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FiftyTifty's Robotician
- templeofninpo
- Posts: 91
- Joined: Sat Nov 03, 2018 7:40 am
- Location: Victoria, BC, Canada
- Contact:
Re: FiftyTifty's Robotician
Would very much like to see a demonstration vid.
My New Vegas Garbage Guru mod- https://www.nexusmods.com/newvegas/mods/58996
'Right to Sleep' Data Hub (The Process of How It Is That It Is Legal to Have a Tent, at Night, in a Park in the City of Victoria, BC, Canada)- http://goo.gl/maps/5P9ZU
'Right to Sleep' Data Hub (The Process of How It Is That It Is Legal to Have a Tent, at Night, in a Park in the City of Victoria, BC, Canada)- http://goo.gl/maps/5P9ZU
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UsagiPyon
- Posts: 184
- Joined: Thu Jan 17, 2019 4:09 pm
Re: FiftyTifty's Robotician
Thank you very much for this mod outFiftyTifty wrote: ↑Sat Mar 16, 2019 10:08 pmRight, that's it updated. For some reason, the previous upload was of an older version and was completely fucked. Now there's a bunch of bug fixes, and Mothership Zeta is now supported. So you can have every type of robot in the game at your disposal.
Make sure to download the updated companion framework.
Edit* Just some minor nitpicks:
1 - The robot parts and kits were missing their respective pipboy icon so they show icon error in the pipboy.
(No big deal. I just make a personal patch by adding weapon kits & spare parts icon to them.)
2 - Loot Menu seems to conflict with this mod as it makes the scavenge parts menu disappear.
(Again no big deal. I just remove Loot Menu and the scavenge parts menu appears again.)
- FiftyTifty
- Posts: 493
- Joined: Tue Apr 09, 2013 7:36 pm
Re: FiftyTifty's Robotician
Just got back from the US, so sorry for the late reply.
There's not much to show with a video, it's not super complex. Crouch near a robot, activate it, and you can salvage some parts from it. Get some scrap metal and electronics, go to a workbench, and you have a recipe that allows you to build that robot assuming your repair and science levels are high enough. Once you make the robot, open your inventory and activate it. Upon closing the pipboy, a menu will appear allowing you to select which variant you want.
I'll add pipboy icons later. Dunno why I didn't add them, but it's easy to do so I'll get on it.
I talked to Roy about the Loot Menu conflict, and that's just how it is for now. Apparently there's a way to edit Loot Menu to include my activation menu, but I've not got the foggiest idea on how to do that.
There's not much to show with a video, it's not super complex. Crouch near a robot, activate it, and you can salvage some parts from it. Get some scrap metal and electronics, go to a workbench, and you have a recipe that allows you to build that robot assuming your repair and science levels are high enough. Once you make the robot, open your inventory and activate it. Upon closing the pipboy, a menu will appear allowing you to select which variant you want.
I'll add pipboy icons later. Dunno why I didn't add them, but it's easy to do so I'll get on it.
I talked to Roy about the Loot Menu conflict, and that's just how it is for now. Apparently there's a way to edit Loot Menu to include my activation menu, but I've not got the foggiest idea on how to do that.
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UsagiPyon
- Posts: 184
- Joined: Thu Jan 17, 2019 4:09 pm
Re: FiftyTifty's Robotician
No problem if the loot menu can't be solved. It is just a matter of weighing between having an army of robots versus a QOL mod and I'll take being a robot overlord any day 
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UsagiPyon
- Posts: 184
- Joined: Thu Jan 17, 2019 4:09 pm
Re: FiftyTifty's Robotician
Was it intentional that these robots can only accept one command per deployment ? (tested on robobrain, mister gutsy and sentry bot)
For example, I deploy a robot and ask it to follow me which it does, then if I ask it to wait/guard/wander an area the command will not function as it will just continue to follow me until I repackage it, deploy it again and choose the wait/guard/wander command.
There seems to be missing some sort of toggle for the following, waiting and guarding packages or was it not possible to do because of the add token method this mod employs?
After some more testing, their packages seems abit wonky as in sometimes it works and sometimes it does not but both mister gutsy and sentry bots seems to be consistent in that they do not function.
deploy -> follow -> guard - Retains the follow package.
deploy -> guard -> follow - Retains the guard package.
The only thing that is certain was that in order to "refresh" their AI packages to run a certain package you have to repackage them and deploy them.
For example, I deploy a robot and ask it to follow me which it does, then if I ask it to wait/guard/wander an area the command will not function as it will just continue to follow me until I repackage it, deploy it again and choose the wait/guard/wander command.
There seems to be missing some sort of toggle for the following, waiting and guarding packages or was it not possible to do because of the add token method this mod employs?
