Fallout 3

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Created by

Corehound

Uploaded by

Corehound

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Safe to use

About this mod

This mod is the effort of making the robots of the wasteland a little more interesting than the current classic movie type designs. This has been done with the use of among other the great armor models from Crushoverwrite\'s (Nexus) \"I am Robot\" mod.

Permissions and credits
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NOTICE! NOTICE! NOTICE!
Human Armor To Robot Replacer.
Tips on how to make your own custom humanoid robot.


I've had allot of PMs on how to make your own customized humanoid robot, like I've done it for most of the replacers in this mod, so I decided to make a little quickguide.

The quick guide can be found in the "Discussion" tab, under the title "Human Armor To Robot Replacer." :0)

Good luck and happy modding ;0)

UPDATE:
Okay I just noticed that I had forgotten to mention something in the quickguide >.

To be able to use the new animations, most of them have to be selected manually from the "Animations" tab in the window where you edit the robots details, sorry about that :P

See the updated "Discussion" thread step [7]

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NOTICE! NOTICE! NOTICE!
Regarding New Vegas Porting Of My Mods.
I will not be hosting or creating any ports of my mods to NV.

This is do to the fact that I don't agree with the policies of "Steam" and therefor I have chosen not to install the game.


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UPDATE! UPDATE! UPDATE!
14:43, 4 July 2011
New file: Core Robots - The Gusty v1
New file: Core Robots - The Handy v2

Okay finally got around to make a public version of "Mr. Gusty", I had actually completely forgotten that I hadn't uploaded this replacer until someone asked me about it on another forum :P

Anyway, here it is ^^

The "Gusty" uses a model similar to the one I used for the "Handy" but with a different texture set, and all in all it works in the same way as the "Handy" does but is equipped with alternate weapons as I recall, in any case it uses the same weapons as the vanilla "Gusty" ;)

Also just noticed that the "Handy" model is actually not aligned properly to the head node, which would mean it was way out of sync both in and out of VATS, strange that no one has reported this (or maybe it just escaped my watchful eye :P), cause it's an relatively easy fix hehe :P

Anyway this has now been fixed and the "WIP" flag has now also been removed as it should no longer be relevant :0)

Please note that the "Handy" and "Gusty" shares folders and animations so installing them will cause prompts for overwrite and these can safely be accepted ;)

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BUG REPORTING / FEEDBACK (General)
To everyone who wants to help make my mods run as smooth and bug free as possible.

Please throw as much feedback to me on every little thing that looks bugged or out of place, as all this will assist me in making the mod run as smooth and bug free as possible :0)

As I always say: A mod is only as good as the feedback from its users ^^

Things I'm mainly looking for:
  • In combat: Does the actors' combat behavior in a negative way appear to stray from that of the actor it replaces?
  • Are actors set as "dead" or "inactive" by default, in any way distorted or misplaced?
  • Do the actors properly navigate obstacles, or do they appear to get stuck more often than the actors they replace?
  • Are you able to properly interact or open dialog with actors and objects this mod replace or add to the game world?
  • Shifting textures, When coming across actors or objects that are effect by the mod, do texture surfaces appear to "flicker" or sporadically shift?
  • Any kind of distortion or floating parts?
  • Confirmed reports of conflicts between my mod and other mods will also be a big help.

Some or maybe even none of the above will be relevant to the mod in question and it's not in any way to say that I'm not interested in getting reports of anything not on the list, it is just some of the more common ones and I say again, any feedback on bugs or errors will be much appreciated.

Reporting

To begin with people can report any problems they might experience, in the "Comments" section of the mod.

But have I not in one way or another responded to the report, or the problem hasn't solved itself within 24 hours from posting the report, please feel more then welcome to PM me directly, as I at times experience not getting pinged by Nexus when comments have been posted on my mod.

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NOTICE! NOTICE! NOTICE!

As all the "Core Robots - The Robobrains" and "Core Robots - The Handy" mods are basically fully functional I no longer see any reason to keep them marked as "Testers".

I am currently working on allot of other projects, so I'm not spending allot of time working on this particular mod at the moment (ONLY at the moment) and I thought that I might as well just give them a WIP status instead, so as not to scare people off from using them with the whole "Tester" label, when they really are fully functional.

It should however be noted that the mentioned replacers do not have any retextures yet and as such they will all look the same.

