People Still Use This In 2021!? Update: I'm not actively updating the mod, but I'll happily upload any fixes or extensions you've made and credit you on the page. (Well, as long as they meet the slightly sketchy quality standards of 2011-era Toaster)
So if you want a Tale of Two Wastelands integration... make it yourself.
EDIT TO NOT CLUTTER THE PAGE: In short, the presence of the mesh "Toaster\RobCo\GlueRay\GlueRay.nif" was causing, for whatever reason, a crash during the initial startup of the game in my particular, fairly extensive load order. Deleting said mesh has fixed the problem, and my shoddy FNVEdit work to have the mod use another mesh in its place should hopefully preclude any problems (apart from purely cosmetic ones). I could not locate the culprit of the conflict, whatever it was, and indeed this was probably the most expedient solution I could manage.
On a more positive note, I really appreciate this mod even with it's occasional jankiness. For my part, I never really ran into issues with disappearing bots or the like, and the fact that it's not that difficult to build up a stock of replacements through barter or your own salvage operations means that the prospect should not scare off any potential newcomers reading the Posts section from trying the mod. There are *some* alternatives, but they never quite have the same feel to them, especially in terms of being able to tinker with upgrades etc. RobCo Certified feels a lot more like a part of the game world, dents and all.
Please, people: Think twice before using this mod!
It's abandoned, it's very old, and it's very buggy, outright broken in many parts - And I'm not talking about mistaking the convoluted upgrading and information-digging, either. Some bugs I've personally had are:
Robots frequently refusing to to wait.
Robots often spawn behind doors/walls when entering new areas.
Robots attacking random civillians at random times, while waiting, for no obvious reason.
Getting nailed in the back of the head by your Sentry Bot's missile barrage.
RobCo tools simply refusing to work.
Upgraded robots losing their inventory space.
Upgrades generally disappearing.
Robots disappearing, clogging up your robo-follower limit.
Robots robots still counting towards your limit after being dismissed.
Being unable to fix robots despite having all necessary requirements.
Being unable to upgrade robots despite having all necessary requirements.
Being unable to mod robots despite having all necessary requirements.
It's frustrating, because a significant issue is inevitable, and you'll probably become endeared to the mod (Like I was) before one appears.
My Lobotomite friend seems to no longer like the thermetic lance I got her and she insists on punching things. I cant seem to figure out what happened. Anyone have any ideas?
I love this mod. This + play as a lobotomite + run the lucky 38 + a bit of running around = finally realized my fantasy of a "perfect' NV ending in which a Big MT escapee manages to put everything right, including properly resurrecting Mr House.
Sounds like so much fun on paper, but honestly kinda sucks in practice. If you really wanna go the mad scientist route, just get the JIP companion mod and add robots manually that way. It's nowhere near as in-depth as this mod is when it comes to upgrading and changing your character to fit roleplaying aspects, but you'll be so much more thankful that you aren't scratching your head raw on as to why some things aren't working right however many hours you are into your playthrough.
The previous commenter is right, it's old and outdated. Don't get me wrong, removing this from my load order has me feeling bittersweet because I can tell there's a lot here that would be super fun, and the bits of writing I've come across feel really natural to the game, but it doesn't work well enough to justify keeping it around.
As it stands, I've already experienced three fairly annoying bugs in my last 2-3 hours of play:
I lost two Mr. Handy's because they decided to go fight barkscorpions while I had them wait outside the Brotherhood's bunker
(The companion command interface the mod adds can supposedly recall them from anywhere, but trying to bring them to me causes a CTD)
I repaired a Mr. Handy in RobCo only to have it immediately transform into a Protectron
A Protectron of mine went hog wild in Freeside after catching a stray bullet in its ass (combat inhibitor)
Even though it's nothing too crazy, I'd rather ignore the mod before getting too into it and finding more problems. Again, highly recommend force recruiting with JIP's companion mod, and maybe a mod that adds robots to the game, like the Prodlimen Creature Integration Pack.
2774 comments
(Well, as long as they meet the slightly sketchy quality standards of 2011-era Toaster)
So if you want a Tale of Two Wastelands integration... make it yourself.
In short, the presence of the mesh "Toaster\RobCo\GlueRay\GlueRay.nif" was causing, for whatever reason, a crash during the initial startup of the game in my particular, fairly extensive load order. Deleting said mesh has fixed the problem, and my shoddy FNVEdit work to have the mod use another mesh in its place should hopefully preclude any problems (apart from purely cosmetic ones). I could not locate the culprit of the conflict, whatever it was, and indeed this was probably the most expedient solution I could manage.
On a more positive note, I really appreciate this mod even with it's occasional jankiness. For my part, I never really ran into issues with disappearing bots or the like, and the fact that it's not that difficult to build up a stock of replacements through barter or your own salvage operations means that the prospect should not scare off any potential newcomers reading the Posts section from trying the mod. There are *some* alternatives, but they never quite have the same feel to them, especially in terms of being able to tinker with upgrades etc. RobCo Certified feels a lot more like a part of the game world, dents and all.
It's abandoned, it's very old, and it's very buggy, outright broken in many parts - And I'm not talking about mistaking the convoluted upgrading and information-digging, either. Some bugs I've personally had are:
It's frustrating, because a significant issue is inevitable, and you'll probably become endeared to the mod (Like I was) before one appears.
I don't use the robots though, just lobotomites. I've used the mecha and melee lobotomites and they work as intended.
Their factions are not set to neutral so be advised not to take them off the leash around other factional entities.
I have RobCo certified, Gold, and Pro. I've got the misc Mod items for the upgrades I'm trying to do, I just don't understand!
I've tried upgrading a Mr. Handy, Mr. Gutsy, and a Securitron, and none work!
Thank you, you made my year.
The previous commenter is right, it's old and outdated. Don't get me wrong, removing this from my load order has me feeling bittersweet because I can tell there's a lot here that would be super fun, and the bits of writing I've come across feel really natural to the game, but it doesn't work well enough to justify keeping it around.
As it stands, I've already experienced three fairly annoying bugs in my last 2-3 hours of play:
- I lost two Mr. Handy's because they decided to go fight barkscorpions while I had them wait outside the Brotherhood's bunker
(The companion command interface the mod adds can supposedly recall them from anywhere, but trying to bring them to me causes a CTD)Even though it's nothing too crazy, I'd rather ignore the mod before getting too into it and finding more problems. Again, highly recommend force recruiting with JIP's companion mod, and maybe a mod that adds robots to the game, like the Prodlimen Creature Integration Pack.