Adding this to my list to try after completing Fallout London! Did you include, or can you include, the ability to use the visuals of the Missionary when creating an assaultron?
Awesome, was definitely hoping the Locked and Loaded robots would become usable by us!
Understanding this is just the initial release, are there any current plans for requirements to unlock the building of these (such as, killing x number of them, completing certain quests, etc)?
Yah! I was eager for someone to make them craftable myself. Then I had a thought to look into how the Build Synth mod works. It was very simple to piggyback off of it.
I aim to have them require harder to obtain parts (magnets, assaultron chips etc). I then have plans to make a new vendor who will sell the schematics and also who quests which will reward being able to craft those using appropriate junk. This is more tailored to the collection im making.
If anyone has suggestions for more simple crafting requirements, please do.
Hmm... as a thought, and I don't know if this would be doable, but with Automatron and the Eyebot pod, it essentially generates a quest to go find a specific type of item - you could also tie schematics (or parts I suppose) into something like that? Would fit into the robot theme a bit - could also possibly make that a 'upgraded' version of the eybot pod that you unlock with a quest (maybe helping the vendor in the first place?), as that would also prevent any kind of conflict with mods editing the original eyebot pod in theory.
And if the vendor is killable, could also potentially place schematics around some pre-war military installations you could find that would unlock those options.
How exactly are the robots in Locked and Loaded coded? I could just download the mod and try to figure it out, but that requires a lot of time. I would guess they are remodeled creatures, not true automatron style robots? But this mod makes me question this, so are they true robots you can modify?
No idea how they are coded. They are not customizable like automaton. I only made them craftable in the workbench because I dont know what im doing 50% of the time and this just todd howard works.
20 comments
Understanding this is just the initial release, are there any current plans for requirements to unlock the building of these (such as, killing x number of them, completing certain quests, etc)?
I aim to have them require harder to obtain parts (magnets, assaultron chips etc). I then have plans to make a new vendor who will sell the schematics and also who quests which will reward being able to craft those using appropriate junk. This is more tailored to the collection im making.
If anyone has suggestions for more simple crafting requirements, please do.
And if the vendor is killable, could also potentially place schematics around some pre-war military installations you could find that would unlock those options.
Just throwing ideas out there though
I would guess they are remodeled creatures, not true automatron style robots? But this mod makes me question this, so are they true robots you can modify?