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RobCo Certified - New Vegas TTW patch

General mod discussion and requests.
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lordbok
Posts: 23
Joined: Sat May 04, 2013 6:42 am

RobCo Certified - New Vegas TTW patch

Post by lordbok » Sun May 12, 2013 1:34 pm

Hello everyone, I was wondering if anyone would have enough time to create a compatibility patch for RobCo Certified - Vegas because currently while you are in Capital wasteland you cannot repair anyone of the robots and create your own robot army =P


I assume all you would need to do would be to change the IDs of the required items (sensor modules etc) and the robots in capital wasteland so they would match NV's IDs 


or


Maybe you could add the Capital wasteland IDs to the RobCo lists to activate the scripts when you click the robots and try to use the materials.


There is also a Robco Certified mod for Fallout 3 if you would like to see the resources 



Senterpat
Posts: 239
Joined: Thu Feb 21, 2013 5:37 am

http://newvegas.nexusmods.com

Post by Senterpat » Sun May 12, 2013 8:25 pm

http://newvegas.nexusmods.com/mods/50009


Call me Pat. Senterpat is too much to type.

lordbok
Posts: 23
Joined: Sat May 04, 2013 6:42 am

oh nice one =D never saw that

Post by lordbok » Mon May 13, 2013 2:48 am

oh nice one =D never saw that cheers.



morlund69
Posts: 44
Joined: Fri Jan 04, 2013 6:57 am

@ lordbok

Post by morlund69 » Mon May 13, 2013 6:57 am

@ lordbok


I like your profile pic. That is all.


If you think nothing is impossible... try slamming a revolving door. Yeah.

lordbok
Posts: 23
Joined: Sat May 04, 2013 6:42 am

Haha Thank you, I also quite

Post by lordbok » Tue May 14, 2013 2:44 pm

Haha Thank you, I also quite enjoy yours!



FhexSans
Posts: 3
Joined: Wed May 15, 2013 8:33 pm

Does anyone know if the patch

Post by FhexSans » Wed May 15, 2013 8:45 pm

Does anyone know if the patch that was linked here before a merger of FO3's RobCo Certified with NV's version? There's some content in the FO3 game (such as the Machinator's mod and the Mothership Zeta bots) that aren't in the NV version and I would really like content from both of them used simulateneously smiley



lordbok
Posts: 23
Joined: Sat May 04, 2013 6:42 am

I agree, I would love to see

Post by lordbok » Mon May 20, 2013 4:06 pm

I agree, I would love to see a Merger between these 2, or even just a compatible TTW version of FO3 RobCo Certified as I spend most my time in Capital Wasteland now anyway.



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pintocat
Posts: 576
Joined: Sun Apr 07, 2013 12:50 am

I looked into it, but the esm

Post by pintocat » Mon May 20, 2013 6:43 pm

I looked into it, but the esm's between the two are not exactly the same. The FO3 one seems to handle ownership/selling differently, which means there are lists and varibles and script differences.. it wouldn't just be a straight port.


I don't know if there's anything else but it'd probably be easiest to just take the Zeta module and tweak it to play nice with the NV esm. 


I don't even want to think about what the Mr Smith's Scrapyard will entail



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