Core Robots Compatibility Patches

⭐ — (12 endorsements) 📥 691 downloads 📌 v1.02 📅 5/15/2015
⚪ Last updated 2015

By Arahat · NPC

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 5/23/2015 📅 Created: 5/15/2015

🔍 Analysis

  • 👍 1.7% endorsement rate — high engagement, a strong quality signal
  • 🏆 #14 of 76 NPC mods in this game by downloads

📋 About This Mod

This is designed to make Core Robots work with Fallout Wanderer's Edition and Mart's Monster Mod, and optionally EVE as well.

The author of Core Robots  was banned 2 years ago, so the will be no official updates to the project. I have created this patch to ensure the Script, AI, faction, and Perk changes from FWE & MMM (and now optionally EVE) are added to the graphical and animation changes of Core Robots. This Compatibility patch requires the following:

1. The installation of all files from the Core Robots - The Project mod. There are 5 of them plus a HotFix.  http://www.nexusmods.com/fallout3/mods/15604/? Note that none of the esps are needed, just the resources (meshes/textures).

2. Fallout Wanderer's Edition.  http://www.nexusmods.com/fallout3/mods/2761/?

3. Marts Mutant Mod  http://www.nexusmods.com/fallout3/mods/3211/?

4. Paradox Ignition The Mergers  http://www.nexusmods.com/fallout3/mods/3211/?   . Use their merged MMM esm instead of the ones from the main MMM release.

Installation: 1. Download and install my merged version of the Core Robots esp. It can be loaded early (Loot does this for example).

2. Download and install my Core Robots compatibility patch. Have it load late in the plugin order, after MMM and FWE.

I also have a version of the Core Robots esp with all of the compatibility changes incorporated, for those people wanted to minimize the numer of active plugins. If you choose to use this, have it load after MMM and FWE in order for its changes to take precedence.

Note that I am only a novice modder and my have made mistakes to my incomplete knowledge of how the innards of the game work. If there are any issues (eg robots behaving bizarrely), let me know.

Update: I have changed the values of the unique weapons added by Core Robots to be more in line with those of FWE. I have also created versions with compatibility changes for EVE included as well, though when the weapons added to the robots conflicted, I choose to keep the Core Robots changes. Also, I have added a compatibility patch just for MMM, by request.

BASH tag recommendations: I am not an expert on the matter, but I suggest adding the following tags to Core Robots - The Protectrons.esp Delev, Relev, Deflst (for new FormID lists), Graphics, Actors. ACBS, Actors. AIPackages, Actors. Animations, Actors. Skeleton. I would recommend not activating the Graphics section of a bashed patch unless absolutely needed to resolve conflicts between mods.

📊 Mod Details

Game
Fallout3 Mods
Author
Arahat
Version
1.02
Downloads
691
Endorsements
12
Category
NPC
Created
5/15/2015
Updated
5/23/2015

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