Fallout New Vegas
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Grant2600

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  1. User_42342640
    User_42342640
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    This is a nice mod. Give the player their own little Securitron army. Although I do find the location to be a bit odd. Why underneath the Goodsprings school house? In the off chance you decide to update this mod again, I would make a way for the player to be able to create more Securitrons and upgrade them to MK II. Like maybe being able to use the Platinum Chip to upgrade them manually like with the vanilla Securitron army.
    1. johnnie420
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      i donno if you will see this if you wanna make more securitrons or upgrade them i recomend the robco certified mod its got all that and more but you dont start with the army you have to make it
  2. hyhena
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    Now i can take over the strips and still use securitrons to help the NCR rather then independent vegas andnot  have to get rid of oliver
  3. deleted29413070
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    ===
  4. lolNTCH1234
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    why you dont make them mk VI for dlcs users and for normal users Mk II
  5. JackTrenton
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    You should make them into Mk 2 securitrons to give them more firepower
  6. JN52
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    Ok, I'm back after testing v1.1.

    I went to go try and exterminate the khans with some robots, but all four of them were almost immediately killed by a single khan with a 10mm pistol. The securitrons have been scaled back to 1, but they are still weaker than normal securitrons

    Also, for some reason, when the securitrons like to run off to a certain point like 50 feet away from me, and then rush back to follow me. this seemed to happen when fast traveling or entering a new area. I dont know if this is because of something on my end or if it something fixable or not.

    The current Following/Guarding/Travel back to vault system is good, but needs to be activated by some way other than just pressing e on the securitrons. It is too easy to accidentally send them fleeting away from you towards goodsprings.

    1. Grant2600
      Grant2600
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      Ah yes, I forgot to change them back to the same stats as the original securitrons, i'll do that for 1.2.

      As for the running off and them back again, I also noticed this I think it may have something to do with the way im allocating the script packages or it could just be the robots trying to calculate the preffered path or something. I'll look into it further though.

      For the selection, how about showing an alert box on the third option which is return to the vault and having the player click yes or no:

      Send this securitron back to the vault?

      -Yes
      -No

      Or having a completely different way of commanding them altogether, I personally don't like using dialogue because when you have more than one follower i think its tedious going through each and everyone and giving them there command, however if that is what people prefer them I'll happily to that instead

      Thanks alot
    2. JN52
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      I was thinking maybe that when you activate them, it could bring up a box with all the options. that way if you didn't mean to select a certain securitron, you could just click "exit".

      You could then maybe have a control item in your inventory such as the platinum chip that when activated would allow you to give a command to every securitron in your party at once .it's up to you though, you are the author.
    3. JN52
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      I've also now realized that dealing enough damage to the securitrons will cause them to become hostile. The securitrons belong to me, I am their master, I should be able to beat one to death for fun if i want to. if it is possible to change this that would be good.

      Another suggestion, If this mod is to be tied in with the story (Again, up to you), Once you are in control of the securitrons, this should be applied to all of them, including those that police the strip. You should be able to murder someone on the strip if you really want to and have your bots take care of anyone who attacks you.
    4. Grant2600
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      Thanks for the info and ideas!

      1.3 is up with a new menu that you suggested. I certainly prefer it to dialogue and now you can have a bit more control if you accidentaly activate one of them

      I also played around with the factions and the securitrons should back you up whoever messes with you, including mr house and his securitrons, however I have yet to figure out how to make it so the securitrons ignore friendly fire.

      It's certainly possible and quite easy to have this behaviour run on the other securitrons, however since it runs onActivate you wont be able to speak with the those securitrons. But if I recall correct you never need to speak to any of the generic bots on the strip anyway. Yes man, victor and the robot who grants you access to the strip may have to be excluded from this though so that you can still communicate with them.

      Thanks man
    5. JN52
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      Good work, everything seems to be going a lot smoother now, the menu certainly helps.

      As for the strip securitrons, what i meant wasn't that they should be able to be recruited, but that they will not attack you for committing a crime. I feel like recruiting them might eventually lead to all of them dying the strip being empty of securitrons.

      Also I tried to walk into the strip with my securitron followers, and they were attacked by the gatekeeper bots as if they didnt pass a credit check. this might have to do with something i have installed but could you maybe try and see if it happens to you?
    6. Grant2600
      Grant2600
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      Ah I see yes I think the solution could be something to do with the factions again to stop them from attacking you when you commit a crime

      As for the gatekeepers attacking your robots it might be because I removed them from the player faction and for some reason the gatekeepers didn't like them and didn't see that they were aligned with the player directly so attacked.

      But I'll look into it and provide a fix for the next update
    7. JN52
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      thought you should know that currently trying to search a dead securitron brings up the command menu
    8. Kainschilde209
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      The faction to keep securitrons from attacking NPCs on the strip is the Donttazemebro faction. You need to add them to that faction.
    9. Grant2600
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      Thanks Kainschilde209 adding that faction done the trick, your securitrons back you up if the gatekeepers turn on you aswell

      The menu should no longer appear when activating a dead securitron.

      I improved the problem that made the securitrons run away on entering a cell or traveling, I'm fairly sure from the testing I've done that the reason they move away from you when you travel is because the npc ai package calculates a path using the navmesh, but from where THEY were when the player travels, so what happends is they follow you but since they warped with you they have to go all the way back to where they warped from and begin there path that was calculated and eventually get back to you again, a bit annoying but unfortunately I'm unable to change that, apparently it affects vanilla companions too sometimes on the vanilla game.

      What I did do though is play around with the AI packages for the mod and I'm fairly sure now that this phenomenon will no longer happen on cell entries, just sometimes on fast travels.

