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Droids of the Commonwealth - the Re-redux ?


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Posted
7 hours ago, xenic said:

Has anyone heard anything regarding this mod or where to find ASIA? 

 

Look over the last couple of pages in this forum and you will know everything we do about it, as for ASIA somebody may well dm it to you if you ask, as the download files were removed quite some time ago.

Posted

So I figured I better let everyone in on what's going on.....

 

when I learned about the next gen update late last year, there were a lot of rumblings about some pretty major format changes.

Most relevant to me, were changes to the .exe that were suspected to majorly break F4SE, as well as changes to the BA2 structure.

So I decided to wait until I could know for sure. Moments ago, I learned that BOTH have come to fruition:

 

From Steam user VastEnemy:

Quote

 

The creation kit has been updated, and with it new restrictions. All mods made with it, or updated by it won't work on previous falllout 4 executables. You have to update the game to use any mod that was created or updated by the new creation kit. The new Fallout4.exe can open old and new mods (backwards compatible), the old version, cannot. 

What I'm reading in the community, is if you are on the older fallout 4 version (pre-april 25th), you are now unable to use any mods made on the current creation kit because those mods are packed in a new format which the old fallout4 can’t read. If you are a mod author and wish to stay on the old version, you are effectively barred from making mods for the current version.

 

For those who remain on the the old version of fallout 4 and hang out on the nexus, beware. Any mod made by or updated in the new creation kit won't work on your version.

 

This will split the community of mod creators in 2. Those who make mods for the legacy version, and those who make em for the current version. That's wild!

 

 

I have not yet updated my game OR it's Creation Kit. I likely won't until F4SE and various mods I use which depend on it are all updated.

There is currently no concrete timeline for F4SE, but progress IS ongoing.

 

I don't want to release Droids onto an .exe that will only run it for some. And I strongly suspect that Bethesda is NOT finished with this.

They have a lot of work to do if the immense number of complaints over this update is any guage of how many are having issues with

it. So future patches will likely keep breaking things until they finish.

 

Given this, I can't really give any estimation for when I might release it.

 

For now, I'm just plugging away at streamlining things and finishing up the last cells. I'm also working on item requirements for the

Droid hardware/software systems. I suspect that, at worst, I may have to recompile all the scripts under the new F4SE, and save the mod

under the new .exe and BA2 format in the updated CK. But we'll see how it goes.

 

I also want to merge the entire mod into a single ESM since the earlier updates I made are pretty baked into the overall mod, and scattered

all over the place throughout. For example, edits in Thermal Edition are carried over into Naval Edition, and edits from BOTH are carried over

into Lunar Edition. I REALLY NEED to clean all that up. It's quite a mess and will make support for the mod a much greater chore than it needs

to be. I see so many overwrites in FO4Edit, it's almost embarrassing 😜

 

I should be a bit more active here now. So I want to take this opportunity to ask those of you who have played earlier verions of Droids for

your input. THIS WILL BE THE FINAL VERSION I ever build for FO4. So any proposed changes, additions, or general ideas to improve it are

all welcome. Now is the time.

 

Thanks, Trykz

Posted
1 hour ago, Trykz said:

<snip>

 

Thanks, Trykz

Hey Trykz, good to hear from you! I think for most folks, myself included, just knowing that work hasn't stopped entirely on the mod is fantastic. I'm sure the F4SE team will have things sorted out shortly (I think some of them actually work for Bethesda now, which is crazy), but I agree that there will likely be another patch, or multiple patches in the next few days/weeks/months. If nothing else than to fix the so-called widescreen fix lol.

 

Keep on truckin'. Looking forward to seeing what you've "done with the place" :)

Posted

Always been here and waiting for new Droidversion, but i'm not the right guy to test it, sorry :)

Thanks for your post and opinion how the things are right now Trykz!... I guess we have to wait for the next moves from Bethesda and see how things will unfold. I'm not gonna install that mess which will mess up my already "sorted mess" xD

Posted

So trying to merge this mod is proving immensely challenging.

