Skynet as a Sentry Bot?

J_Fred

Long time lurker
Is there a mod that makes Skynet a sentry bot? I want to say I've heard of it being done, I just can't find any more info.

I hope this is the right forum to post such a question.
 
Is there a mod that makes Skynet a sentry bot? I want to say I've heard of it being done, I just can't find any more info.

Yeah, I did it in the Megamod (MM). However, if all you want is a different Skynet, and everything else the same, then the MM is not for you.
 
Thanks for the replies guys.

This is the Sentry Bot from Fallout 2 for those of you who haven't played the game in a while:
http://fallout.wikia.com/wiki/Sentry_bot_(Fallout_2)

They are in fact mobile and quite dangerous.

MIB88, is there anyway to convert just the skynet mod? Was it at one time a stand alone aspect or has it always been integrated with your MegaMod?
 
MIB88, is there anyway to convert just the skynet mod? Was it at one time a stand alone aspect or has it always been integrated with your MegaMod?

It was always integrated. If you know what you are doing... well, it can be made to work with another mod. But, it would take some time. The changes include a modified party.txt file, a several new critter proto files, a modified wcbrnbot script, changes to the vault13.gam file (maybe, if I remember correctly), and a modified Sierra Army Depot map. The map is probably the biggest deal... or, at least the hardest thing to change. I can't think of any other files that were changed.

How to do it? Just have to get the tools to modify critter proto numbers, modify the party.txt file you want to use to include the new data for the Skynet (and other brains) Sentrybot from the MM party.txt, make sure all global variables are accounted for from vault13.gam, and make some modifications to the SAD map. That was a pain to modify. And you can't just overwrite any existing maps with the SAD from the MM. The MM maps have other script changes and new items that would prevent that. It might actually be easier to just redraw the portion of the map where the robobrain body is located to fit what you want, rather than try to modify the existing maps to work with another mod. In the MM, that section of the lab is twice as big, showing a broken sentrybot shell and charging station next to the robobrain shell. As for the wcbrnbot.int script, you should be able to just add that in without making changes (once the latest version in 2.45 is released).
 
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Just going to bump this thread up. Maybe as a mod request?

Anyone out there interested in modding in a sentry bot body for Skynet? My modding skills stop at simple critter editing. Any help is appreciated!
 
Just to bring this up, in case google brings anyone else here.

http://www.nma-fallout.com/threads/skynet-as-a-sentrybot-now-for-the-rp.206074/

Darek made this mod as a script, without editing protos or anything. Plus, you still have the option to use the standard brainbot body (but why?).

It was made for RP 2.3.3, and the latest version of sfall (as of Sept. 2016). However, it works for me using RP 2.3.2, and an older version of sfall. It's just a change to Skynet's script and the script for the terminal in the Depot. There are literally only 2 files you will replace. It's wonderfully simple and easy to use, a mark of a good mod, imo.

Thanks to Darek, I now have a full squad of combat armored companions, and a sentry bot. It's pretty damn cool.
 
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