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FiftyTifty's Robotician

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FiftyTifty
Posts: 493
Joined: Tue Apr 09, 2013 7:36 pm

Re: FiftyTifty's Robotician

Post by FiftyTifty » Mon Jul 15, 2019 9:10 pm

Deroxis wrote:
Mon Jul 15, 2019 3:43 pm
Been loving this mod, felt great to charge the Enclave with Liberty Prime and 3 Sentry Bots, felt less great when Liberty Prime proceeded to walk through a building a walk in circles.

Ive experienced a few issues with this mod, none of them are really "game breaking" as you made it very easy to reset their AI with packaging and putting them back down but they can get frustrating:

- Robots will hit eachother quite often if you have more than one at a time, triggering them to attack eachother. They are also prone to attack other friendly NPCs even if they are hit by an explosive or stray shot (Liberty Prime was getting sprayed by 3 gatling lasers and missiles at one point).

- Protecteron is extremely slow, will find it impossible to keep up unless you move at walk speed

- Robot parts, or atleast sentry parts will disappear if you attempt to activate a second one instantly after the first (it will be "consumed" and disappear). After the first time though I just learned to close and reopen the pipboy, which fixed it

- Sentry Bot loves to fire missiles at you. The amount of times my sentry bots have decided it would be a smart idea to fire a missile into a hill or building, hitting me in the proccess and sending me into the stratosphere is in the 100s now. I think my favourite is the Museum of History, if there is a supermutant in range to shoot you, you can expect a missile in the back in about 5 seconds.

All in all though I really, really love this mod and it provides quite an efficient and enjoyable replacement to followers.
Yeah I tried to figure out why that was happening. I set all the robots to have their factions set to allied, but they still lay into each other. I'll look further into it.

I couldn't find any tutorials on speeding up animations, so that's just how it is unfortunately. There might be a way to script them so that if they're actively following you but stray too far away, they get teleported to you, but it would look really bad.

Probably should remove the missile launcher from the sentry bot, and replace it with a minigun.

Life is currently hectic, and I need to reinstall Windows to fix some bizarre shite I'm having with older games. I'll get this fixed once I've moved into my new place, but it'll be a few weeks.

ratimmy
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Re: FiftyTifty's Robotician

Post by ratimmy » Tue Feb 11, 2020 6:54 am

I think I would also be cool if you made robot parts craft able but with high science skill and many ingredients.

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aNoise
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Re: FiftyTifty's Robotician

Post by aNoise » Sun Mar 08, 2020 5:51 pm

Crafted Eyebots do not take instructions and do not follow you, and yeh a lot of bots seem to be quite slow at following, taking the cake Protectrons and Robobrains.

If you want a small suggestion, maybe it would be better to create copies/custom robot races mirroring each robot type that you can customize for the purpose of being followers rather than making changes to vanilla bots, this would also allow people with talent making new bots like that one Quadrasentrybot or that TVeyebot, or even sexy Assaultrons. I tried out this mod and it has a lot of potential.

Personal opinion balance-wise, I like the way you can easily craft bots but it can quickly devolve into an easy cap exploiter. Maybe adding some requirements to the crafting blueprints like Gattling Lasers/Miniguns and Rocket Launchers for Sentrybots, Plasma pistols for Mr Gustsies, Laser pistols for Eyebots and so on, and requiring more robot parts as the tier of the bots increase, mostly because it is not rare to find robots in the wild and I get to have way too many spare robot parts.

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FiftyTifty
Posts: 493
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Re: FiftyTifty's Robotician

Post by FiftyTifty » Mon Mar 09, 2020 3:50 am

aNoise wrote:
Sun Mar 08, 2020 5:51 pm
Crafted Eyebots do not take instructions and do not follow you, and yeh a lot of bots seem to be quite slow at following, taking the cake Protectrons and Robobrains.

If you want a small suggestion, maybe it would be better to create copies/custom robot races mirroring each robot type that you can customize for the purpose of being followers rather than making changes to vanilla bots, this would also allow people with talent making new bots like that one Quadrasentrybot or that TVeyebot, or even sexy Assaultrons. I tried out this mod and it has a lot of potential.

Personal opinion balance-wise, I like the way you can easily craft bots but it can quickly devolve into an easy cap exploiter. Maybe adding some requirements to the crafting blueprints like Gattling Lasers/Miniguns and Rocket Launchers for Sentrybots, Plasma pistols for Mr Gustsies, Laser pistols for Eyebots and so on, and requiring more robot parts as the tier of the bots increase, mostly because it is not rare to find robots in the wild and I get to have way too many spare robot parts.
I don't know how to speed up the robots. I looked around for info on modifying animations, but didn't find anything to go off of. If there is documentation on working with those, I'd be able to get something going.

It's very easy to add more robot types. You'd just need to add to the message box, copy the scripts from the old entries, and just use the placeatme function to call the new robot CREA record. I specifically designed this to be easily modifiable, avoiding all the pitfalls that other modders have fallen into. As always, Keep It Simple Stupid is the best approach.

I could release another version that has more intensive requirements, but this was developed with my damage overhaul and triple spawns mods in mind. For vanilla, yeah this mod is probably OP as all hell. But with my two other mods, it's actually underpowered. An army of robots will get trashed by a Super Mutant camp. IME, you're lucky to have one or two robots still standing after that fight.

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aNoise
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Re: FiftyTifty's Robotician

Post by aNoise » Tue Mar 10, 2020 4:48 pm

Not sure if you can speed up animations, but afaik speed mult is an actor value, i'll give it a try inside GECK later, I'm only familiar with Skyrim Creation Kit

Edit:

Yeah it is in fact an actor value, but this is what i mean when i say copies of the base robots should be made, or else you'll have every Robobrain racing high speed through wastelands

Image

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FiftyTifty
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Re: FiftyTifty's Robotician

Post by FiftyTifty » Tue Mar 17, 2020 2:15 am

aNoise wrote:
Tue Mar 10, 2020 4:48 pm
Not sure if you can speed up animations, but afaik speed mult is an actor value, i'll give it a try inside GECK later, I'm only familiar with Skyrim Creation Kit

Edit:

Yeah it is in fact an actor value, but this is what i mean when i say copies of the base robots should be made, or else you'll have every Robobrain racing high speed through wastelands

Image

That's really cool. Once I am done with my item replacer mod, I'll get this yin all sorted. And since I was smart, it won't be hard to do at all. I think I even made my own duplicate robot records to avoid editing vanilla stuff. Either way, it's easy enough to do.

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FiftyTifty
Posts: 493
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Re: FiftyTifty's Robotician

Post by FiftyTifty » Wed Mar 25, 2020 6:56 am

Right, big update.

- Fixed the bug with only being able to spawn one robot from the inventory, which involved overhauling all the scripts.

- Added faster movement speeds for Robobrains and Protectrons when following the player.

- Fixed a few robots with missing dialogue.

- Fixed Securitrons not spawning after using the mod's menu.

Any of you's got any ideas? Hurl them my way.

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FiftyTifty
Posts: 493
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Re: FiftyTifty's Robotician

Post by FiftyTifty » Thu Mar 26, 2020 4:42 am

Wee 4am update:

- You can now interact with dead Eyebots, allowing you to harvest Eyebot parts
- Added the medical Eyebot skin from Lonesome Road

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