devinpatterson Posted November 8, 2013 Share Posted November 8, 2013 Actually maybe that CIOS pulse (similar to the one used in the faction script and on hoover dam during the final battle) could also send out a pulse for our medbot to check on poisoned/inflamed actors too. Worth looking into. Link to comment Share on other sites More sharing options...
ssskoopa Posted February 5, 2014 Share Posted February 5, 2014 Any progress? Link to comment Share on other sites More sharing options...
devinpatterson Posted February 6, 2014 Share Posted February 6, 2014 Any progress? Nah, been busy on other projects. Although now I can use some of the stuff I'll be using for the lonesome road ed-e on the med-e bot. But the thing that really motivates me to make a mod is good ideas/plots. So if you have any suggestions for med-e feel free to post them. Link to comment Share on other sites More sharing options...
ssskoopa Posted February 6, 2014 Share Posted February 6, 2014 (edited) Â Nah, been busy on other projects. Although now I can use some of the stuff I'll be using for the lonesome road ed-e on the med-e bot. But the thing that really motivates me to make a mod is good ideas/plots. So if you have any suggestions for med-e feel free to post them.Like I said, after you beat LR, you find MED-E (Or what's left of him) in the final locker, alone with a note from Ulysses explaining how he found MED-E in Hopeville Missile Base, commenting that it's the same kind of Old World machine that saved his life and hoping that it would help you shape the future of Mojave. After you fix MED-E, he activates but refuse to follow you since you're not US Army personnel. After you get yourself a suit of US army combat armor, MED-E plays a recording (Or a recording transcript if you can't find a voice actor) of how it attempted to cure General Martin Retslaf of his ghoulification by injecting him with various anti-radiation chemicals. After realizing that the changes he undergone are irreversible, the general decided to end his own life, but MED-E wouldn't allow it due to his hardcoded VIP protection routine. So the General ordered the Sentry Bots to destroy MED-E. After the recording ends, MED-E wants you to bring him to the Divide to find out what happened to the General. After seeing that the General is dead, MED-E becomes saddened that his mission has failed, by passing a 50 Science check or 25 Science check plus wearing the General's coat, you can rewrite MED-E's VIP protection routine so that he follows you instead. This concludes the first MED-E quest. (The second one involves going around the Divide looking for spare parts to repair MED-E's damaged systems so he gains the ability to cure poison, addiction, radiation, etc.) Edited February 6, 2014 by ssskoopa Link to comment Share on other sites More sharing options...
devinpatterson Posted February 6, 2014 Share Posted February 6, 2014 Actually I just thought of an easy way to simulate the medical behavior that is probably far more appropriate than CIOS. A quest that fires off every second, and checks conditions. for example; if veronicaRef.getPlayerTeammate && botHeals == 1 ;random name for a var set through dialog. Ie. do you want med-e to heal all team mates or just the player. if veronicaRef.getHealthPercentage <= 0.50 if veronicaRef.getDead == 1 if veronicaRef.isLimbGone <2 >13 ;(no ressurection possible if head or brain is dismembered. etc etc Then go on to Cass, etc etc But the problem is it will only work for the vanilla companions and I don't have a simple way for detecting something like poison (guess I have to go through each magic effect that is classified as a poison and test it against hasMagicEffect). Link to comment Share on other sites More sharing options...
ssskoopa Posted February 6, 2014 Share Posted February 6, 2014 Well, I think fire is the only one that needs to be cured in real time. As for poison and such, you can just do it through dialogue options. (Maybe make it so that it requires antivenom, but one antivenom can be used for two or three times?) Link to comment Share on other sites More sharing options...
devinpatterson Posted February 6, 2014 Share Posted February 6, 2014 Well, I think fire is the only one that needs to be cured in real time. As for poison and such, you can just do it through dialogue options. (Maybe make it so that it requires antivenom, but one antivenom can be used for two or three times?) Nah, that's no good, ed-e is a combat medic/trauma specialist, I want it to appear to be acting on it's own and create the illusion of a full fledged NPC (assuming it's not too convoluted to script). But thanks for your ideas in the previous post above, I'll probably integrate them. If you come up with any more send them my way. I think a military infirmary would be a good spot for his upgrades/re-supply if there is already one in LR. If not I guess I could cobble one together one of the military facilities. Link to comment Share on other sites More sharing options...
devinpatterson Posted February 6, 2014 Share Posted February 6, 2014 I'll check the med-e bots scripts in Ulysses temple and the auto docs. Should be a good place to start. Link to comment Share on other sites More sharing options...
ssskoopa Posted February 25, 2015 Share Posted February 25, 2015 I'll check the med-e bots scripts in Ulysses temple and the auto docs. Should be a good place to start.So... This mod is dead? Link to comment Share on other sites More sharing options...
Jokerine Posted February 26, 2015 Share Posted February 26, 2015 I could consider picking this up, perhaps maybe, unless Devin's still working on it. Got a bit of free time that I could cram this project into. Wouldn't be as elaborate as what some people request here (I'm not a great scripter) but it could be fun. More E-DEs are always good to have around. :smile: Link to comment Share on other sites More sharing options...
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