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Lobotomite Spawn and Robot Transfer


ArcieAdam

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I had an idea for a couple of mods related to Old World Blues. I want to try to work on them, but knowing me, I probably won't know how to, and I'll leave the projects aside indefinitely, so I thought I'd share them. They're really pretty simple.

 

The first changes the respawn rates of creatures in the Big MT. If you're perceptive enough (Not the stat, you, the player), you'll notice that lobotomites, nightstalkers, and probably others will spawn right before your very eyes when you get too close to their spawn point, and will do so not after the zone resets after three days, but very quickly. This causes a lot of surprise deaths and extreme difficulty. Additionally, they might have extremely high perception, making sneak attacks almost impossible. They notice you before they even appear on your radar. I'd like to make a fix for that.

 

The second is slightly more ambitious, and that's to have a quest to transfer the quirky robots from the Sink to the Lucky 38 Presidential Suite. They add character to your home, and they have very handy functions that I want available without having to travel all the way to the Big MT to use.

 

So that's them. Anyone feel up to making them? As I said, I'll give it a shot myself, but I give myself 10% odds at completing them. It'd be nice if a more experienced modder could do them.

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  • 5 months later...
Very Creative ideas. I too would like the enemies respawns adjusted, I love killing lobos!
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The second is slightly more ambitious, and that's to have a quest to transfer the quirky robots from the Sink to the Lucky 38 Presidential Suite. They add character to your home, and they have very handy functions that I want available without having to travel all the way to the Big MT to use.

 

man works is sloooooowwwww...........anyway I believe I could do the 2nd part for you. I'v been meaning to check out tokens for my walking toy texas teddybear bombs (don't ask). Tokens, among other things, allow you to pick up and add items that aren't typical inventory to the player. This would give the effect of the player removing either the programming (a holotape) or the whole sink (light switch, whatever) itself and placing it in your inventory.

 

Then you'd place it in teh lucky38 (predetermined area as an activator). The exact same script will be attached to the object (now marked as an activator0, and you'd be in business.

 

So which would you prefer;

1. adding the programming to existing fixtures already in the lucky 38 (ie use the sink in the kitchen, one of the existing light switches etc), by removing and copying the holotape, aquiring various spare parts (scrap electronics, sensors etc) you'd essentially have a 2nd set of intelligent fixtures in the lucky 38. Could be done as early as tonight or sat morning.

 

or

 

2. Removing the fixtures from the OWB sink and transporting them to the lucky 38 suite. The 2nd version is more realistic (if you can use that word in conjunction with highly intelligent kitchen appliances), since your removing and re installing the actual hardware. Some things may not fit well (the sink might be a different size for example), and I might have to find or make a few simple models (ie a small electric box with wires hanging out for the light switch, the end of some plumbing where the sink was removed etc) where the OWB fixtures used to be before they were disconnected. I'll also have to read up on tokens if you'll be transporting fixtures so I couldn't give you an ETA.

 

Also if I remember right doesn't the toaster only interact with you when you activate it? If so I'd like to switch it so that it starts spouting it's various death threats at anyone that enters the lucky 38's kitchen.

Edited by devinpatterson
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Put a 2nd version of the mod up.

 

V02 Moves the OWB sink automated personality AI's to the Lucky 38 presidential suite. Currently most of the appliances are in the Lucky38 along with Muggy, Jane & Marilyn (the securitrons). However a lot of functionality is broken. Here is a partial list;

I haven't set up a patrol for Muggy.

The smart lights and household lights/effects are not enabled for the light switches.

The bio computer and Juke box are completely offline.

The talkers and their corresponding barks havn't been implemented yet.

Some of the autodoc functions are unimplemented.

 

Please add the holotapes for the appropriate AI appliance to your inventory before activating it.

 

you can grab the esp here

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