acheive. Hopefully its not too hard.

Cheers


I've already done what amounts to sniper-style compatibility in the NVPhalanx mod I am making in that "passive" mode has some function to it. The whole follow behavior works differently, too (they are not so wander-offy while in any mode). The passive mode function is not in its final form, it works a little too well in some respects, but in any case it's available if you want to try it. NVPhalanx is one of the WIPz threads in this forum. It is a "WIPz" which means work in progress, which means it is unlikely to be perfect as it is, and there will be somewhat frequent updates for a while.

I've seen recently that its possible to in fact make EDE simply never ever attack but, I'd kinda not had plans to make exactly that, tbh.

You can easily decrease its size by going into the game console, clicking on it, and experimenting with the "setscale" command. http://geck.gamesas.com/index.php/SetScale . Also see: http://geck.gamesas.com/index.php/GetScale .

As for adding extra perks to yourself, this is more in the game cheat category than the mod category. You could do that via console using addperk. There is a list here: http://fallout.wikia.com/wiki/Fallout:_New_Vegas_perks . Addperk command is http://geck.gamesas.com/index.php/AddPerk .
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I love YOu
 
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Post » Sat May 28, 2011 2:46 am

As for adding extra perks to yourself, this is more in the game cheat category than the mod category. You could do that via console using addperk. There is a list here: http://fallout.wikia.com/wiki/Fallout:_New_Vegas_perks . Addperk command is http://geck.gamesas.com/index.php/AddPerk .
I think replacing his combat capability with two nice, lore-friendly perks is a fair trade, though would make Boone less useful. If someone cared that much, they could modify ED-E's quest so that instead of taking it to either the brotherhood OR the followers of the apocalypse, you do both and each one gives one of the additional perks.

Just fixing the AI would be fine too though as far as I'm concerned... SO annoying on hardcoe when they wander off to fight something they can't kill. Early on in my first game I made it through the pass from goodsprings to HeliosONE instead of going around south, and at one point I had to just leave ED-E behind and rush to HeliosONE hoping I could reach the door before he died to a billion and a half radscorpions :/
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Patrick Gordon
 
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Post » Sat May 28, 2011 12:33 am

Like this idea. I'd happily trade ED-E's packmule(that tiny things can carry how much?!?) and combat capabilities to make him a more passive scouting/spotting companion.
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Alexxxxxx
 
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Post » Fri May 27, 2011 8:45 pm

Thanks Guys,

It does feel like a bit of cheat. But I find the companions unusable at the moment. It feels like bringing a psychotic, brain-damaged, crack-head along for the ride. It just doesn't make sense when using a sneaky, sniper play style.

But I like the pack-mule functionality, and the 3 perks that I mentioned are also really cool.

My preference would be to retain some balance by having the additional perks available as upgrades through quests/money. Incremental levels of carrying capacity could also be handled in a similar way. Maybe ED-E could also go into stealth mode when combat starts to explain why no-one fires at him. But these things all make it a much bigger project. It would probably be easier to just make it a new companion.

I spent a fair amount of time modding Oblivion and little bit with FO3, but I have forgotten most of it now, and was hoping to avoid installing the GECK again this time. I kind of have other responsibilities now.

But I think that I will end up installing the GECK. No I won't. Yes I will. Err...
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Queen of Spades
 
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Post » Sat May 28, 2011 7:29 am

I did some of it.

  • Extra perks added via the console

  • Size reduction (Stats > Base Scale = 0.70) abandoned as it made him too low to the ground. Does anyone know how to make him float higher to compensate?

  • Aggression removed by setting AI Data > Confidence to Cowardly.

  • Stealth mode activated by combat and removed after combat with EDEScript edits below. This does not prevent EDE from being attacked, but may reduce the frequency of attacks.



scn EDEScriptint Waiting								; 0 = Not waiting, 1 = Waitingint CombatStyleMelee				; 0 = Not melee, 1= Meleeint CombatStyleRanged				; 0 = Not ranged, 1 = Rangedint IsFollowingDefault				; 0 = Not following default, 1 = Is following default rangeint IsFollowingLong					; 0 = Not following long, 1 = Is following longint FollowerSwitchAggressive		; 0 = Passive (wait on player), 1 = Aggressive (attack when see enemies)float fTimer					int OnceOnlyint iLogsPlayed						; Count of the number of logs playedint iRadioConversation				;ref rLogBlocker							; reference to stop the player from getting logs in the same cellint bSameCell							; Set to 1 if the player is in the same cell as a log blocker.int IsCloaked					; 0=stealth effect not on, 1=steath effect is on;===================================================begin OnLoad	if OnceOnly == 0		set OnceOnly to 1	endifend;===================================================begin GameMode	if iRadioConversation == 1 && this == EDE1Ref		EDERadioREF.enable		sayto Player EDEStatic		set iRadioConversation to 2	endif	if (rLogBlocker != 0 && bSameCell == 0)		if (rLogBlocker.GetInSameCell Player)			set bSameCell to 1		endif	elseif bSameCell == 1 && rLogBlocker.GetInSameCell Player == 0		set bSameCell to 0	endifend;===================================================begin SayToDone EDEStatic	startconversation Player EDERadioConversationend;===================================================begin OnDeath	if VNPCFollowers.bEDEHired == 1		set VNPCFollowers.nCurrentFollowers to VNPCFollowers.nCurrentFollowers - 1;		set vNPCFollowers.bCritterinParty to 0		if (VNPCFollowers.nCurrentFollowers == 0)			set VNPCFollowers.bPlayerHasFollower to 0		endif		set VNPCFollowers.bEDEHired to 0		ShowMessage FollowerMessageDeadEDE		player.RemovePerk EnhancedSensors		ShowMessage FollowerMessagePerkEDERemove	endif	set VNPCFollowers.bEDEDead to 1	if GetQuestCompleted vDialogueEDE == 0		setstage vDialogueEDE 100	endif;	Remove stealth effect if it is currently on	if IsCloaked == 1		RemoveSpell StealthBoyInvisibilitySpell		set IsCloaked to 0	endifend;===================================================begin GameMode	if OnceOnly == 1		set fTimer to GetSecondsPassed + fTimer		if fTimer >= 5			set OnceOnly to 2			set EDE2Ref.OnceOnly to 2			set EDE3Ref.OnceOnly to 2			setrestrained 0			resetai		endif	endifend;===================================================begin OnCombatEND	if GetPlayerTeammate == 1		resethealth		restoreav perceptioncondition 100		restoreav endurancecondition 100		restoreav leftattackcondition 100		restoreav leftmobilitycondition 100		restoreav rightattackcondition 100		restoreav rightmobilitycondition 100	endif;     Remove stealth effect if it is currently on	if IsCloaked == 1		RemoveSpell StealthBoyInvisibilitySpell		set IsCloaked to 0	endifend;===================================================begin OnSTARTCombat;    Start stealth effect if it is currently off	if IsCloaked == 0		addspell StealthBoyInvisibilitySpell		set IsCloaked to 1	endifend

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Irmacuba
 
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Post » Sat May 28, 2011 7:15 am

Interesting. I was just exploring in the dark and thought of another feature for ed-e. When you activate your pip boy light, it activates a headlight too. I wonder how hard it would be to put a onmi light on the bot scripted to turn on alongside the pipboy one?
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REVLUTIN
 
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