      If I can find a way to remove the package on travel and add it again immediately, it might solve this though by forcing it to calculate a new route to the player from where it currently is and not where it was before the travel. I'll see if there is a way to detect when the player has just travelled, or loaded a new cell on the geck.
  7. Darth Anubis
    Darth Anubis
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    can anyone tell me how this works with this : http://www.nexusmods.com/newvegas/mods/50468/?
    1. Grant2600
      Grant2600
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      Hey Darth,

      I took a look at that mod, seems pretty kool, however I think it is for all of the vanilla companions, this means that in order for the system to work with the followers in my mod, you'd have to ask the creator to build in the compatibility for this mod which might be a bit complicated since my followers don't really follow the traditional methods of companions AI and they are not unique and based from the same base creature, and in order for them to all be able to hold and retain different AI packages at the same time, I had to divert a bit from the traditional methods.

      Thanks for trying the mod
    2. Darth Anubis
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      the JIP companion C&C have a force recruit that make every single creature in game recruitable , i didn't try it with this opition so ... who knows ? thanks for the reply .
  8. JN52
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    This is so weird, I was just playing through the independent storyline and was so bummed out that i couldn't use the securitron army once i activated them. now i go on nexus and see this uploaded 45 minutes ago.

    I think that you should make it so that the army is only available to you once you have replaced house with yes man, and activated the securitron army with the platinum chip. the securitrons should also upgrade to mk II.

    I feel like making the army exlusive to those that have reached a certain point in the story would be more balanced and realistic than having them as soon as you walk out of doc mitchell's house
    1. Grant2600
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      Aha I see, that was the same incentive as me to make this mod, I thought it would be kool to actually be able to independently command your securitrons as you would expect to able to with them being yours.

      I may make it so that you only get access to them when you activate the army I think its a good idea, although I do also want to retain the ability for the player to access them regardless of which path they decide. Perhaps enabling them once you have the platinum chip, regardless of what you decide to do with it.

      Thanks for the feedback
    2. JN52
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      Ok so I just played around with this for a bit and the first things i noticed is that

      1. The securitrons follow you WAY too closely, it's as if they're attached to your backside. I gets really annoying really quick. I suggest maybe having them follow you at the same distance as vanilla companions if at all possible.

      2. The securitrons are scaled down. How can i feel powerful when my securitrons are just itty bitty baby robots?

      I know that they are scaled down to allow them to fit through small places and thus more easily follow the player, but having an army of securitrons mustn't be too easy right?


    3. MB101
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      The Size Of the securitrons has nothing to do with their damage,armor,etc with that logic a giant death claw with 1 health is OP and making a mod exclusive is a bad idea making a mod for a certain play style isn't bad but what if someone wants to play as a engineer or a robot reliant combat style and this is exclusive they have to download rob co certified which is hell on low end pcs so boom get trekked with logic
    4. Grant2600
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      I agree they are way too close I also noticed, I couldn't see the distance flag on the package, but it is an issue so I'll go back and work it out somehow and then re-upload

      With the size of them, I noticed that they were really having trouble getting around and pretty much failing to do combat completely in small or obstacle filled areas so I decreased their scale, to compensate for the this I also decreased their stats.

      Thanks a lot for trying it out and leaving feedback
    5. JN52
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      MB101, I know, but the fact that they are small makes them less cool and intimidating. Say if i want to go marching on to the strip with my securitrons, only to see that the bots already stationed there are bigger and badder looking than mine. makes me feel like a loser haha
    6. JN52
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      Ah ok, I guess if i really want to i can just scale them up myself with the console
    7. Grant2600
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      Yes I completely agree though, bigger is better, what about different sized securitrons, big ones even bigger than the strip robots, and mini securitrons the size of dogs?
    8. JN52
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      Yeah that could be something. Super securitrons and miniature securitrons with unique moniter faces. First though, this is a securitron army right? they need to be upgraded to mark 2 with the soldier faces
    9. Grant2600
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      I've just uploaded and update with the securitrons back to scale 1.0, and the following distance should now also be fixed.

      Yes I will probably make it possible to upgrade them, probably with the platinum chip like is used to upgrade the rest of them but without consuming the chip ofcourse

      Cheers

      PS thanks for the endorsement JN52
    10. JN52
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      good to hear, i'll go check it out. this deserves the endorsement, i've searched really hard for a mod like this and couldn't find one so kudos for being the first
  9. Kainschilde209
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    A thought on the scale/respawning/robot type debate. Maybe, instead of vaults of pre-built robots in various places, you locate a facility in the central mountains (think Primm Pass area) that can replicate any kind of robot you want. To keep it from being too OP, you have to find schematics for the different styles of robot (it's able to build protectrons when you first find the place) and maybe supply it with raw materials. For the raw materials, set a quest to New Vegas Steel.

    I probably way overcomplicated things, but like I said it's just a random thought I had.
    1. Grant2600
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      Sounds like a good idea though, you could have different rooms in the factory for different types of robots, and for building the robots, supplying raw material etc, is a good way to keep the mod from dying once all the robots have been destroyed adding a new play/character style to the game.

      Sounds good thanks for the ideas
  10. MB101
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    I see all these Ideas But you could make it securitron only OR you pick robots to fight with you nice mod idea simple and effective You could make different Versions and all that jazz Give them names and Expand this into one of top mods on the nexus Good Idea Good Mod
    1. Grant2600
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      I agree, that is what I'm thinking sort of, perhaps hidden vaults of protectrons and sentry bots in certain areas of the wasteland that the player can find and gain access to.

      One thing i'm not sure about is whether to keep them non-respawning, or have them respawn (making pretty much an infinite amount of robots).