Fallout 4

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th1nk

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  1. th1nk
    th1nk
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    v1.6a is up. Note that the OWRB addon is no longer included in the main FOMOD installer as it will need to be updated more regularly than AEC and I believe it isn't up to date with the latest OWRB version so I'll update it separately when I get time. I'll upload my script sources separately when I get time, too.

    Important Notes:
    If you have any audio issues with v1.6a then uninstall*** previous versions of the mod (or remove all of the wav files from Sound\FX\th1nkEyeBot\ and its subfolders) and reinstall the latest version***. Aside from this, make sure any Cheat Recipe addons go below all the DLC addons, just because there's a little recipe interaction now. Nothing crippling, but a good idea, and running an uninstall*** of AEC via your mod manager before installing the latest version might make things a little smoother.

    ***NOTE: You don't have to use the in-game uninstaller when doing any of this, that's only if you are going to load a save made with the mod installed without the mod present.

    Also see v1.5's important notes if coming from a version prior to it, here: https://forums.nexusmods.com/index.php?/topic/3955470-automatron-buildable-eyebot-companions/?p=41353705
     
    v1.6a contains:

    Base Mod
    New:
    -2 New Frames (Security/Diagnostic Frames, increase END/INT of nearby allies, above average defenses (same average as upgraded/scattering/shielded but much closer together than the latter two) and increase/decrease certain EyeBot Weapon damage)
    -Outcast Paint and Decals (6 Colours + 6 Worn)
    -Minutemen Blue Paint
    -DC Guard Paint + Diamond Decal (4 colors + 2 worn)
    -Bronze Finish
    -Duraframe Vent Glow mod category (under Paint)
    -Day/Night Offense/Defense Increasing/Decreasing EyeBot Misc. Mods
    -7 New Glasses "Hats", including one based on a mesh that is in the files but doesn't appear to be used in the game itself.

    Fixed:
    -Fixed issue causing new game start freezing when used with certain other mods (eg WoTC)
    -EyeBots now explode and turn to ash on death rather than the previous somewhat glitchy method. This does mean they can't be revived, though.
    -YK42B firing sound is no longer in Deafening Stereo, instead it is now in Deafening Mono.
    -Junker Frame should now increase the damage of bullet weapons as intended.
    -Maybe some other things I've forgotten.

    Changed:
    -Improved the Duraframe Model (vents, again)
    -Added conditions to the two remaining non-DLC weapon types that required weapons to be present in the inventory to show up (to avoid spoilers) which will now make them appear permanently in the weapons menu once met.
    -Headlamps are now higher (on the base of the centre antenna) to avoid blocking the decals. I don't like it as much as their previous position but a couple of people asked for it and I feel like just as many people are avoiding using them because of that as will stop using it because of the reposition.
    -Prototype Frame's antennae are now a little less stiff.
    -Buffed defenses of all frames to bring them a bit closer to other automatrons, narrowed the gap between non-duraframes and duraframes.
    -New Venom Launcher mesh (previously named Acid Launcher).

    Far Harbor Addon
    New:
    -8 new Vim! Decals (two for each flavor)

    Changed:
    -Completion of certain quests will now cause the two DLC weapons to permanently show up in the workbench regardless of whether or not they're in the inventory.

    NEW! Nuka-World Addon
    -2 New Frames
    -10 New Paintjobs (6 DLC-Related, 4 non-DLC related but DLC-Asset-Based)
    -7 New Decal Families + 2 additional standalone Decals with regular and worn variants.
    -20 New Hat slot mods
    -1 New Radio Tuner
    -22 New Weapons

    NEW! Nuka World + Far Harbor Addon
    -1 New Frame (Requires the ability to craft Vim! )
    -4 New Weapons (All require the ability to craft Vim! )
    -2 New Paintjobs (Vim!/Vim! Refresh)

    And as per last time, the file is too large for NMM's scanner, here's mine:
    http://i.imgur.com/80lMJ5c.png
  2. fallout4user111
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    ED-E MY LOVE! AT LAST WE MEET AGAIN
    1. potatosnbeans
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      <3
  3. zakman9797
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    If Anyone is still looking and intrested in this mod...

