Fallout 3

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dd409

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dd409

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About this mod

A mod that allows the player to build different robotic companions, provided that he or she has the schematics, materials, and science and repair levels to do so.

Permissions and credits
==================================
ARC - Assembled Robotic Companions

Current Version: 0.08 Beta
Date Last Updated: 2 Sept, 2009
Author: Dd409
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IMPORTANT ANNOUNCEMENT
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This project has been in limbo for a while now, and I've decided I just don't have the time I used to devote to games anymore. I will no longer be updating ARC, or doing any sort of work with it. If you'd like to pick it up where I left off, please be my guest. I'd hate to see it die.

Thanks, dd409.

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Note #1: If you like this mod, please endorse it and/or leave a comment. I am always open to opinions, suggestions, and bug reports, so let me know what you think. Keep in mind this mod is fairly early in it's development and I'm just a single person working on it, so it won't be perfect 100% of the time.

Note #2: I decided that simply copying and pasting the Readme was lazy and too much to read, so I'm actually writing a little description now, and pairing down what isn't necessary. The full Readme can still be found under the "view Readme" button, and is included in the download.


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DESCRIPTION
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Assembled Robotic Companions is a mod for Fallout 3 which allows the player to build robotic followers. These followers will follow you around (hence the name "follower") and attack targets hostile to you. They can also carry your stuff for you

Each robot (except for the Eyebot) has a fully voice-acted (kinda) dialogue menu which consists of follow, wait, access inventory, and heal via scrap metal commands. (I say kinda voice-acted because I used Cepstral, a text-to-speech engine. I figured a computer voice would better fit a robot.) Each robot also has a shutdown command. They will initially refuse when told to shut down, but you can then override them, causing them to die on the spot.

Each robot has several requirements to build, the first of which is the schematic. There are two types: base schematics, used to build a simple robot; and faction notes on the schematics allowing you to create a modified robot. To build a modified (faction) robot, you will need both the original schematics and the notes.

Each robot also has a material requirement. Scrap Metal, Conductors, and Sensor Modules are common components in each robot, with more advanced robots requiring more of each. Each robot will also need at least one weapon, some will need two. Faction robots will additionally require a piece of Power Armor from that faction.

Finally, there are science and repair requirements to build robots. Of course, better bots require higher levels. The levels to build are listed on the schematics.

The base robots have all of the same stats as their regular game counterparts. Although the cost of the variant robots is higher, they are more powerful. Each variant has +1 in each S.P.E.C.I.A.L. stat, and the other stats (level, base damage, health, combat effectiveness) are 4/3 that of the original robots.

The classes of robot, from weakest to strongest, are:
- Eyebot
- Protecton
- Robobrain
- Mister Gutsy
- Sentry Bot

The modified variations on each* class are:
- Army**
- Brotherhood of Steel
- Outcast
- Enclave

*Eyebots and Mister Gutsys do not have versions in every faction.
**Army robots require regular Power Armor at the workbench.

There are also two unique robots, the Nuka-Cola Security Protectron and the Masterbrain. They have the same stats as the faction robots, but I plan to add extra features for them in the future.


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INSTALLATION/UNINSTALLATION AND COMPATIBILITY
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Installation is very simple: simply drop the .esp file and the Sound file into your Data folder and enable it with whatever mod enabler you use. I prefer the Fallout Mod Manager.

Uninstallation would usually be tricky, because this mod uses hidden items, quests, and perks. However, for your convenience I have included a simple method to remove the mod. Simply go to the console (press the [~] key) and type in "startquest killARC". This will remove everything related to the mod, then stop itself.

As far as compatibility goes, this mod shouldn't interfere with any other mods. It does not modify the workbench script at all, and is tested and working with the Weapon Mod Kits Mod and others like it (see the picture titled "Menu" on the Images tab).


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TO-DO
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In order of priority:
- Add ability for Nuka Cola security Protectron to chill Nuka Colas into Ice Cold Nuka Colas
- Make DLC-based expansions to include DLC robots
- Add Mister Handy
- Add different voices for different robots

I also have something special planned in the future for anyone who has Broken Steel. It will involve a new sidequest, with an excellent reward.

As I think of/get suggestions for more, I'll update the To-Do list.


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KNOWN BUGS
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- Eyebots currently cannot be commanded, they will only follow. This will be resolved.
- If you have already killed someone who's corpse is supposed to have a schematic (like Masterbrain) before installing the mod, the schematic may not show up on them.

If you find any bugs, or feel that something is over/underpowered, please let me know. Leave a comment or PM me, and I'll try to get it fixed.


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CREDIT WHERE CREDIT IS DUE
==========================

- TGBlank - fixing my seriously broken script, and help with the GECK
- pickers101 - showing me how to clean my esp file with FO3Edit
- Cepstral.com Text-to-Speech - the voice of the robots


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VERSION HISTORY
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- 0.08 Beta (Robots now drop ~80% of components, no longer attack random non-hostiles, random NPCs can no longer be repaired)
- 0.07 Beta (No longer able to speak with Eyebots for cannonocity, walking speed improvements for most robots)
- 0.06 Beta (fixed major bug where only Eyebots and Sentry Bots would obey commands)
- 0.05 Beta (corrected an accidental edit of a vanilla quest)
- 0.04 Beta (voice acting added)
- 0.03 Beta (fixed glitch were NPCs were using robot dialogue)
- 0.02 Beta (added dialogue menus, wait and follow, and access to robots' inventories)
- 0.01 (Initial Beta)