[Relz] BuildableBots:NV

Post » Fri May 13, 2011 7:03 am

BuildableBots:NV


http://www.newvegasnexus.com/downloads/file.php?id=35473

Version 10.0

What is this mod?
You build robots out of spare / scrap parts. If you are a science based character you can repair them and take perks that allow for powerful upgrades. For medicine based characters, there is a special weapon called the surgical saw, that allows you to carve up NPC corpses for body parts. You can then place these into a machine to turn them into a reanimated corpse companion, ala Frankenstein's monster.

Features:

-5 types of buildable robot
-Range of build sizes (ranging from tiny and cute to huge and terrifiying)
-3 level up perks allowing for +1 upgrade slot per robot
-3 types of upgrade per robot (offense, defense and a special upgrade type)
-Junk items can now be converted to useful objects, e.g. toasters and cameras can be broken down for scrap electronics. Converters and steam gauges can be turned into specific robot parts.
-Frankenstein reanimation machinery, allowing you to reanimate body parts into an undead follower.
-Reanimated corpses can sneak around with the player, equip weapons / armor and heal themselves automatically if you put stimpaks in their inventory

Readme:

BuildableBots:NewVegas by chimp-------------------------------Version 101. Introduction2. Changelog3. Features4. FAQ5. Credits1. Introduction---------------This mod adds a small shack in the starter town of GoodSprings,near the gas station and the Doc's house. Inside are some basicliving quarters and the robot assembly pod / computer. By collectingthe required parts and placing them into the pod, you can constructyour own robots which have all the functionality of a basic companion.Parts can be scavanged off robots you destroy, or by converting every dayobjects via the workbench.2. Changelog-------------Version 10 - 04/11/10 *Think ive fixed issue with the static torso / head popping off of the                       table and becoming havokable objects.                      *Corpses now use stimpaks on themselves if you place some in their inventory.                      If they are < 50% health they will use up 1 stimpak, fully restoring their                      hp and limbs.Version 9 - 04/11/10 *Added a new Frankensteins Monster section to the lab. You can use a                       special weapon called the Surgical Saw to carve up dead NPCs into body                      parts which can be picked up, and then used to build reanimated corpse                      companions.                     *Added a return to lab command to the robots / corpses.                     *Added a scaleable option menu for building robots, ranging from extra small                      to extra large. Please note that I kept extreme sizes in for fun, but they                       will affect robot useability (extra large has trouble even getting out of the pod)Version 8 - 02/11/10 *Mister Gutsy was being built without a brain. Also I left a test model in the workshop                      by accident. Thats been removed, and now mister gutsy spawns with a neural processor okay.Version 7 - 01/11/10 *Added a buildable Mister Gutsy.                     *Tweaked protectron speed to 200% (up from 160%)                     *Fiddled with faction tweaks again                     *Nuka cola machine now accepts empty soda bottles, not just empty nuka bottlesVersion 6 - 31/10/10 *Quick update to hotfix a couple of irritating things 		     *Think ive fixed issue where robots randomly talked to you (it was 		      happening when NPCs tried to talk to robots)                     *Changed sentrybots combat style back, so they dont use missiles as much                      in close range                     *Minor faction tweak                     *~halved robots inventory carry weight, so you cant carry as much per robot anymore                     *Fixed bug where youd remove a robots neural processor whilst he was set to follow,                      and hed still teleport to you after a certain distance despite being unconsciousVersion 5 - 31/10/10 *Important bug fix re player perk - player wasnt getting loot off robots he killed		     *Added special upgrades to all robots. Mister handy can repair other robots (except securitrons),		      sentry bots get nuke launchers, securitrons get a hp regen system, and protectrons get a                       resurrect if not critically damaged upgrade.                     *Fixed a bug with robots deactivating whenever player is spoken to by NPC                     *Probably created a whole new slew of bugs with this update.Version 4 - 29/10/10 *Cleaned one single file entry, not sure if it was a problem or notVersion 3 - 29/10/10 *Fixed problem with loot, its finally working properly now (no robot parts loot on animals etc)		     *Fixed bug with dead robots teleporting to the player                     *Added new upgrade system, requiring perks and components (read the terminal manual)                     *misc tweaksVersion 2 - 27/10/10 *Fixed major issue with requiring another ESM file		     *Robots are now moved to the player if they are following but fall behind	             *Fixed navmeshing issues		     *Another major bug re loot now fixed, robot components are rarer and not dropped by anything but robots		     *Robots now give correct xp to player for kills		     *Removed robot parts listVersion 1 - 26/10/10 First release3. Features------------Build five types of robots (Protectron, Mr Handy, Securitron, and two types of sentry)-Full companion functionality-Ordinary components can be converted into robotic parts via the workbench-Console based diagnostic system for helping you identify what parts you are missing-Upgrade system for upgrading your robots. Requires you to take perks when you level up.-A few other easter eggs4. FAQ-------Q) Where is it / where do I go?Its in the starter town of Goodsprings. Go left out of the Doc's house, and run past the gasstation. Its right next door.Q) How does it work? What do I do?Place components into the assembly pod, and use the terminal to see if you can build a robot.Different robots require different parts / quantities of parts.Q) Where do I get parts from?A few are in the workshop to start you off, you can find more on any robots you kill. You canalso create certain parts out of generic items via the workbench.Q) Can I repair robots?Yes, but only if you have the required science skill. The more advanced the robot, the higherthe skill needed. Anyone can build a robot, but without the science to repair it, it willeventually break and you will lose all of those precious parts. Repairs can be done viaaccessing the command line, and consume either 1 x scrap electronics or 1 x scrap metal.Q) What is the command line for?Its for more advanced use of your robot. You can change the follow command from offensive to defensive.Defensive means the robot will stay close to you, and generally not run off as much to chase a bloatflyor whatever.Q) What does disabling the combat inhibitor do?Guess. Just like shooting on any robot, it will make your robot frenzy and attack anything (including  you).Because of that there is a ten second delay after you confirm the order. The robot will stop following youand wait, and then suddenly it will go berserk and start shooting at everything.Q) Im having problems / bugs / weird debug messages / wharbglLet me know, and I will try and fix it asap. Always a good idea to make a backup save.Q) How do I upgrade a robot?When you next level, choose the upgrade perk. This gives you one upgrade slot per robot (further perksunlocked at higher levels / science skill give you more slots). Take out a robots neural processor,then use the menu to add the upgrade. 5. Credits----------Calodine - TestingElminster - For making FO3Edit