 

I managed to merge Thermal Edition into the main Droids of the Commonwealth.esm. I "thought" everything went well, until I

tested the merged file. Most parts transitioned normally. The race swap fired and loaded into the vat in the weapons factory

perfectly. The factory itself loaded without issue. At this point I checked my test character's inventory. No holotape. Then I

realised that the Temperature actor value had not loaded. I believe this may be because I had to remove the Droids of the

Commonwealth - Thermal Edition.esm master requirement from the Droid Stat Widget mod to get it to load. ALL of the other

actor values loaded fine except the temp value, indicating that the widget mod was otherwise working fine without the

removed master file.

 

So now I have to figure out why the AV isn't loading in DSW, and why the race swap script isn't adding the holotape.

 

I suspect that's minor in comparison to the other issues. Namely, the fact that I spent ALL DAY attempting to get the two remaining

editions to merge with the newly created main master plugin. BOTH ESMs contained numerous unresolvable errors according

to the Merge Plugins program. Most were interior cell issues somehow related to precombines. Which is odd, because ALL interior

cells in the mod are custom built. The only edited exterior cells are where I placed the refrigerated trailers, none of which had any

reported errors in the original ESM.

 

At this point, I'm considering whether it might not be better to just start over. But before I do, I'll give this another go in the morning.

 

Trykz

Posted
4 hours ago, Trykz said:

So trying to merge this mod is proving immensely challenging.

 

Depending on various things and the size of the ESM, you could be reaching the maximum records size for a ESM, in which case the game will in effect truncate records, have had it happen myself a couple of times when doing merges of  mods, reloading the merge into ck will usually give you a error about truncated records, but will still load.

 

It might also not be worth while merging the various ESM, just leave them as separate files, sure it means taking up more space, but if it is causing this much hassle to merge them, especially if it is working, well my first though would be don't merge them.

Posted
6 hours ago, Varithina said:

 

Depending on various things and the size of the ESM, you could be reaching the maximum records size for a ESM, in which case the game will in effect truncate records, have had it happen myself a couple of times when doing merges of  mods, reloading the merge into ck will usually give you a error about truncated records, but will still load.

 

It might also not be worth while merging the various ESM, just leave them as separate files, sure it means taking up more space, but if it is causing this much hassle to merge them, especially if it is working, well my first though would be don't merge them.

 

My main concern at this point is the wide range of errors found in the later ESMs.

 

I found this morning while inspecting the main mod that there were many broken property links throughout the script fragments.

I attribute this to edits I made to those fragments in the later ESMs. A mistake I'm paying for now as I try to clean things up.

 

I'm currently searching through very old storage folders trying to locate the original ESPs for the base mod and each edition created

after it. Hopefully I didn't lose everything in hardware issues of past years. If I can get my old rig fired up, I'm hoping I'll find a lot on

it's drives.

 

We'll see.

Posted

Surprisingly, I found a Droids ESP from waaaaay back in 2018.

 

Man, talk about "bare minimum"..... apparently it was created even before A.S.I.A. was finished. Which

would make sense. Droids is what A.S.I.A. was originally meant to be all along before it exploded into

something far more "structurally" complex than I intended. I wanted Droids to be a complex mod to

play, but not so much of a chore to set up. Definitely not as much as A.S.I.A. was. All those multi-part

body and armor combinations that completely sidetracked my original vision for the mod. The

complexity was meant to be "fun". A.S.I.A. was far too simplistic for that.

 

So at this point, I've come to the conclusion that NONE of what I built previously is going to be a

suitable launch point from which to rebuild this mod. Thinking about it, there are a lot of things I

could have done much better. And at the end of the day, I want to release this final build as the

very best of my capabilities. And to accomplish that, I think a fresh start is in order. The current mod

is simply too screwed up to salvage. I should never have built "editions" to add stuff. I should have

just edited the original mod to improve and add the stuff I wanted. Lesson learned.

