Fallout New Vegas
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Flumpergump

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flumpergump

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About this mod

Adds a small location and a few protectrons with different abilities based on their textures, mostly.

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Needs DLCs excluding the item packs. Needs DLCs excluding the item packs. Shouldn't need any NVSE plugins but I would still get them just in case.  Somewhat buggy on occasion but shouldn't cause any conflicts or crashes.

I was playing around with the geck making a small encounter where each protectron skin has different abilities and at the end this came out. Adds variants of the protectrons that should be a bit more interesting than the normal ones, but not too challenging, aside from the boss. Oh, there's a boss too. At the end there are a few weapons I had fun playing around with in the geck that shouldn't be too unbalanced.

This was intended for midgame before acquiring any good EMP weapons but if you wish to cheese it that way then
by all means go ahead. 


KNOWN BUGS: From testing, I have identified the following bugs, which I no longer have the time to solve. If you have a solution, please let me know and I will attempt to remedy it. They include, but are not limited to:

-NPCs in rooms of  the ship teleport into the ground on reload, seem to work correctly upon first loading from launch or half the time, teleport, or refuse to attack and or exit their room. Enemies work fine within the ship, but NPCs seem to have issues sometimes.

-Small NPC's shuffle about on the upper floor of the ship, stalling their movement and usefulness. 

-Spectrons do not appear invisible at random, particularly on reloading a save after the first time it has been first loaded since launch. 

-Mistakenly modified the grenade launcher during development but restored it to it's original values, not sure if this would cause any conflict with mods regarding the stats of said weapon but it should be fine if this mod is earlier in the load order.   









If you want specifics and don't mind spoiling the surprise, the protectrons include:


Attacktrons: Burlier bots with a preference for close combat. Not too tough against ranged attacks, but don't let him get up close.
 
Defendtrons: The polar opposite of the attacktron, these guys are built to take a beating and will shrug off most attacks. However, their attacks made less for killing and more for subduing an opponent so their allies can handle the messy part. 

Spectrons: With ninja-like speed and the abilitiy to topple over even power armored opponents ad nauseam, this guy can be a serious threat to those not paying attention. Thankfully, a radroach is made out of tougher stuff than he is. 

Constructon: A machine made for building, these robots can set you ablaze with balls of fire or peirce defenses via their nailguns.
Not particularly threatening, but watch out for the damage over time. 

Destructron: Opposite to the Constructron, this fella is built to destroy, and likes to get all his damage out in one go with explosives. This guy's attacks can be hard to deal with, so sneak attacks may prove the best option, especially in the combat inhibitor. 

Electron: A mean electrical maintenance machine, this robot will zap you. Hard. His hand's electrical arcs can't reach too far, so hit him while his guard is down. Additionally, he will not take additional damage from EMP attacks. 

Infectron: Nasty collectors of mold and spores, Infectrons lob great big gobs of gunk at your character.Their damage isn't too high, but watch out if you're low on radaway. 

Plamatron: Elite protectrons that have gotten an upgrade to their arsenal. and armor as well. These soldiers are completely superior to standard protectrons, with better armor and defensive capabilities, perception, and a very slight healing factor. However, they do not greatly excel in any are, and are just as slow as your run of the mill protectron. 

Adaptron: This protectron adapts to it's environment and attacks, and has the highest defensive abilities of the robots, although it is
also fairly weak offensively, as well as lacking the stunning capabilities that the defendtron has. 

Impractron: Made from the scrap material of the other robots, Impractrons fire unusual projectiles and have an intense healing ability that allows them to ignore slow or weak attacks. Bring something quick, or use something with enough damage to take them out in one hit. 
Boss: Take out the leader of the protectrons and his personal bodyguard!

There is one more within the ship, finding him may be to your benefit!

The location is literally right next to vault 34. 
Weapons are various grenade launchers converted to shoot various projectiles, such as fireballs, red glare rockets, actual grenades,  a plasma pistol that fires plasmacaster projectiles and mines. There is also a version of the boxing gloves that I feel should be much more viable and enjoyable to use as a weapon than the ones present in the main game. 

I might add a bit of EMP resistance someday to make it less easy with the Pulse Gun, if I ever figure out how to
make the geck play nice with lots of actor effects.