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Laura Elizabeth
 
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Post » Thu May 12, 2011 8:40 pm

I think you may have tied the mod to one of the DLC pre-order packs. It crashed my game on startup, and when I view the file in the GECK, it says it has FalloutNV and a file called UNKNOWN as the master files.
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Danii Brown
 
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Post » Fri May 13, 2011 12:27 am

Bump for new version.
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Reven Lord
 
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Post » Fri May 13, 2011 3:17 am

Version 3 released, should be a fairly bug free experience now. Please let me know if anyone has any problems etc.
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Rebekah Rebekah Nicole
 
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Post » Thu May 12, 2011 10:24 pm

Bumping, on version 10 now. Lots of new stuff going on.
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Tamika Jett
 
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Post » Fri May 13, 2011 4:04 am

Man, that sounds cool. I've wanted buildable robotic companions since FO3!

It's just a shame that I'm now lvl 30 and close to the end of NV now and can't take any new perks (and don't really need ANY companions at this point to kick ass).

If I play NV through again I'll deffo be getting this.
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ShOrty
 
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Post » Thu May 12, 2011 8:48 pm

Man, that sounds cool. I've wanted buildable robotic companions since FO3!

It's just a shame that I'm now lvl 30 and close to the end of NV now and can't take any new perks (and don't really need ANY companions at this point to kick ass).