 

I have all of the meshes, textures, and even the script sources I've written over the years which should

help facilitate a proper rebuild, and the improvements and additions I've been wanting to include. Which

I think is a pretty good head start. Though I'll likely update things like the body/clothes to the latest FG.

 

When I finish laying out the development roadmap, I'll be creating a new thread for everyone to follow

along, after which I will request that this one be locked. Much of the new mod will feel very familiar.

Equally so, much of it will feel very different. Locations will undoubtedly change, as I plan to rebuild

every necessary cell from scratch to avoid any issues, and hopefully avoid errors like those I found

during the merge attempt. Functionally, changes should be pretty minimal.

 

With that, it's time to get to work.

 

Trykz

Posted
1 hour ago, Trykz said:

Surprisingly, I found a Droids ESP from waaaaay back in 2018.

 

Man, talk about "bare minimum"..... apparently it was created even before A.S.I.A. was finished. Which

would make sense. Droids is what A.S.I.A. was originally meant to be all along before it exploded into

something far more "structurally" complex than I intended. I wanted Droids to be a complex mod to

play, but not so much of a chore to set up. Definitely not as much as A.S.I.A. was. All those multi-part

body and armor combinations that completely sidetracked my original vision for the mod. The

complexity was meant to be "fun". A.S.I.A. was far too simplistic for that.

 

So at this point, I've come to the conclusion that NONE of what I built previously is going to be a

suitable launch point from which to rebuild this mod. Thinking about it, there are a lot of things I

could have done much better. And at the end of the day, I want to release this final build as the

very best of my capabilities. And to accomplish that, I think a fresh start is in order. The current mod

is simply too screwed up to salvage. I should never have built "editions" to add stuff. I should have

just edited the original mod to improve and add the stuff I wanted. Lesson learned.

 

I have all of the meshes, textures, and even the script sources I've written over the years which should

help facilitate a proper rebuild, and the improvements and additions I've been wanting to include. Which

I think is a pretty good head start. Though I'll likely update things like the body/clothes to the latest FG.

 

When I finish laying out the development roadmap, I'll be creating a new thread for everyone to follow

along, after which I will request that this one be locked. Much of the new mod will feel very familiar.

Equally so, much of it will feel very different. Locations will undoubtedly change, as I plan to rebuild

every necessary cell from scratch to avoid any issues, and hopefully avoid errors like those I found

during the merge attempt. Functionally, changes should be pretty minimal.

 

With that, it's time to get to work.

 

Trykz

As much as it really sucks to kinda have to "start over" (not entirely it sounds like, thank goodness!), everything you've learned can actually come together more cohesively I suspect. Looking forward to what you come up with!

Posted
6 hours ago, Trykz said:

 

I found this morning while inspecting the main mod that there were many broken property links throughout the script fragments.

I attribute this to edits I made to those fragments in the later ESMs. A mistake I'm paying for now as I try to clean things up.

 

If you are using the new version of the ck then be aware it is not compatible with the older versions of the game, so could cause issues, older versions are backward compatible, so the new version of the game will read older versions of the header and files, but files created or saved on the new version of the ck are not compatible with older versions of the game, think that is stated in the update notes somewhere, though it may be in the ck update notes rather than the games one.

Posted
22 minutes ago, Varithina said:

 

If you are using the new version of the ck then be aware it is not compatible with the older versions of the game, so could cause issues, older versions are backward compatible, so the new version of the game will read older versions of the header and files, but files created or saved on the new version of the ck are not compatible with older versions of the game, think that is stated in the update notes somewhere, though it may be in the ck update notes rather than the games one.

 

I know. I posted on this above one of your earlier posts.

 

I have not yet updated my game OR the CK. I don't intend to update until F4SE and the mods I use are all updated.

