This mod is pretty much finished but if anyone feels like it needs to be toned down or if it needs to be buffed in a few areas I'm willing to hear you out. I'd even be willing to hear suggestions for additions.
I think you need to take a look at your edits with your Far Harbor file. It's full of error flags with the previs/precombine portion of the mod. Honestly, I can't even figure out what your were trying to do there. I'll track for now.
that is weird I didn't edit physics anywhere probably just the the creation kit f*#@ing things up like it likes to do sometimes I don't know I literally just placed spawns and patrol markers. Definitely give more info on that cause I have no idea what that is i didn't touch anything having to do with that.
I'll be honest I just made it real quick without even testing it cause I thought there wouldn't be any issues but I should have expected the creation kit just randomly deciding the file is ruined. it is an irritatingly fickle software at times
Nevermind I ran it through fo4edit and found what you were talking about I have no idea how that happened but I'll try and fix it. thanks for pointing that out
Hey, it's ok. That's how things go with the Creation Kit and GECK. They like to throw in slop edits on you. That's why it's a good idea to check it out in xEdit, like you did. That's how I caught it. I was running a conflict report and was like, "wtf?" LOL
Uhm, I have a suggestion. Would it be possible for you to toy with adding faction-based robots to patrols? Like, have BOS Robobrains, Minutemen Robobrains, etc. I think it would be interesting.
that was actually something I'd considered but I know from experience modding skyrim that messing with random encounters can be really annoying I could give it a try but I was never able to get it to work in previous games. maybe fallout 4 handles them better so it'd be easier to do. but I ultimately don't know.
Well, you could also place them in certain parts of the map just like with this mod, ie you place them in the Prdywen, Airport, Gunner Plaza, etc. Just a suggestion though. I find it frustrating how factions don't use robots apart from the Gunners. The BOS needs to hoard robots for crying out loud !!!
Is there supposed to be a non-hostile 'Haywire Robobrain' at Robotics Disposal Ground? I just encountered that after starting a new game. No idea why the thing is friendly.
to be completely honest I entirely forgot robobrains were in far harbor cause I haven't played far harbor since it released. but aren't they like exclusive to a vault? if so I was at one point considering adding robo brains to far harbor and nuka world so I could do that.
I'm actually kinda surprised now that I realized I haven't touched far harbor in years ,I liked that dlc fog crawlers are like my favorite fallout enemy
Im pretty sure. I just prefer them over the bigger robo brains imo. I like how they're implemented in 76. You probably can't customize them for anything though.
unfortunately I wouldn't know anything about their appearance in 76 because I'm waiting for another sale to get it. but from my experience Robobrains are fairly large in every game though I believe they're downscaled a bit in 4 I mostly based them around their appearance in 3 and new vegas. perhaps I could make variants with bigger tankier boss type ones with a slower movement speed to make them more akin to older games and smaller faster ones to be more like their appearance in recent titles.
It's a much needed mod, though I miss the more appropriate robobrain hands instead of the protectron ones. Perhaps you could copy the parts you used for the robobrain weapons and replace the model with the smoke claw one, at least for the laser weapons. I've made a similar mod which gives the player the option to build laser and tesla variants of the robobrain hands and they work pretty well.
Honestly part of me kinda likes the protectron hands on them but I understand what you mean cause I originally wanted that but realized there was no robobrain laser hands. How do you make those weapons? cause I don’t know how to do that. If it’s too complicated could I use this mod you mentioned? Or is it just as simple as modifying the projectile in the creation kit?
I'm glad you succeeded. Can't wait to test it personally. Yes, it can be as simple as changing the projectile, really the most annoying part is making them usable by the player in the workbench. If you want to do that as well but are unsure how, I've uploaded the mod I made on goggle drive here: https://drive.google.com/file/d/11JkekLfmwg-d_dCKibV3nrgWSuPut4Vm/view?usp=sharing
Thanks the idea was kind of just completely random I never really thought about it before until my recent playthrough. maybe because I'd been playing a lot of fallout 3 a little over a year ago and robobrains are pretty common in that game.
I played Fallout 3 the first time in 2019, but yesterday, when i went to that freaky vault-tec office for the first time ever, i faced quite an... eccentric welcome, to say the least -
I've played a lot of fallout 3. it's not much of a popular opinion to have, but it's my personal favorite fallout because I love the brutal and chaotic atmosphere compared to the other games. it somehow pairs well with the game play I feel cause the general chaos and low resources makes it feel like more of a survival game to me especially on higher difficulties.
Awesome! more robots to kill, unlike these eastern robobrains back in california they'd put a shotgun right at your face. But really cool mod ill try it out
I made this to satisfy a strange itch for the classic FO3/NV robobrains and I've pretty much already done that so I don't really have plans to add more to this. but maybe I could, I did consider making a dungeon in the glowing sea but as of right now I'm satisfied with the mod other than one oversight I ran into last night with one of the variants probably having the wrong weapon.
I mostly thought of the robobrains being like robot commanders so I mostly only put one or two in each spot usually with another robot for them to command. there are a lot of them in the glowing sea. But you know what because that'd be really easy to make I could make that real quick as an optional file. like what do you want here like a moderate challenge like maybe five of em at once or do you want it real crazy like ten or fifteen? I could even just throw in some extra encounters to more locations I think theres only like around 30 spots with robobrains in my mod so I could just add even more.
just to let you know I did also hold myself back because I wanted my mod to be unobtrusive on vanilla game content. Specifically I wanted to avoid them getting into fights with various enemy spawns or intruding on quest locations with only a few exceptions.
when I originally made this mod I initially planned to expand upon the renegades more specifically making them into their own unique faction, with their own goals and lore. but ended up deciding to keep the mod simple. so maybe I could also add a few renegade checkpoints around the glowing sea and maybe add that dungeon I mentioned I planned on adding that'll also add more robobrain encounters to the world.
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Check the physics references section.
Lucky I caught it for you. :)
https://drive.google.com/file/d/11JkekLfmwg-d_dCKibV3nrgWSuPut4Vm/view?usp=sharing
Every line... Every single line of it is....