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Cyborg/Android Healing

General mod discussion and requests.
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oEvo
Posts: 6
Joined: Mon Oct 20, 2014 11:11 am

Cyborg/Android Healing

Post by oEvo » Mon Oct 20, 2014 11:26 am

I'm looking to do a cyborg/android run but I don't want to use stims or food for healing. They don't really fit the "robot" theme for me.


I was hoping someone could make a mod which adds healing properties to items like scrap metal, fission batteries, conductors, ect. and makes them consumable. Or maybe a perk (Metal Muncher?) that adds the healing properties for those who want more wiggle room.


Would be neat if the healing scaled with your science skill as well.


The only problem I can think of with this mod is what do you base the healing off of? I was thinking scrap and tin cans has the lowest since it is commonly found throughout the wastes. 


 


 



TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

Too common to be able to

Post by TJ » Mon Oct 20, 2014 12:46 pm

Too common to be able to scale with your science skill and at the same time be on par with a healing item.


My project Dash is on Kickstarter!



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Puppettron
Gary
Posts: 1715
Joined: Sat Nov 23, 2013 10:47 pm

honestly, the easiest way

Post by Puppettron » Mon Oct 20, 2014 2:23 pm

honestly, the easiest way would be to make new ingestibles that are crafted at your choice of crafting station that take those kinds of ingredients to make, cause otherwise you're looking at converting a shitton of misc items into ingestibles in the game.  


perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

Pup is right.

Post by JaxFirehart » Mon Oct 20, 2014 2:31 pm

Pup is right.


Nano-Repair Bots:


1 Scrap Metal,


1 Scrap Electronics,


1 Fission Battery


+10hp per second for 10 seconds


Just tossing out an idea, but that's the direction I would take, altering for balance.



oEvo
Posts: 6
Joined: Mon Oct 20, 2014 11:11 am

JaxFirehart wrote:

Post by oEvo » Mon Oct 20, 2014 9:15 pm

[quote=JaxFirehart]


 


Pup is right.


Nano-Repair Bots:


1 Scrap Metal,


1 Scrap Electronics,


1 Fission Battery


+10hp per second for 10 seconds


Just tossing out an idea, but that's the direction I would take, altering for balance.


[/quote]


I'm 100% okay with this. Though I think there should be a few different recipes. Maybe one using the extremely common misc items (scrap metal, wrench, tin can) to make a weaker healing item.


But if anyone does decide to take this request, I'm giving them full creative control. I'll be happy as long as the mod contains the jist of what I need. (A healing item(s) for a Cyborg/Android character.)



oEvo
Posts: 6
Joined: Mon Oct 20, 2014 11:11 am

So this mod has just been

Post by oEvo » Mon Oct 20, 2014 9:30 pm

So this mod has just been brought to my attention.


 


http://www.nexusmods.com/newvegas/mods/43732/?


 


It seems to have everything I want/need for a cyborg/android playthrough. Though it will probably need some converting for TTW in order to see the full effects. I'm going to install it and see how well it works. 


EDIT: ST Robot Race doesn't seem to work with the F03 vault beginning. (I tried to select my race at birth and it just came up as a big red box with the "!" in it. After I selected the race and attempted to continue my birth scene the game immediately crashed.


Tried with New Vegas start and I was missing my race selection button for some reason. Not sure if that is a problem with this mod or another one so I can't even be too sure if it works in New Vegas.



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Puppettron
Gary
Posts: 1715
Joined: Sat Nov 23, 2013 10:47 pm

custom races are notoriously

Post by Puppettron » Tue Oct 21, 2014 4:36 am

custom races are notoriously problematic with TTW, as NV's custom races don't need all the same things fo3's custom races do to not break your game.  can't really recommend them until someone with experience starts working on conversion for them.


however, i'm pretty sure that any custom races with specialized mechanics work through perks, which would allow you to maybe figure out a way to have your cyborg and eat it too.


perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

NPI
Posts: 6
Joined: Sat Nov 23, 2013 10:48 pm

A common workaround for

Post by NPI » Sat Oct 25, 2014 3:04 am

A common workaround for custom races starting in TTW is to just play through the start as one of the vanilla races, make a clean save(ie, nothing but TTW running) right before the last door to the wasteland, and then after adding your mods, use that recustomize option to change your race before setting out into the game proper. At least that's how I've handled using custom races in TTW. Note there's a couple other mods you'll want to have as well, to dodge the other major game stoppers with custom races.


First you'll want this tranquility lane custom race fix so you can avoid having your character forceably reset to default when progressing through the main quest.


Next, you should have this custom race work around to avoid having broken steel break your playthrough.


And you may also want Operation: Bypass Anchorage, as some people have had issues after taking custom races through the simulation(or maybe, like me, you just fail to enjoy OA).


Beyond those you should be OK. AFAIK the Robot Race mod does it's cool stuff through perks and scripts attached to them, so with the aforementioned mods there shouldn't be any issues beyond the standard Bethesda/Obsidian/TTW bugs.



BADshadow
Posts: 3
Joined: Tue Jul 01, 2014 4:15 pm

Android runs are great, I

Post by BADshadow » Wed Nov 05, 2014 6:39 pm

Android runs are great, I personally have done a run (though not in TTW just normal NV). I mixed aspects of Daughters of ARES and Smiley Tops Robot Race (DoA for the race and ST-Robot Race for the food/health item conversion to robot healing items, though I used console commands for my character to be able to get the item conversion stuff to work, once you input the command its permanent). if you still need help figuring out an Android run I believe this combo is a good reference to look at.


 


(the command was actually  player.addperk [the robot race perk]) its what tells the game that you're a robot and thus gives you the benefits of the Robot only perks/traits and items, as well as the "negative" effects of not getting anything from food, water and chems


 


(the perk may be different than the one i used which is why i simply put "[the robot race perk]". Just elaborating further incase of misunderstandings. how you find what you need would be through the GECK)



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