 

That is not to say that I won't ever update. But I AM waiting until I'm certain that Bethesda has sorted the wide

variety of issues many players are having with it. I play the game in 32:9 aspect ratio at 3840x1080 res. And every

comment I've seen from others running the same as me has been pretty negative. Everyone will eventually be

running on the update. And I suspect that most of the currently supported mods will be updated under the new

CK as well. It'll just take time. Mainly because unlike Skyrim, there is no previous version that lets you largely ignore

this new version. Once the most popular mods update, anyone who plays the game regularly will have little choice

but to update to continue using their favored mods.

 

For now, I'm just biding my time. I want to get as much of the mod completed as possible before updating.

 

Speaking of the mod.....

 

I think I may have found a way to overcome the old issue of the game engine timer, and how it varies from mode to mode.

If I'm right, then survival mode "may" no longer be a requirement, because I'll have more control over how the game engine

manages the Power actor value timer. I'm currently working on how to tie the SPU AV into other the vanilla AVs, and then

tying that into a new "overclocking" ability to provide a power hungry short term buff to various other values.

 

I'll further detail all of this later in the new thread. For now I want to get the base race finished and presentable.

  • 1 month later...
Posted

i personally recommend using fallout 4 downgrader, i personally use https://www.nexusmods.com/fallout4/mods/81630?tab=description as its the one recommended on the aaf discord, i dont know much about how things work, but it basically just lets you automatically downgrade, specifically i use the "downgrade by patch files and install plugins" option, which keeps new content, but reverts the exe file and everything back to the old version, allowing you to use mods like f4se and aaf

  • 2 weeks later...
Posted

I didn't update, when I found out about the update I blocked it ahead of time. Didn't want to bother with all the problems that come from updates. 

  • 2 weeks later...
  • 4 weeks later...
  • 4 months later...
Posted

So, I recently got back into the game and am mucking about with what mods I want to play around with.  I stumbled on this thread and noticed that I still have the following.  image.png.02ce48b04f5eb384381beee091f4e51e.png

 

How compatible, if at all, are they with the NG version of the game and current versions of AAF?  Anyone know?

  • 3 weeks later...
Posted
On 12/13/2024 at 12:37 PM, deadbot said:

So, I recently got back into the game and am mucking about with what mods I want to play around with.  I stumbled on this thread and noticed that I still have the following.  image.png.02ce48b04f5eb384381beee091f4e51e.png

 

How compatible, if at all, are they with the NG version of the game and current versions of AAF?  Anyone know?

They will not work with NG version will have to revert game version if you intend to use them.

Posted
it's just my luck to miss this kind of mods... someone a breed of human robots type mods to recommend to me please ?(eccept icaros race) ?
Posted
1 hour ago, Akothor said:
it's just my luck to miss this kind of mods... someone a breed of human robots type mods to recommend to me please ?(eccept icaros race) ?

AFAIK Ikaros (which itself is in maintenance mode basically, hasn't been updated in very long time) is your only option. I think you can find some textures or equips that can make you look like a synth, but nothing like DOTC.

Posted
18 hours ago, MysticDaedra said:

AFAIK Ikaros (which itself is in maintenance mode basically, hasn't been updated in very long time) is your only option. I think you can find some textures or equips that can make you look like a synth, but nothing like DOTC.

ok :( thank for that answer and sorry for the capital letter

  • 1 month later...
Posted (edited)
On 7/12/2024 at 10:35 PM, MysticDaedra said:

@Trykz How are things going? If you ever get to a point where you might be able to share some info on your progress, I know a ton of us would love to hear about it :)

 

Sorry I haven't been around in a while. But in a word:

 

Nowhere.

 

I decided after months of ridiculouslessness with "pre - NG - post-NG - this edition - that edition" bullshit trying to get a working install after Starfield, FO4, and Skyrim updated (despite having auto-updates ticked OFF in Steam) to just uninstall FO4. Getting it back to where it once was proved to be too taxing. The others were easy. But FO4 sucks too much for me without adult mods. It just doesn't have that "grit" anymore.

