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roughboy

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roughboy

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9 comments

  1. maralaena
    maralaena
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    • 0 kudos
    Hi there,

    It seems that this mod is incompatible with the RobCo Certified 2.5 (FINAL) version

    I modified (via FO3Edit) the old master reference "RobCo Certified.esp" to the actual one "RobCo Certified v2.esm" but FO3Edit shows me a lot of errors (missing references) and the game hangs at startup ... I'm not a modder but I really do love the idea of this mod, and really need bots (protectrons) having a storage (and why not a stealth mode) ... Any clue ? Is anybody still working on this mod or a similar one ?

    Thanks,
    ML.
    1. Daxternator44
      Daxternator44
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      I have the same Problem. Do you have found a Solution? Or do you know who you could ask?
    2. DimLink
      DimLink
      • supporter
      • 1 kudos
      Check out this Mod: http://www.nexusmods.com/fallout3/mods/4200/?

      I believe it does about the same thing as this one, and it faced the same issue. There is a solution to the problem in the comments.
  2. kaburke
    kaburke
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    I really like the idea of this mod; however, I noticed during gameplay that, while the stealth effect was cool, it didn't have any impact. More precisely, I would be sneaking, but NPCs would still see and attack my robots. To be sure, the robots didn't initiate the attack, but they still blew my cover by being visible.

    I played around a little bit and came up with an idea using chameleon. Basically, I gave the robots an actor effect that is triggered whenever the player is sneaking giving the robots 90% chameleon. Now, it seems, I am able to sneak by most NPCs without them aggro-ing on my robots. If you would like to take a look at what I've done, I can send you my ESP.
  3. jimbo553
    jimbo553
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    • 3 kudos
    This mod is great but please add it for Buildable bots so they can sneak too. Btw nice work this makes the robco bots alot more useful <img class=">
  4. kailieann
    kailieann
    • member
    • 7 kudos
    You may want to look into finding a different way to give the stealth modules to the player.

    As it stands, players starting a new game will have their modules taken away during the Vault 101 tutorial and never returned.
  5. AngelX6X
    AngelX6X
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    • 0 kudos
    *hint*

    Trow in a script telling the robot when entering combat to take defend as primary objective making him decloake and engage on the enemy...
  6. seden
    seden
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    • 17 kudos
    Very intersting, so far its because robots wherent able to keep silent while I was going to sneak my way somewhere that I landed the ones Ive got and finally continued w/o any.

    Thanks, track added <img class=">
  7. Wegs
    Wegs
    • member
    • 0 kudos
    Looks cool. I will download it when I get the chance.