After some more testing, their packages seems abit wonky as in sometimes it works and sometimes it does not but both mister gutsy and sentry bots seems to be consistent in that they do not function.
deploy -> follow -> guard - Retains the follow package.
deploy -> guard -> follow - Retains the guard package.
The only thing that is certain was that in order to "refresh" their AI packages to run a certain package you have to repackage them and deploy them.
- FiftyTifty
- Posts: 493
- Joined: Tue Apr 09, 2013 7:36 pm
Re: FiftyTifty's Robotician
That's a bug, and it should have been fixed by my adding the ResetAI command. Does issuing new commands work 100% of the time with the protectron? If so, I probably forgot to add a line to the gutsy and sentry bot scripts.UsagiPyon wrote: ↑Thu Apr 18, 2019 7:08 amWas it intentional that these robots can only accept one command per deployment ? (tested on robobrain, mister gutsy and sentry bot)
For example, I deploy a robot and ask it to follow me which it does, then if I ask it to wait/guard/wander an area the command will not function as it will just continue to follow me until I repackage it, deploy it again and choose the wait/guard/wander command.
There seems to be missing some sort of toggle for the following, waiting and guarding packages or was it not possible to do because of the add token method this mod employs?
After some more testing, their packages seems abit wonky as in sometimes it works and sometimes it does not but both mister gutsy and sentry bots seems to be consistent in that they do not function.
deploy -> follow -> guard - Retains the follow package.
deploy -> guard -> follow - Retains the guard package.
The only thing that is certain was that in order to "refresh" their AI packages to run a certain package you have to repackage them and deploy them.
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UsagiPyon
- Posts: 184
- Joined: Thu Jan 17, 2019 4:09 pm
Re: FiftyTifty's Robotician
FiftyTifty wrote: ↑Thu Apr 18, 2019 7:59 pmThat's a bug, and it should have been fixed by my adding the ResetAI command. Does issuing new commands work 100% of the time with the protectron? If so, I probably forgot to add a line to the gutsy and sentry bot scripts.
Seems like it. I have read through your thread on how .evp was not functioning as it should have, which was why you had to add resetai to the script for it to work but it was not working on my end.As for the protectron i just tried him out and it was the same. He does one command at a time per deployment as well and subsequent command will not work. Not sure why this is happening though
SpoilerShow
[X] FalloutNV.esm
[X] DeadMoney.esm
[X] HonestHearts.esm
[X] OldWorldBlues.esm
[X] LonesomeRoad.esm
[X] GunRunnersArsenal.esm
[X] Fallout3.esm
[X] Anchorage.esm
[X] ThePitt.esm
[X] BrokenSteel.esm
[X] PointLookout.esm
[X] Zeta.esm
[X] CaravanPack.esm
[X] ClassicPack.esm
[X] MercenaryPack.esm
[X] TribalPack.esm
[X] TaleOfTwoWastelands.esm
[X] YUPTTW.esm
[X] Functional Post Game Ending.esp
[X] AWorldOfPain(Preview).esm
[X] AWorldOfPainFO3.esm
[X] Regulators.esm
[X] AnotherInteriorMod.esm
[X] A Trail of Crumbs.esm
[X] Sortomatic.esm
[X] TTWInteriors_Core.esm
[X] TTWInteriorsProject_Combo.esm
[X] CASM with MCM.esp
[X] TTWInt_FPGE_Patch.esp
[X] FyTy - Companion Framework.esp
[X] DLCSortomatic.esp
[X] DarNifiedUINV.esp
[X] Enhanced Item Info.esp
[X] JIP MiniMap.esp
[X] The Mod Configuration Menu.esp
[X] The Weapon Mod Menu.esp
[X] BLEED.esp
[X] SortomaticIngredientLoader.esp
[X] TTW - AWOPNV.esp
[X] TTW-AWOPNV-AWOPFO3.esp
[X] TTW Quick Start.esp
[X] FyTy - Robotician.esp
[X] MCCRosalia.esp
[X] FNV Vlad's Weapon Emporium.esp
[X] MMP.esp
[X] DeadMoney.esm
[X] HonestHearts.esm
[X] OldWorldBlues.esm
[X] LonesomeRoad.esm
[X] GunRunnersArsenal.esm
[X] Fallout3.esm