 

So good riddance.

 

Maybe someday I'll look into reinstalling. If Bethesda can ever stop milking every possible penny out of it. So probably not. But maybe. Miracles sometimes happen, right?

 

edit:

 

Okay. After having a look around the site, I stumbled across a couple convos talking about an "FO4 downgrader".

 

That said, I'm going to look into reinstalling this..... One. Last. Time.

 

However, I'm not 100% sure I really want to get into retooling Droids. But I do think I want to do something completely new, but along the same lines.

I don't want to get into that prematurely, so lets see if I can at least get my FO4 back to what it used to be. Or at least VERY close.

Edited by Trykz
Posted (edited)

Bummer... but i feel your frustration Trykz. I'll never forget this mess that Bethesda created. Lucky enough but i'm still playing on the "pre - NG" Fallout and as a droid. Well it was a looong wait for some updates here so i gave up on that and fine tuned your mod a bit to my own liking. I'll drop it here at the bottom, maybe that will inspire you or other users here to make something similar. But do it at your own risk, because honestly i don't know what others can come up with. And no i'm NOT a modder, i'm just a simple user with limited knowledge on this whole stuff and only used FO4Edit to tinker all this to my liking.

 

Alright enough feelings and time to get it down here, i'll try to keep it as short as possible [WARNING: It's still a big wall of text, you have been warned!]:



I liked the idea of having an internal battery that keeps you alive but at the same time you have to make sure it doesn't run out. The fusion core from droid is fine and works as intended, but i wanted something that was a bit more "spicy" / "challenging" where you could "feel" your energy running dry... So i added a "second energy source" which task would be to initiate a connection with mainframe and the "active living" (or something like that for immersion reasons, make your own story). 

 

Which source is that? Your HP. As my gal got converted i found it a bit too OP having somewhere around 1600-2000 HP. I don't know if it was the fault from the outdated mod version of droids or from my massive modlist or maybe it was as intended. But that massive healthpool was too much for me i didn't want to nerf it too.

I came up with this idea thanks to a mod which lets take you damage over time by ingesting a said consumable (it was that funny fish from "Ak5C - A Nordic Relic"-Weapon mod). I'm gonna call it as "Consumable-A".

 

Prerequisite

HUD-Preset:

Installed FallUI with a preset where your HP is shown as percent. Put them in the bottom-middle of the screen for best visibility.

 

Items (Disclaimer: Added paralyze to feel a certain risk at using those crucial items!):

Consumable-A (Startup trigger, RottenFish from Ak5c): Paralyze for certain time, Immolation-Effect [Visual], Damage over time (-1,3 HP/s). 

Source: Dead NPC's or bought from Traders.

 

Consumable-B ("Emergency Freeze", Big healing, Surstromming from Ak5c): Paralyze for certain time, Freeze-Effect [Visual], GlowingOneRadiation Burst because of energy output, Heal over time (3HP/s) for good amount of time. 

Source: Very rarely on dead NPC's / buyable from Trader-NPC's for a lot of caps / craftable [Fo4Edit: 3x Consumable-A, 10x Asbestos, 10x Nuclear Material, 20x Oil, 5x Gold, 8x Silver].

 

Robot Repair Kit (Standard repair procedure): Paralyze for good amount of time, Poison-Hazard effect [Visual, nice green effect because of... nanomachines?], Short heal over time (4HP/s), Firewall damage (~ -5 FW).

Source: Dropped from Robots (non-DLC also thanks to another mod) or crafted [4x FusionCell (Ammo), 20x Steel, 5x Silver, 2x Gold, 2x Circuitry, 2x Spring]

 

System Core Coolant (DroidCoreCoolant from Droids Thermal Edition, Short cooling with high healing for combat situations): Cryo Freeze for short time [Paralyze + Visual], Strong but short heal over time (6HP/s), DroidReduceTemperatureEffect [works as intended but not used here, reason at bottom].

