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Return of the Eyebots (Mojave Wasteland)

General mod discussion and requests.
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CxR2262
Posts: 9
Joined: Sat May 27, 2017 10:28 pm

Return of the Eyebots (Mojave Wasteland)

Post by CxR2262 » Sun Jun 11, 2017 3:49 am

Howdy all,


I might be the only person using this mod on these forums, but running TTW it adds a great level of immersion to (my) playthroughs by adding Eyebots to the mojave. The mod adds a similar amount of eyebots to the mojave as there are in DC. Unfortunately, by default the eyebots added by the mod play Radio New Vegas. If someone could possibly create an alternate version of this mod utilizing the actual Enclave Radio from the capital wasteland it would take it to a new level of awesome.


I really have no idea how difficult this is (I'm painfully inexperienced with the GECK and it barely runs on my rig for some reason) but if anyone is up for the task it would be tremendously appreciated. I've also included a link to the Radio Extender mod for TTW in case it's of use to anyone being able to access all radio stations in either wasteland, specifically in relation to this undertaking.


Thank you for taking the time to read this, and double thanks to anyone if they actually take up the effort. If nothing else, hopefully someone else will enjoy the Return of the Eyebots mod I linked to below.


Return of the Eyebots


Radio in both Wastelands



Mystical Panda
Posts: 750
Joined: Wed Mar 30, 2016 2:02 pm

I'm not sure if the Eyebot

Post by Mystical Panda » Sun Jun 11, 2017 8:02 am

I'm not sure if the Eyebot NPC is "hardcoded" to use one radio or the other, but, I'm wondering this:


o - If the Eyebots are handplaced and hardcoded, there'd need to be a copy made to create a "vegas" one linking the audio to that particular Eyebot then hand placed. This would be pretty time consuming I believe.


o - If the Eyebot is treated like an NPC where they do "random" dialog. If that's the case the change might be really easy by simply exiting the eyebot's script to determine which "wasteland" your current in (TTW has a script flag to check so you'll know which one your in script wise), then just conditional play random lines for either.


If I remember when I first tried writing a mod random dialog is defined for the character, though I don't remember if there's a "conditional" value that can be checked before playing it. That one might be in-between the two as far as difficulty goes.



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