Shadowliger Posted November 10, 2017 Share Posted November 10, 2017 (edited) http://www.mediafire.com/convkey/2a66/jm13z822t45wkpszg.jpg I while back I started a working on a mod I'm currently calling Project Cyberdog that aims to bring my re-creation/redesign of the New Vegas/Fallout 2 Cyberdogs to Fallout 4. I have the models already built and they work as a Dogmeat replacer or Dog Armor (full body replacer) but I'd like to know if there's a way that I could make it such that players themselves can create a NPC Cyberdog through a workbench like they could with Roxie in Old World Blues. To take it a step further I'd like players to be able to change how their Cyberdog looks after they create them such as swapping Materials for both the dog parts and the robot parts as well. Or even switching to a whole different type of Cyberdog (full model change). I have Automatron and the Robot Workbench seems like the best place to start but after poking around at it for a couple of days in the Creation Kit I still have no idea what I'm doing. Any advice would be appreciated. Edited November 10, 2017 by Shadowliger Link to comment Share on other sites More sharing options...
devinpatterson Posted November 10, 2017 Share Posted November 10, 2017 Hi Shadowliger. I'm afraid I don't have any advice for FO4 (haven't started modding for it, just do FONV right now), but I love the idea. Rex was/is awesome, and I'd love to have a cyberdog in FO4. For original models what you'v made looks great. I am a sucker though, for the full brain dome.....I feel like it really nails the retro sci-fi theme fallout is trying to portray. Any chance that might be in the forthcoming mod? Link to comment Share on other sites More sharing options...
Shadowliger Posted November 10, 2017 Author Share Posted November 10, 2017 @devinpatterson I actually already explained my reasoning why the brain case looks the way it currently does here. Link to comment Share on other sites More sharing options...
devinpatterson Posted November 10, 2017 Share Posted November 10, 2017 @devinpatterson I actually already explained my reasoning why the brain case looks the way it currently does here. I haven't been following any of your posts just came across this one randomly. Best of luck on your project. Link to comment Share on other sites More sharing options...
HagiuAlexandru Posted November 11, 2017 Share Posted November 11, 2017 (edited) Well...here is a workaround. You could create a craftable grenade like item for the chemestry station. You could go even a step further and add multiple item parts, like legs, brain case, tail etc in the chemistry station to create. And after you created those items, you will have to use those items to craft the final item (the grenade like thing). When you will use the grenade , a cyberdog will spawn (Make sure to make the grenade have infinite uses). EDIT: OR.....you could add some robotic parts that look like a mix between a dog and a robot (your cyberdog) to the robot workbench. Create a new type of main body (body shaped like the torso of a dog) and after that create parts of different colors and stats that could be attached to that main body.Don't ask me how to do this. I m just throwing ideas. Edited November 11, 2017 by HagiuAlexandru Link to comment Share on other sites More sharing options...
Shadowliger Posted November 11, 2017 Author Share Posted November 11, 2017 @devinpatterson I apologize if my first response came off as rude, that was not my intention. @HagiuAlexandruYour idea sounds like summoning through destruction data if I'm understanding you correctly. While its a nice idea I don't think it will work for this particular project. I know how to create and use attach points for being able swap out parts/paint/mods on armors. Far as I can tell, the Robot Workbench uses the same method so that's not quite the issue I'm facing. If I can't figure out how to create an NPC in-game I may just go with my original idea. The original idea was to place a friendly Cyberdog into the game for players to search for and find. He would have a set of armor identical to his actual appearance (as in a full replacement model) in his inventory players would then be able to change and upgrade that armor to their liking and re-equip it to him to change his appearance. Enemy Cyberdogs around the game would either drop mods or schematics (like the Scrap-bots and Rust Devils in Automatron) that players would be able to use to upgrade the base armor. Its a workaround for sure, but it will probably end up being what I go with if I can't figure something else out. Still thanks everyone for your suggestions. Link to comment Share on other sites More sharing options...
HagiuAlexandru Posted November 11, 2017 Share Posted November 11, 2017 aren't all the robots created with the robot workbench npc followers? basically, if you would add your parts to the robot workbench , you should be able to create your own npc follower( robot dog npc follower more exacrly ) Link to comment Share on other sites More sharing options...
Shadowliger Posted November 11, 2017 Author Share Posted November 11, 2017 Yes the Robots made it the workbench are followers though if I'm remembering correctly all the robots (including Ada) are actually listed under the Protectron Race. So I would need to somehow change the AI package to either Dogmeat or a custom Cyberdog Race when I create them in order for it to use the correct animations. I did try and add my Cyberdogs to the workbench but they were invisible in game though they showed up in the menu, probably something I did wrong. Link to comment Share on other sites More sharing options...
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