Source: May randomly drop from robots / containers, but rarely.

 

Fusion cells & fusion cores craftable from "Equipment and Crafting Overhaul (ECO) - Redux". Fusion cells are needed for robot repair kit and fusion cores also. Fusion core still required to recharge the fusion core from droid as intended.

10x Fusion Cells: 5x Copper, 10x Plastic, 5x Screws.

1x Fusion Core: 100x Fusion cell, 20x Steel, 30x Nuclear Material, 10x Crystal, 6x Fiber Optics.

 

 

Mehanics - Core:

You start your day normal as ever, getting out of bed, showering, drinking and EATING. Why especially eating? Because if you are 100% full, it can trigger the effects of food items and such in survival mode which are necessary for Consumable-A. After your preparations you ingest it and you become paralyzed for a certain time as a form of a "startup sequenze"... i've also added a immolation effect which lets the whole body starts to burn for that :).

Afterwards it's just that. You do your stuff but you constantly loosing your HP slowly but surely over time. And if you get into combat and loose more HP then things gets interesting. But for that you have some other items which should keep you alive... IF you have them on you ofc. The duration for that HP-Drain is only for the day until it's late where you need to go to sleep again. I've tried to set it up for way longer but you can't go to sleep while taking damage. I set it on 38 minutes real time.

 

Mehanics - Secondary:

As you probably noticed, the standard heal "Robot Repair Kit" also damages your firewall. Why? Because you go into hibernation mode and are vulnerable for the outside hacks while your body repairs itself, as it's the top priority right now. And also i've put the effect here because only the terminal in the factory where you start as a droid would harm your firewall and not the terminals from outside... i blame other mods for this possible conflict. So now there is still a reason to keep an eye on the fusion core inside you to repair the firewall with the necessary energy.

 

 

Remaining info + extras and credit:

1. I've put antennas from "Synth Swap" mod on the head of my gal.. because it looks cute. Also would make sense with establishing wireless connections and stuff. Also "iSynth" mod have some nice body parts which i'll get later but they all seems promising so far.

2. So i also playing with "Devious Devices" from here and when starting the day, it's time to put those shoking vibrators in both bottom... ports(?) for seamless long-range-connection to the mainframe :D Well also has the risk for those random "active hacks" where she gets hacked and kinda need to pleasure herself until the hacks are over and she can go on.

3. The whole paralyzation-stuff in items is also a kink of mine... And it makes the game more interesting which forces you to strategize your next actions.

4. I've put some fitting poses for activating items or get those hacks from 3. . For example: when starting the day, my gal lays down on the ground in an embryo state and activates the "startup sequenze" (Consumable-A). For others it's either a standing prayer pose / laying down in a straight line / shutting down pose / teleporting synth emote (only for first seconds to activate the freeze for nice psoe). Also i'm especially using a sexy dance emote from "Barbarous Continent" from here thanks to "Screen Archer Menu" mod.

5. Why is the ReduceTemperature-Effect from "System Core Coolant" redundant? Because i never activated the heat system in the first place. Why? Don't get me wrong i really would love to activate it but... it spams way too frequent messages which i couldn't reduce with all my attempts in Fo4Edit or PexInspector. That's my limit, i don't have any knowledge to tinker that stuff.

6. Trykz. I've always admired and loved your mod and i have to thank you from all my heart for releasing it here and introducing me to this "living as a machine" scene. That's why i dedicated myself to my own ideas for your mod and to write ALL THIS down here. It's something that is sacred to me and i think that is the right time to put it all out. I know i may doing a risky move here, but i never ever intend to harm anyones work or ideas!! This whole project of mine was something that was created by accident that turned out wonderful and fun.

I can also upload in next message a few screenshots to "see it in action" so to speak but only if you or others here want to see it. I honestly don't know how everyone here would react to that.

Also credit to all the mentioned mods/tools and their respective authors. This all would never been possible without them.

Edited by Undertower

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