But I promise retextures will follow at a later time.

As a minimum the files will require you to install the folders from the "Core Robots - The Protectrons" to use the "Core Robots - The Robobrains" and the "Core Robots - The Eyebots" to use the "Core Robots - The Handy".

Just install on top of main files and accept any prompt for overwrite (Though I don't expect there should be any).


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DESCRIPTION:

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This mod is the effort of making the robots of the wasteland a little more interesting then the current classic movie type designs.

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IMPORTANT:

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Please be aware that this is basically still a WIP, though I don't expect there to be any major bugs.

The WIP part is mainly because there are still things to be added, like faction textures.

So if anyone have something to note / report with regards to bugs or otherwise, they will be more than welcome to throw in a comment.

Also please note, that as I haven't been in every single zone in the game to check up on every single robot, I can't with 100% cirtanty guarentee that there are no bugs, so as with any other mod out there I will note take any responcibility should this mod cause any problems with your game, though I will do what ever I can to help solve any problems that might occurre as a result of running the mod.

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REQUIREMENTS:

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At this time I'm affrait that all DLCs are required.

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INSTALLATION (General):

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Just in case someone don't know how to do this.

Manual Install:
  • Download
  • Extract content to your desktop.
  • Once finished extracting, move all files to the "Data" directory of Fallout3.
    (If you are not sure where the data folder is, it can usually be found here "C: / Program Files / Bethesda Softworks / Fallout 3").
  • If the download is an update, click "Yes" or "Accept" to any pop-ups asking if you want to "merge" or "Override" existing folders and files.
  • Now start your game and in the first small window that pops-up you need to click on the "Data Files" button.
  • In the new pop-up find and tick the box next to the name of the .ESP you just installed.
  • Hit the "OK" button and press "Play".
  • Done.


FOMM Install:
  • Download
  • Create a folder with the mod name and place any .ESP / .ESM along with "Textures" and "Meshes" folders (If any) inside it. (Creating a mod folder is of cause only necessary if the download doesn't already include such a folder. Should the download contain a folder with the name "DATA" I'd suggest renaming this folder to the name of the mod instead).
  • Zip the folder containing the files and place the Zip on the desktop for easy access.
  • Open FOMM and click the button that says "Package Manager".
  • In the new window click the button that says "Add FOMod".
  • Located the Zip you just made and double click it.
  • Once the "Package Manager" is done building the "FOMod", located the mod you just added in the list of mods shown in the "Package Manager" window, once located double click it to install.
  • When the "Package Manager" has completed the install close the "Package Manager" window.
  • If the mod you just installed requires a specific load order, remember to double check the mod list in the FOMM main window, to make sure the mod is in the right place.
  • Done



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LOAD ORDER:

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Anywhere after the DLCs should do.

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CHANGE LOG:

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17:30, 4 May 2011
New file: Core Robots - The Protectrons v4 - HotFix01

Small fix for Deputy Weld's missing Missile Launcher, sorry it took me so long to get this fixed, constantly got pulled away to work on other projects.

Install on top of main files and accept any prompts for overwrite.

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2011-02-03 - 16:51
New file: Core Robots - The Robobrains - WIP
New file: Core Robots - The Handy - WIP

As these mods are basically fully functional I no longer see any reason why I should keep them as "Testers".

I am currently working on allot of other projects, so I'm not spending allot of time working on this mod for the moment and I thought that I might as well just give them a WIP status instead, so as not to scare people off from using them with the whole "Tester" label, when they really are completely functional.

It should however be noted that these replacers do not have any retextures yet and will all appear the same.

But retextures will follow at a later time.

The files require you to as a minimum installing the folders from the "Core Robots - The Protectrons" to use the "Core Robots - The Robobrains" and "Core Robots - The Eyebots" to use the "Core Robots - The Handy"

Just install on top of main files and accept any prompt for overwrite (Though I don't think there will be any)

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2011-02-03 - 17:37
New file: Core Robots - The Protectrons V4

For some unexplained reason a bug seemed to have occurred in the v3 of the Protectron mod, I have not been able to located the potential problem, but gave the .ESP a fresh save with GECK and hopefully this will solve it.

