As of v3.0, this mod was recreated from scratch in Creation Kit.
For previous users pre-v3.0: I recommend switching Vasco to a MiniBot or Model S then back to Model A, if able, uninstalling the old mod, loading your save, and create new save before installing new version.
v4.0 released. Weapons! AAAAAHHHHH! Weapons!
It was a lot of work to make this mod over again, please consider donating :)
With permissions from Korodic, I have released a patch that allows you and Model-S/Minibot variations of Vasco to enter and exit the REV-8. It is not perfect as that would require a skilled animator. But it works.
Hi, Korodic! Is there any plan to release a version of this MOD, compatible with achievements? And, congratulations on the great work.
(Translated from Portuguese to English using Google Translate) --------------------------------------------------------------------------------- Olá, Korodic! Existe algum plano para lançar uma versão deste MOD, compatível com conquistas? E, parabéns pelo ótimo trabalho.
Has anyone figured out how to get the model s or mini bot to exit the deimog? I know there is a patch for the REV-8 but having trouble adjusting the files to work with the deimog vehicle as he gets stuck:(
This mod is fantastic for making Vasco a one-robot wrecking crew in the most hilarious way. I just headed to Porrima II for a Bug Hunt mission, and he absolutely destroyed both Morphs in seconds when equipped with the 40m XPL in the head slot, along with 7.77mm and 3KV LZR in the hand slots. Of course then the Pack Seabats aggroed us for some reason, and suddenly we're being swarmed by these annoying Cliff Racer-esque creatures...and it's a hail storm of bullets, lasers, and rockets meanwhile they're dropping like flies and I'm standing on top of my ship watching from afar, dying of laughter.
so i have run into a pretty major issue where i am not even getting the option to speak to vasco, or change his appearance. it may be a conflict but ive tried disabling any mods ive installed since ive noticed the error, as well as uninstalled, loaded, then reinstalled and loaded, no no avail. i do not have the option to interact with vasco, and he is stuck in the ecliptic heavy model S with no way to change him, even if i uninstall the mod.
If on PC, you can do a "ShowInventory" console command to see what he has equipped. The latest update shouldnt require ammo at all. It he has the right stuff equipped and still has the issue after a unity jump, I'd think it to maybe be a conflict unless we can get more people confirming this issue. I use this myself regularly on PC, no issue.
It would also indicate if they are equipped, assume what you wrote is exact, they are not why is why he isn’t using them. You can use console to equip them by their ID’s you have listed with Vasco selected.
yrah conflicts are hard to spot, but a unity jump even as a debug would tell you if the issue follows you (possible conflict) or just your current game (something save-specific/baked)
Sorry, I should have included the - Worn: RightHand and Worn:LeftHand.
So the guns started working shortly after I left my last message.
What I should note, and didn't think it would matter at the time, I was in The Red Mile when they were not working. Since re-equipping them after leaving the Red Mile, they seem to work fine. Next time I run the RM I will note whether they are still working there or not.
Maybe thats where the bug shows up, maybe not. But I thought it was worth noting.
What an awesome and cool mod. An idea for added immersion would be to add this menu to an npc, say Gel at the salvage yard, or perhaps to a specific terminal at the salvage yard. Would be cool if you had to actually go to a ”body shop” to change Vascos look.
Would it be possible to add an option to remove dialog and voice? It would be cool to have VASCO just as a combat bot, without all the talking for some characters.
Changing the name would be awesome as well but that's probably asking way too much
252 comments
For previous users pre-v3.0: I recommend switching Vasco to a MiniBot or Model S then back to Model A, if able, uninstalling the old mod, loading your save, and create new save before installing new version.
v4.0 released. Weapons! AAAAAHHHHH! Weapons!
It was a lot of work to make this mod over again, please consider donating :)
Alternate Vasco REV-8 Temporary Fix at Starfield Nexus - Mods and Community (nexusmods.com)
Is there any plan to release a version of this MOD, compatible with achievements?
And, congratulations on the great work.
(Translated from Portuguese to English using Google Translate)
---------------------------------------------------------------------------------
Olá, Korodic!
Existe algum plano para lançar uma versão deste MOD, compatível com conquistas?
E, parabéns pelo ótimo trabalho.
:(
10/10 would recommend lol
but then i suddenly realize as you move about he can be cleaning evidence that you were there. 👀
what he loses in that devastating haymaker robot punch, he makes up for as a crime scene cleaner.
I have him loaded up with 7.77s, he just doesn't fire.
Lasers work just fine.
If on PC, you can do a "ShowInventory" console command to see what he has equipped. The latest update shouldnt require ammo at all. It he has the right stuff equipped and still has the issue after a unity jump, I'd think it to maybe be a conflict unless we can get more people confirming this issue. I use this myself regularly on PC, no issue.
Did the ShowInventory and it reported back that he has
AV_WEAP_crModelA_CombatRightGun_Heavy_Auto (FE00A8C5)
AV_WEAP_crModelA_CombatLeftGun_Heavy_Auto (FE00A8C5)
But no action from them. Could be a mod conflict, but I'd have no idea where to start looking on that one.
yrah conflicts are hard to spot, but a unity jump even as a debug would tell you if the issue follows you (possible conflict) or just your current game (something save-specific/baked)
So the guns started working shortly after I left my last message.
What I should note, and didn't think it would matter at the time, I was in The Red Mile when they were not working. Since re-equipping them after leaving the Red Mile, they seem to work fine. Next time I run the RM I will note whether they are still working there or not.
Maybe thats where the bug shows up, maybe not. But I thought it was worth noting.
Changing the name would be awesome as well but that's probably asking way too much