[X] Anchorage.esm
[X] ThePitt.esm
[X] BrokenSteel.esm
[X] PointLookout.esm
[X] Zeta.esm
[X] CaravanPack.esm
[X] ClassicPack.esm
[X] MercenaryPack.esm
[X] TribalPack.esm
[X] TaleOfTwoWastelands.esm
[X] YUPTTW.esm
[X] Functional Post Game Ending.esp
[X] AWorldOfPain(Preview).esm
[X] AWorldOfPainFO3.esm
[X] Regulators.esm
[X] AnotherInteriorMod.esm
[X] A Trail of Crumbs.esm
[X] Sortomatic.esm
[X] TTWInteriors_Core.esm
[X] TTWInteriorsProject_Combo.esm
[X] CASM with MCM.esp
[X] TTWInt_FPGE_Patch.esp
[X] FyTy - Companion Framework.esp
[X] DLCSortomatic.esp
[X] DarNifiedUINV.esp
[X] Enhanced Item Info.esp
[X] JIP MiniMap.esp
[X] The Mod Configuration Menu.esp
[X] The Weapon Mod Menu.esp
[X] BLEED.esp
[X] SortomaticIngredientLoader.esp
[X] TTW - AWOPNV.esp
[X] TTW-AWOPNV-AWOPFO3.esp
[X] TTW Quick Start.esp
[X] FyTy - Robotician.esp
[X] MCCRosalia.esp
[X] FNV Vlad's Weapon Emporium.esp
[X] MMP.esp
+TTW 3.2.2
Still I had fun painstakingly deploying the robots through settlements like Big town, Regulator HQ and watching them murder the intruders (or vice versa
- Ence
- Posts: 56
- Joined: Wed Mar 13, 2019 9:30 am
Re: FiftyTifty's Robotician
I can't salvage sentry bots. Window does not appear when crouching. Tested on bots in REPCONN headquarters.
So it is not compatible with Loot Menu? Understand.
So it is not compatible with Loot Menu? Understand.
- FiftyTifty
- Posts: 493
- Joined: Tue Apr 09, 2013 7:36 pm
Re: FiftyTifty's Robotician
Loot Menu is incompatible with mods that add activation choices, for now. RoyBatty mentioned that he looked at ways to make those mods compatible with Loot Menu, so we'll see.
- FiftyTifty
- Posts: 493
- Joined: Tue Apr 09, 2013 7:36 pm
Re: FiftyTifty's Robotician
I wasn't able to find this issue. Just in case it was a bugged upload, I've uploaded the latest version. I tested a few robots, and found no issue with them.UsagiPyon wrote: ↑Fri Apr 19, 2019 8:10 am
Seems like it. I have read through your thread on how .evp was not functioning as it should have, which was why you had to add resetai to the script for it to work but it was not working on my end.As for the protectron i just tried him out and it was the same. He does one command at a time per deployment as well and subsequent command will not work. Not sure why this is happening thoughand nothing in my load order suggest it interferes with the AI.
+JIP LN NVSE 55.10SpoilerShow[X] FalloutNV.esm
[X] DeadMoney.esm
[X] HonestHearts.esm
[X] OldWorldBlues.esm
[X] LonesomeRoad.esm
[X] GunRunnersArsenal.esm
[X] Fallout3.esm
[X] Anchorage.esm
[X] ThePitt.esm
[X] BrokenSteel.esm
[X] PointLookout.esm
[X] Zeta.esm
[X] CaravanPack.esm
[X] ClassicPack.esm
[X] MercenaryPack.esm
[X] TribalPack.esm
[X] TaleOfTwoWastelands.esm
[X] YUPTTW.esm
[X] Functional Post Game Ending.esp
[X] AWorldOfPain(Preview).esm
[X] AWorldOfPainFO3.esm
[X] Regulators.esm
[X] AnotherInteriorMod.esm
[X] A Trail of Crumbs.esm
[X] Sortomatic.esm
[X] TTWInteriors_Core.esm
[X] TTWInteriorsProject_Combo.esm
[X] CASM with MCM.esp
[X] TTWInt_FPGE_Patch.esp
[X] FyTy - Companion Framework.esp
[X] DLCSortomatic.esp
[X] DarNifiedUINV.esp
[X] Enhanced Item Info.esp
[X] JIP MiniMap.esp
[X] The Mod Configuration Menu.esp
[X] The Weapon Mod Menu.esp
[X] BLEED.esp
[X] SortomaticIngredientLoader.esp
[X] TTW - AWOPNV.esp
[X] TTW-AWOPNV-AWOPFO3.esp
[X] TTW Quick Start.esp
[X] FyTy - Robotician.esp
[X] MCCRosalia.esp
[X] FNV Vlad's Weapon Emporium.esp
[X] MMP.esp
+TTW 3.2.2
Still I had fun painstakingly deploying the robots through settlements like Big town, Regulator HQ and watching them murder the intruders (or vice versa). I won't be further testing the other robots from the dlc as I am making another new run (leaving out robotician and ttw regulator) due to me messing up moira's quest as I did not go for the snide comments route for the 3% CC
.