    I must tell you to get this mod and support this author...

    Entirely..
    Its Debug Menu thats included in this mod...

    Needs to be an entire seperate mod.

    Its debug menu for the workbench fix is the only fix i've found on ANY forum/mod that is out there...
    If you are confused.
    The robot workbench catagorys, don't appear right?
    Then get this mod.
    10/10 best robot mod out there.
  4. DozenthTurmoil
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    CTD on Duraframe zapper weapon for some reason

    EDIT: doesn't effect any other weapon, was able to "scroll" past the weapon by using FALLUI Workbench's search feature.

    not a big deal for me, I always use plasma caster on my eyebot.

    however quite a bit of decals are missing
    including the Enclave ones. 

    console commands reveal that they are present, but for whatever reason they simply are not available to be chosen from the robot workbench.
    using console commands to attach the enclave decal works
  5. thisguyisgonnalose
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    Eyebot has metal disk under it after adding propulsion system for legs, and it moves slowly (and makes sounds of wheels moving on dirt ground as well when moving), this ruins my immersion a good bit
  6. bigdorkfromhell
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    Maybe it's just because the mod hasn't been updated in a while but the eyebots are invisible and the tape that uninstalls everything is missing, even if I download the optional file.

    Does this mod work for anyone who has installed it in 2022?
    1. DozenthTurmoil
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      I know this is very late. but so far I haven't seen any invisible eyebots.

      say did you also install the capital wasteland robots mod as well? because i was seeing invisible eyebots with that mod
    2. kajb139
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      its currently doing the same thing for me. I dont know what is wrong. fresh install of nmm, fallout 4 and fresh download of the core mod.
    3. AtrisHayport
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      I am having that invisible eyebot issue. it also seems that the mod added the items but not the functionality... 

      I used Mod organizer to install this... 
    4. voxbox13
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      I'm having similar sort of issue - but instead of being invisible, they revert back to bare-bones Protectrons.
      Like - No armor or anything, just the basic almost skeleton of a Protectron.

      I have to build workbench, re-build it as an eyebot, and then they're good for (x) amount of time.
      They could be stable from then on out, or they might have "reverted" by the next time I see them.
    5. Khimera
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      this might be the old bug that has never been fixed when you create automatrons after a certain part of the main quest, until right after the memory den portion. Its been awhile, but I do remember that bug never been fixed, and it made no sense. Every time i would create a bot, when i rezoned where it was, it was back to naked protectron and totally frustrating and it was any bot mod I used.
  7. elephystry
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    Is it possible to make the eyebot play holotapes like the vanilla eyebots do? Thanks!
  8. jcewazhere
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    All of my eyebots have turned into naked default protectrons :(   It wasn't all of them, and didn't seem to be permanent, disregard. 

    Maybe a mod conflict? I have one that randomizes scrapbot parts and one that turns caravan brahmin into eyebots but other than that nothing that touches robots. 

    Cool mod, I had it on a previous install and it worked great 100+ hours but now just 5ish hours in it seems to have broken. 
    1. voxbox13
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      I've been having the exact same issue, on and off. Wondering if you ever found a stable fix.

      What I noticed:  It happened more when I used a mod to allow building robots before starting Automatron.
      Redoing things this time - I waited until starting Automatron normally, and it is more stable now. (Although I still get the occasional Protectron.)

      Using pretty much the same mods as you. One that gives more robot scrap, and the eyebots as pack brahmin.

      EDIT: Not sure if relevant, but I do set all these eyebots to be provisioners.
  9. CptP3ndrag0n
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    I downloaded and installed this mod and the one thing that seemed to be missing is the thing I downloaded it for- an ED-E frame for my eyebot follower. I may try a reinstall with a different mod manager, perhaps this is unintentional, but the mod very specifically advertises that it has ED-E. Lots of great options in there, but no ED-E. Disappointing. Perhaps upon a reinstall I will get it to work. 
  10. cingin
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    Best mod ever, so glad someone added these to the robot dlc.
  11. banditnexus
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    Is this compatible with "Capital Wasteland Robot Pack"? Does that mod sort of make this one obsolete?
    1. cingin
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      No, I lost the ability to make eyebots when I had these two installed.