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RobCo Certified - Xenotech Certified Perk patch

General mod discussion and requests.
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Fappy
Posts: 1
Joined: Fri Mar 27, 2015 11:33 pm

RobCo Certified - Xenotech Certified Perk patch

Post by Fappy » Fri Mar 27, 2015 11:41 pm

In the Fallout 3 version of RobCo Certified, there's a perk, "Xenotech Certified", that lets the player build and fix up the alien drones from Mothership Zeta, provided they've visited the Mothership and have the skill requirements for the perk (I believe either 40 or 50 in both science and repair). The New Vegas version of RobCo Certified lacks this perk for obvious reasons.


TTW reintroduces the alien robots, but unfortunately they cannot be repaired in any way. I was wondering if someone would mind making a RobCo Certified NV patch that reintroduces the Xenotech Certified perk, so as to be able to fix those neat Mothership Zeta drones.



Lord General
Posts: 7
Joined: Mon Mar 30, 2015 2:47 pm

Yeah I've been looking for

Post by Lord General » Wed Apr 01, 2015 10:17 pm

Yeah I've been looking for something like this too, perhaps even a full conversion given the missing content like the mechanists power armour addon.



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

I've started and stopped 3

Post by pintocat » Wed Apr 01, 2015 11:07 pm

I've started and stopped 3 times a conversion... it's not really possible. A conversion would actually end up being re-creating from scratch a bunch of the stuff. The main masters for Robco FO3 and FNV are very differently and not always consistent in how they do things. I'd love to see this stuff in TTW, but it's going to take someone with patience to carefully re-create the relevent stuff in the FNV robco plugin.



Jezz_X
Posts: 33
Joined: Fri Feb 06, 2015 5:43 pm

There is a patch to help it a

Post by Jezz_X » Thu Apr 02, 2015 4:08 am

There is a patch to help it a little with TTW here http://www.nexusmods.com/newvegas/mods/50009/? it doesn't look like it fixes what you actually want but it does look like it does some things over the default NV version



Lord General
Posts: 7
Joined: Mon Mar 30, 2015 2:47 pm

pintocat wrote:

Post by Lord General » Thu Apr 02, 2015 7:53 am

[quote=pintocat]


 


I've started and stopped 3 times a conversion... it's not really possible. A conversion would actually end up being re-creating from scratch a bunch of the stuff. The main masters for Robco FO3 and FNV are very differently and not always consistent in how they do things. I'd love to see this stuff in TTW, but it's going to take someone with patience to carefully re-create the relevent stuff in the FNV robco plugin.


[/quote]


Like the OP I'd settle for somehow having the ability just to repair the alien machines, would that be possible?



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

yes, but you're going to be

Post by Puppettron » Thu Apr 02, 2015 9:49 am

yes, but you're going to be building it from near-scratch.


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.

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