About this mod
Fixes the Invisible Mr.Handy Bug... Hopefully
- Requirements
- Permissions and credits
- Changelogs
If you've ever downloaded the Handy Hats for Companions by renn you would notice that after the automatron DLC was released any Mr.Handy race of robot would become invisible if you didn't meet them prior. This bug would also affect any Mr.Handy robot, especially the enemies. This problem could be resolved by removing the Mr.Handy race from the mod with fo4edit, but that would result in a problem I call "hat stacking". But with a few additions with this patch, you can finally see all Mr.Handys without meddling with the code yourself, and without the hats being unequipable from codsworth or other Mr.handy robots.
If you encounter any bugs please report them in the discussions or bug sections.
Make sure you have installed Handy Hats for Companions first.
Also, this is compatible with robomeat :P (http://www.nexusmods.com/fallout4/mods/11774/?)
Incompatibility:
FAQs:
Q:Invisible Handys haven't become visible
A: For unnamed generic Mr Handys just go somewhere (far) enough away from them and sleep for 7 ingame days to let them respawn.
However, for named unique Mr Handys if they were bugged before, they will sadly still be bugged, unless you revert to a save prior to Handy Hats being installed, or start a new game. But haven't tried using the recycleactor command to force those to respawn so if someone could test it be my guest.
Credit:
===My mods/patches so far===
-Handy Hats Invisible Robots Patch
-Expired6978 Standalone Paint Custom Patch
-The Black Mamba a NAVI Exclusive _Standalone_
-Addon Node List Resource
-Supernatural Submersible PaintJob
If you encounter any bugs please report them in the discussions or bug sections.
Make sure you have installed Handy Hats for Companions first.
Also, this is compatible with robomeat :P (http://www.nexusmods.com/fallout4/mods/11774/?)
Incompatibility:
- Only incompatible with Handy Hats incompatibilities :)
FAQs:
Q:Invisible Handys haven't become visible
A: For unnamed generic Mr Handys just go somewhere (far) enough away from them and sleep for 7 ingame days to let them respawn.
However, for named unique Mr Handys if they were bugged before, they will sadly still be bugged, unless you revert to a save prior to Handy Hats being installed, or start a new game. But haven't tried using the recycleactor command to force those to respawn so if someone could test it be my guest.
Credit:
- Made With FO4Edit
- Patch for Handy Hats for Companions by renn
===My mods/patches so far===
-Handy Hats Invisible Robots Patch
-Expired6978 Standalone Paint Custom Patch
-The Black Mamba a NAVI Exclusive _Standalone_
-Addon Node List Resource
-Supernatural Submersible PaintJob