You know, I wondered why I don't make my companions into pack mules and then The Giant Roboscorpion in Old World Blues turns my Safebot into ash, meaning I can't repair it like with my other robots. Fantastic, now all that crap I was hauling around has to be shoved in a locker, and anything useful I want to keep has to take place of something else in my current inventory.
So, basically this:
Apparently uploading anything but webps isn't working right now and I absolutely despise that format, so here is what I had in mind
Anyways, I replaced it with a nice Securitron from 0's home, now I have a proper army of combat bots unlike when I just started out. My favorite part of Robco Certified so far is the Crazed Inventor perk, it lets you make robots out of anything, including coffee machines(sprays hot coffee like a mortar), Fire Hydrants(close range knockout weapon, better than anything in vanilla game), TVbots(mirelurk king sonic projectile for high damage) or a microfiche machine(heavy tank, fires holorifle/gauss rifle like projectiles). Now that I have these monstrosities following me, basic robots are so boring, altho unfortunately custom bots are less durable and cannot accept any upgrades, making them something in a way of replaceable cannon fodder(fortunately, as long as you have the parts you can make them almost anywhere).
Edit: To avoid double posting, I will make a short review of Burham Springs demo on nexus
Video reference of the location according to Van Buren design documents:
Nexus link for the mod:
First of all, this is a very barebones mod, almost like a private tech demo. Barely anything is done, the open world is barren, there is ton of bugs and lack of polish and the quests that are there all bugged out on me. Unless you're a huge Van Buren buff, I am not going to recommend this mod. The best I can do is use it as a dumping ground for my future mods so I can at least put some unique items or NPCs in there.
Anyways, I will list positives first since there is only a few of them:
*Cool little unmarked quest where you use sketches to look for treasure caches, each one has the next sketch and eventually you get a Sierra Madre gold bar in the last cache. No quest markers, this one actually requires exploring and a little bit of thinking(only reason to explore the worldspace)
*Faithful to the source material, altho lacking in some aspects(Actual Burham Springs is just a few shacks with three lackluster NPCs, Gasbot from the Van Buren concept art is here but it literally does nothing, it's just screenshot fodder)
*Great new music that plays within the mod
*Cool new Power Armor that offers fire and radiation resistance
*New creatures from Van Buren design documents, like Giant Wasps and Electric Beetles as well as Gehennas and Molochs within the mine itself
*Good world building, what little of it there is, and it fits within the New Vegas continuity
Well, that's all I got. Now let's list all the negatives, as there is a lot of them:
*Goodsprings crate added with a whole bunch of armor with no textures. I hate it when mods do that, do yourself a favor and delete this if you have any experience with GECK
*No reason to go to Burham Springs, no hook like with any of the DLCs. The train in Boulder City is just there, ready to go, and you get no intro cinematic when you go there just a simple loading screen
*Most interiors are copies of other interiors, very lazy
*Interferes with vanilla quest, for example one cell is a copy of Cottonwood Cove storage and has Legion Raid plans. One of the mines also might interfere with Vault 22 quest, I suggest ignoring all mines except the titular Burham Mine, as there is quite literally nothing there, not even loot
*Most of the game's open space is just an empty shooting gallery, usually against Fire Geckos or generic Fallout 3 Raiders. Sometimes you find one of the new creatures or Powder Gangers(friendly if you have a neutral reputation with them) but that's about it
*Many areas that don't open, ie fake doors despite activator being there
*If there is any NPCs in an area with loot, it is owned. You will rarely be informed of it, so you will find out the hard way that friendly NPCs will shoot you for taking anything while detected
*Every quest is bugged: I could not get the radio quest to even start, the Eva quest had her assume I initiated her quest and knew what she was talking about the moment I talked to her for the first time and I could tell her I already solved her problem without even knowing about it, let alone doing it. She is completely bugged and has a male voice actor, I have no clue if it's a tranny voicing her or a placeholder dialogue from the dev as that is very common in the industry, either way her entire interaction and quest is completely FUBAR. "Main" quest where you side with NCR or Powder Gangers broke, it is a very simple "choose a faction and kill all the baddies" quest where your allies follow you into battle, kind of like Ghost Town Gunfight. The quest still broke on me in both instances: When I sided with Powder Gangers, they didn't give me the bomb I need to blow up the rubble within Burmham Mine and when sided with NCR, I could not repair the broken SMGs nor did the quest acknowledge I killed the Powder Gang leader. Only semi functional quest is putting out the fires using hidden AGRICOLA technology, altho you will need to TCL your way thru the rubble if the game glitched out on you like it did with me and you didn't get the explosives. I was able to complete the power generator quest from Sparky but once I entered the facility(right next to train station you start the mod from) the game I already got the from Sparky, without even speaking to him, quest starts the moment you enter the facility. No skill check for repairing the generator btw, obvious placeholder
*Dialogue is awful and horribly voiced, if it is voiced. There is spelling mistakes too. Nobody tested this
*I somehow entered the debug area for the worldmap system the devs are trying out, it's not even hidden
*New assets are very sloppy: There is one single new gun and it's literally called "Dead Guys Carabine". Giant Wasps are just reskinned Cazadores, right down to having Cazador stingers and eggs in their inventory. Gasbot is just a reskinned Protectron ect.
*Main Menu screen, Game Subtitle(ie "Fallout New Vegas, Tale of Two Wastelands) and loading circle(base game has a roulette wheel) all replaced with Revelations Blues content
*Awful LOD issues, which the game tries to hide in places with ridiculous amount of fog
As you can see, there is a lot to unpack here and very little of it is positive. Why they would release a demo in this sorry state, I don't know, but I sure hope this isn't all they have. They've been working on this mod for quite a while now, it would be pathetic if this is the only thing they can show off at this point. I went from being optimistic to being almost apathetic towards the project within the few hours I spend exploring every last bit of content the mod has, usually but dealing with a bug of some kind. I really hope they will not release another demo unless it is both polished and filled with things to do, this is only slightly better than that shitty Denver mod
Why must every bit of Van Buren content be mediocre at best? First Beyond The Boulder Dome, then Fallout Yesterday, and now this.