As I don't have the same problem in my own game, I might have made some changes to it that wasn't included in the uploaded .ESP, but hopefully by uploading the one I have installed, it will also be fixed in the games of those having problems :0)

Just to be safe, I'd advise people to refresh the spawns, for anyone who don't know how to do it, this is how it's done:
  • Enter an interior cell which doesn't have any "actors" (Creatures and NPCs), a good suggestion would be one of the vanilla player homes like in Tenpenny or Megaton, the robot butler there won't be an issue, so it should be fine :0)
  • Now either use the "rest" feature (Can't remember the default button for this), or simply use the player bed, in any case you then need to rest / sleep for no less then 3x 24 hours.
  • Done!

All the spawn points and actors should now have been refreshed and any replaced robots that hadn't been properly replaced after installing the mod, should now have been.

On another note, some might notice the v4 is slightly lighter then the v3, for some reason I had forgotten to remove the meshes and some of the textures from the Robobrain part of the project :P

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2011-02-02 - 01:22
New file: Core Robots - The Eyebots

These files will replace all the Eyebots with a brand new model, which was generously donated by Ghogiel for this project.

Some might recognize the design of the new Eyebot, mainly the StarWars fans, as the model was created by Ghogiel to look exactly like a "Sith Droid" and I think it's fair to say that he nailed it dead on :D

The model and textures was made 100% from scratch by Ghogiel so he holds ALL rights for them and people are therefor not allowed to use them in their own public mods under any circumstances, without the direct authorization by him and him alone.

This will also include any person that might get permission to re-post my "Core Robots" mod on another server / forum, any such permission will NOT include his models or textures as well :0)

Anyway back to the mod ^^

I have test spawned all the different variations of the Eyebot in the default game (Including the DLCs) and everything should be working as intended, so it should be a straight forward install and enjoy ^^

I am however planing an alternate .ESP version that will make the Eyebots just as deadly as their new design :P

This will most likely not be the last of his models that will find it's way into the project, as I am already working on a replacer based on another of his models ^^

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2011-01-30 - 18:52
New file: Core Robots - The Protectrons V3 HotFix01

Small hotfix for CTDs when in the Robco Factory area, hopefully this will solve it ^^

As reported there was in fact a bug in this cell, to solve it I had to reset locations i.e. Y / X / Z to default, this will solve the bug, but will however also cause the protectrons in question, to be slightly floating, about 5 inches or so off of the ground, for some strange reason this was all it took :P

Sorry for any inconvenience and a thanks to hairylegs222 for spotting and reporting the bug to me :0)

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2011-01-27 - 19:50
New file: Core Robots - The Protectrons V3

This is the latest version of the Protectron mod and in this version a couple of new features will be introduced.

Besides the usual features, the Protectrons will now have had the following upgrades:
  • By reviewing the main purpose of each of the protectrons in the game, a new loadout list have now been created, a single protectron will never have more then one of the weapons from the list, so don't expect to see them changing weapons doing combat ^^

    Which weapons have been added to the list I will not disclose, so don't ask and please don't post any such info in the comments section, as I would like to keep it a surprise :P
  • All weapons used by the protectrons are now lootable, though only for the purpose of sale, as the player won't be able to fire them. This is do to the fact that the ammunition for the weapons are not available for players, this was done deliberately btw, before anyone starts asking xD

    But at least now you can sell them ^^
  • In combination with the new loadout list, the protectrons have now been given a new set of anime, that should hopefully also be a bit cleaner then the previous set, for those who have tried the test versions, which has been available in the "misc" section, the new anime will already be familiar ^^


WARNING!

Please be aware that installing this version requires you to uninstall the old version, this should however also be the last time people should need to do this. The reason why you need to do it is because of the new set of anime, as leaving the old ones in place WILL cause problems.

But as said, this should be the last time a fresh install will be required, this is because I believe that I have now finally compiled the right set of animations needed, not only for this mod, but also for the future Robobrain replacer.

I also hope to finally have hunted down the last of the distorted dead protectrons :P

Most of the time the dead robots will be found standing upright, this is however not an error, they are meant to be like this, as this was the safest way to solve the "distortion" bug and I also found it kinda funny, as they look like they've just broken down or run out of power, if you give them a little nudge they should fall over :P

Anyway, hope everyone will enjoy this new version and as always please report any bugs to me ASAP, so we can get them out of the way :0)

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2011-01-21 - 16:55
New file: Core Robots - The Robobrains - TESTER ONLY FOR THE TEST VERSION ONLY!