If I play NV through again I'll deffo be getting this.


I just installed it anyway - what a great mod. I have the cutest little protectron in the whole world following me around at the moment.

Is there any way to make him follow a little closer? He's set to aggressive.

Also, a feature request! Could you make them nameable?
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Doniesha World
 
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Post » Thu May 12, 2011 6:50 pm

How did I almost let this one slip by?!!!

I'm downloading now for use in a new playthrough.

May I request Robobrains be able to be built though? They have been my favorite forever. A robobrain with the sweet, soothing motherly voice from FO3 (and not the grating male voice from NV) with a laser gun and 9mm submachine gun would be the perfect traveling companion. If you could make this happen, I would be forever in your debt.

Super Ultra Bonus Points if you can cut up corpses for their brains to place inside the robobrain body.
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Silvia Gil
 
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Post » Fri May 13, 2011 8:05 am

Robobrains are now male in NV? bleh

I may well add them in a future version, but I need a break to actually play the game for a bit.
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Inol Wakhid
 
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Post » Fri May 13, 2011 4:46 am

Well, the only one I actually found was male. In one of the ranger stations, and assumedly belonging to the NCR.

They are also an astoundingly rare find in the wasteland. Apparently there's some in vault 11 too, but I haven't gone there yet.
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Ryan Lutz
 
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Post » Thu May 12, 2011 6:46 pm

Well, the only one I actually found was male. In one of the ranger stations, and assumedly belonging to the NCR.

They are also an astoundingly rare find in the wasteland. Apparently there's some in vault 11 too, but I haven't gone there yet.

Spoiler

You do not really get to see the Robobrains in Vault 11 for more than a few seconds before you get a pleasant surprise.


This is the singular most bad-ass aweome mod in the history of any of the Fallout games.. EVER.
You are my most favorite modder in the world, and I sincerely thank you from the bottom of my heart for creating such a wonderful addition to Fallout.

Also... Please consider adding the following suggestions:
"Mr. Gutsy" (military version of Mr. Handy, stronger armor & weapons)
"Hoverbrain" (top of HELIOS in red case, looks like a Robobrain & Poolcleaner had a baby)
"Robodogs" (aka Rex, but could use various canine bodies)
"Automated Surgery bots" (found several places, but most notibly behind Ceasar)
"Mobile Turrets" (Treaded or Hovering, whatever is easeist to repurpose)
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Gwen
 
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Post » Thu May 12, 2011 8:21 pm

Could you add the capacity to repair ED-E for people playing in hardcoe mode?
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Michelle davies
 
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Post » Fri May 13, 2011 2:44 am

Spoiler

You do not really get to see the Robobrains in Vault 11 for more than a few seconds before you get a pleasant surprise.


This is the singular most bad-ass aweome mod in the history of any of the Fallout games.. EVER.
You are my most favorite modder in the world, and I sincerely thank you from the bottom of my heart for creating such a wonderful addition to Fallout.

Also... Please consider adding the following suggestions:
"Mr. Gutsy" (military version of Mr. Handy, stronger armor & weapons)
"Hoverbrain" (top of HELIOS in red case, looks like a Robobrain & Poolcleaner had a baby)
"Robodogs" (aka Rex, but could use various canine bodies)
"Automated Surgery bots" (found several places, but most notibly behind Ceasar)
"Mobile Turrets" (Treaded or Hovering, whatever is easeist to repurpose)


There already is a mr gutsy, ive not played enough to see these other things yet. Hoverbrain? Is that an actual robot, or is it just a static model that doesnt do anything?


Could you add the capacity to repair ED-E for people playing in hardcoe mode?


Do native companions not auto heal themselves after a fight? Its doable, but I dont like to make edits to anything already in game for compatability reasons.
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mike
 
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Post » Thu May 12, 2011 10:49 pm

Hoverbrain? Is that an actual robot, or is it just a static model that doesnt do anything?


