Tweaks a few simple aspects of the Rust Devils. Random encounters with Rust Devils should be more rare. Added Robot Repair Kits to Rust Devil loot table. Added some creative names to Legendary Rust Devils.
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Author notes
Any use of the real life Rust Devils must be obtained from them, not me! Period.
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(Beta) .1: 1-4-18
>Random Encounter Issue: Completely scrapped the Alpha "fix" because it was a whole new bug (lol no random encounters for you DLC!). I made the adjustments so that MOST random encounters now individually occur with the same probability as individual vanilla random encounters. The mathematics is simple: For a given Random Encounter type, count how many are Automatron (A) and how many are Vanilla (V). What was done in the DLC was to give a 50-50 chance of an encounter being from Automatron. This means that a Random Encounter of a given type is from Automatron with probability 1/(2A); from Vanilla with probability 1/(2V). Now V>A, but a lot. This means that BEST CASE SCENARIO an arbitrary Urban Scene Trigger was 2.25 times more likely to be from Automatron! Worst case is 26 times! Thus, for each encounter type I solved for p such that (1/V)*(1-p)=p/A. This p, the probability that an event should be selected from the Automatron list, was .5 by default (yuck!). The largest it was for this method was .3077 for Urban Assault encounters and the smallest was .037 for Non Urban Camp encounters!
This was implemented in CK by defining a new global for each of the encounter types (taking a cue from itaberless's mod which set this at a flat 15% - which is pretty close to the average IF you assume there are an equal number of triggers in the Commonwealth for each quest type... there aren't). This mod makes it so that DLC01REPercentChance is no longer used and instead RDR_AE_REXXXXXX are used (XXXXXX is a string coded to the encounter type like XXXXXX=UrbanAssault). This should do the damn trick.
Version .01
(Alpha) .01:
>Random Encounter Issue: I tried, but could not find anywhere if random encounters carried relative weight (i.e., if particular encounters are just plain more rare than others). What I suppose is the problem, is that the order of listing quests within the Script Event SM Event Node controls their relative rarity. My working hypothesis is that each quest listed here has a flat probability of occuring (say p), and that if a random event is supposed to occur the system goes through the list (top to bottom) flipping a biased coin. The first time there is a success then that is the encounter that will occur. I can't frankly find anything that refutes this guess. Looking at Script Events with just Vanilla and Automatron loaded results in all the DLC01 quests are listed first. What I did was to leave the two top instances, and the Vertibird nodes/quests alone and then wove the Random Quest Nodes to follow the vanilla ones.
>Loot: I added DLC01LL_repairKit_0_to_3 to DLC01EncBotRaider01Template loot table. This is the equivalent item that is held by the Rust Devil robots (which I did not edit... for now).
>Naming: I changed name of DLC01_EncRaider03Legendary, DLC01_EncRaider04Legendary, DLC01_EncRaider05Legendary, and DLC01_EncRaider06Legendary to Legendary Rust Devil Tinkerer, Legendary Rust Devil Tweaker, Legendary Rust Devil Mechanic, and Legendary Rust Devil Engineer respectively
Stupid Tweakers...
Tweaker /twēkər/ noun, informal 1. Person who constantly cleans, organizes, sorts, tinkers, or makes slight alterations on (usually a very specific) object. 2. A methamphetamine, or other form of speed, addict (who displays the above in an obsessive-compulsive manner).
Contents:
Introduction
Installation/Uninstallation/Compatibility
Future Plans
Technical
Thanks
INTRODUCTION This mod seeks to ultimately do quite a few things to the Rust Devils, but for now I've started out small. Right at first, I was bothered by the fact that once I meet Ada the Commonwealth is OVERRUN by these tweakers. They should now occur at the EXACT SAME rate as vanilla encounters. This makes Automatron encounters MUCH rarer than before. IMPORTANT!!! I did NOT alter the frequency with which the Mechanist's forces attack Workshops. I believe that this is a deliberate plot device designed to 1) push you toward finding this evil doer, 2) instill a feeling of being targeted (because you are just listen to the holotapes), and 3) make you really want to exact revenge. Once you finish Automatron's main quest line these encounters will disappear. Next, why is it that the Rust Devils' Automatrons carry Robot Repair Kits, but they do not? I've never witnessed one of my robot companions heal another or themselves (maybe I'm just unobservant). To fix this, I added the chance for robot repair kits to all non-unique Rust Devils. Finally, I found their naming scheme very boring when compared to regular raiders. For now all non-legendary Rust Devils are still named Rust Devil, but the legendary ones should have new names. This mod is in the beta stage (everything either works or I think it works), and once I'm satisfied that it works I will possibly be pivoting into a much more complex mod (see future plans).
INSTALLATION Just drop this in your load order. As low as makes sense.
UNINSTALLATION Should be safe to just remove. May require a cell reset to take effect.
COMPATIBILITY Obviously, this requires Automatron DLC. I've edited several Actor records and the relevant Script Events. If you find an incompatibility then please let me know and I'll try to patch it. You could patch it yourself using FO4Edit, and if you do then let me know and I can post it here.
FUTURE PLANS
More variety in regular (non-legendary) Rust Devil names to mimic the way there is a great variety of regular Raider names.
THANKS Thank you to LBraden for pointing me to Automatron RE and LS rarer which clued me on to the global variable. Now I get how this stupid thing worked and I think I made a nice workaround.