This is a very raw tester of the Robobrain replacer, it has no alternate textures yet so they all look the same, description notes on the Protectron anime tester also applies to this tester and requires the "anime tester" and update to run.

Small note, if you see a Robobrain firing a mesmetron using laserrifle animations, this is not an error, I made it this way on purpose, as I thought it looked cooler than if it was a 1h :P

And even though the weapon model and the projectile FX looks like it's a mesmetron, that is not the case, the stats of the weapon is still the same as if it was it's primary weapon i.e. damage, ammo count, range, etc. etc. etc. but I wanted it to differ from the main weapon the protectron uses :0)

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2011-01-21 - 15:51
New file: Core Robots - Anime Tester - Update01 FOR THE TEST VERSION ONLY!

Updates Weld and attempt to fix one hand use of Laser Rifle. Install on top of main tester and accept any prompt for overwrite.

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2011-01-21 - 14:14
New file: Core Robots - The Protectrons v2 - HotFix01

HotFix for Weld bug, only mesh and .ESP are updated, a texture update will follow ASAP, this is just so people can play without being effect by the bugged Weld ^^

Anime Tester hotfix will take a little longer as I will try to iron out some of the other wrinkles as well before uploading the update ^^

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2011-01-20 - 18:41
New file: Core Robots - The Protectrons V2

Thought I'd clean up the download section a bit, so all HotFixes and updates are now all in a single upload ^^

On top of that Deputy Weld has now been given his own separate body, including the hot Megaton girl icon from the original Weld :0)

This is also a prelude to me beginning the work on the next robot conversion which will be focused on the "RoboBrain" model :0)

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2011-01-10 - 17:08
New file: Core Robots - The Protectrons v1 - Update01

This is a faction texture update for the Enclave and Outcast Protectrons.
See image.

For new users the installation order is:
Core Robots - The Protectrons
Core Robots - The Protectrons v1 - HotFix01
Core Robots - The Protectrons v1 - HotFix02
Core Robots - The Protectrons v1 - Update01

Accept any prompt for overwrite :yes:

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2011-01-10 - 02:38
New file: Core Robots - The Protectrons V1 - HotFix02

HotFix for missing normal maps on blue protectron ^^

Install on top of main files and accept any prompts for overwrite ^^

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2011-01-09 - 17:32
New file: Core Robots - The Protectrons V1 - HotFix01

This should fix the missing texture paths :0)

Install on top of main files and accept any prompts for overwrite ^^

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POTENTIAL CONFLICTS:

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Any other mods that will in any way alter the robots appearence.

Also please note that to make this mod work, some animations have been changed for the various robots, so please be causious not to add alternate animations to them by the use of other mods, as this will with a 90% possibility crash your game.

However, this will most likely only happen if these animations are installed with an .ESP / .ESM, if they are, then my mod should be placed after the animation mod in the load order, this should prevent any crashes.

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MOD BACKGROUND:

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Always hated the way most of the robots in FO3 were designed, personally I prefere something a little more Hi-Tech, which is why I have started what I hope to be only the first of mods to alter some of them.

All in all the Protectrons was my main target, but also completely hate the "Robobrain" hehe, so that will be the priority for the next robot replacing.

I've always be quite happy with the "Sentrybot", so will most likely not be replacing that one.

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OWNERSHIP:

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All rights for textures and meshes used in my mod are reserved by the authors mentioned below, please refer to the rules of ownership specified on their individual mods.

My .ESP is free to be modified and / or re-used without any permission needed (though credits always warms the heart ^^).

The Eyebot and Mr. Handy models and textures was made 100% from scratch by Ghogiel and he holds ALL rights for them and people are therefor not allowed to use them in their own public mods under any circumstances, without the direct authorization by him and him alone.

This will also include any person that might get permission to re-post my "Core Robots" mod on another server / forum, any such permission will NOT include his models or textures as well :0)

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CREDITS:

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Full credits for the Protectron and Robobrain models and all base textures for these goes to CrushOverwrite and his amazing "I am Robot" mod.

Full credits and ownership for the Eyebot, Mr. Handy and Mr. Gusty models and textures belongs to Ghogiel, kudos m8ie :0)

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