It is a static model that was also a static model in FO3.
I guess that means there are not any animation files fir it, just the models...
I apologise, I was just trying to recall every robotic item/creature I had come across and did not think about if they actually had skeletons and moved...

I really appreciate the mod as is though! It is obvious that you put in a lot of hard work, and are very talented at designing mods that people really enjoy!
Ever since I played the first fallout, i had wanted to build robot companions, and you tapped right into that desire many people shared and really knocked this mod out of the ballpark!

You created something that was actual NEW content, not a regular mod that plays with stats of items, armor, or weapons...
This is something awesome that really makes the world of Fallout so much more immersive, and really gives players that invest into Maxxing out thier Science and Repair skills first something to really enjoy!

Bethesda should really pay you for this and put it into one of thier DLC packs!

Ok sorry for screaming like a tweenage bieber fangirl, i just wanted to tell you how i really like this whole thing you made :)
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YO MAma
 
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Post » Thu May 12, 2011 6:26 pm

The native companions will heal in the normal mode but dead is dead in hardcoe mode. Would be handy if you could repair Rex and ED-E.
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Holli Dillon
 
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Post » Fri May 13, 2011 7:57 am

The native companions will heal in the normal mode but dead is dead in hardcoe mode. Would be handy if you could repair Rex and ED-E.

Really? Companions perma-die in hardcoe mode?
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Lily Something
 
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Post » Thu May 12, 2011 11:05 pm

Yep, one of the features :D
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sas
 
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Post » Fri May 13, 2011 2:47 am

i was wondering if any of the bot parts from the robco display are useable? probably not huh , because there are no animations for them ? they just looked really cool and lots of cool bots could be made out of those ones. Anyway great idea you had here for your mod.

For the good things you have done
for the community, You are now Liked
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Deon Knight
 
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Post » Thu May 12, 2011 7:38 pm

Hi,

thx for this cool mod.

I was in the sewers yesterday. There are many Giant Rats and most of them have some Robot Parts with em. I don't think these rats are robots :D
Can you please change this in the next update that only robots give that parts. You can also place some parts in chests but not in creatures.

Thx

CU Thalon
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stevie trent
 
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Post » Thu May 12, 2011 7:52 pm

Hi,

thx for this cool mod.

I was in the sewers yesterday. There are many Giant Rats and most of them have some Robot Parts with em. I don't think these rats are robots :D
Can you please change this in the next update that only robots give that parts. You can also place some parts in chests but not in creatures.

Thx

CU Thalon

Rats are scavengers, where normal sized rats would scavenge bits of wire and screws, Giant Rats would scavenge larger things, right? It is all about making the best nest for rats. That is why they have bigger and better parts on them.
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Ebou Suso
 
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Post » Thu May 12, 2011 8:45 pm

Rats are scavengers, where normal sized rats would scavenge bits of wire and screws, Giant Rats would scavenge larger things, right? It is all about making the best nest for rats. That is why they have bigger and better parts on them.


He he ok thats a conceivable explanation but not only the rats has the parts also ghuls and many ohter creatures.
I installed the mod 2 days ago and found more robot-parts than tin cans in 4 weeks :D
When rats an ghouls and what ever found so much of robot-parts, then I think there was no humans in the world of fallout but robots :-)

CU Thalon
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James Wilson
 
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Post » Thu May 12, 2011 11:49 pm

Incredible!! :tops: :tops:
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x_JeNnY_x
 
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Post » Thu May 12, 2011 10:18 pm

Just now getting caught up on what features have been implemented in this mod. Sounds very impressive - keep up the good work! :)
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Gemma Woods Illustration
 
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Post » Fri May 13, 2011 10:24 am

Fun mod i love the Ghouls if u lose them on hardcoe u can just get more.One thing the Ghouls eat up ammo so fast 200 box of .22 gone in a few minutes.Is it possible to make them not use so much or not use ammo at all like the other NPCs?
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Samantha hulme
 
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