1.32: Update. Bugfix. Seriously glaring bugfix. I WAS MISSING A SCRIPT X.X I might literally die from embarrassment how did I miss this augh.
1.32 fixes missing properties that were causing quest objectives to not update if the items were collected, or if the eyebot dies in transit. The quests should now properly complete.
Anyway. Features remain the same, for now, but everything SHOULD be working.
In addition to the boost from being able to find shipments, now adds even more new valid search targets. Full list as of this version:
okay whew. I've got some additions and updates to make. o_O;
Thanks for continued interest - I've got work in evenings now which complicates SOME of my life but I'm gonna try to get an update out again. In future, I think I'm just gonna go ahead and merge the ammo changes I've been referencing from the 'more ammo' thing into the core mod to make maintaining this less complicated (that's the version of the plugin I keep on my own system, so it just....streamlines things for me).
There is no timetable, currently. But this is back on my radar. Partly because I really want to actually PLAY Fallout 4 again.
Things to do for future updates:
- add new shipment sizes from the latest patches to various lists so there's at least a CHANCE of finding the largest shipments. May fiddle with the odds somewhat so you usually find lower to mid size ones. - add more new search targets including wood, circuitry, plastic, acid, silver - add more ammo types (?). DLC ammo(?), etc - reorganize scripts so they can avoid actually overwriting anything and be packaged in a BA2, HOPEFULLY leading to Xbox support. This is not a high priority tbh as most of my friends who were looking for console support were...PS4 users, and my pledge for eventual console support was that I would do it WHEN PS4 MODS HAPPENED. Which.... can't. Because no new assets, no new scripts. Bleh. So much for my promises. Thanks, Sony.
wondering if during your efforts you saw where it might be possible to make them have more health or indestructible? Playing with WOTC and things get a bit hairy...
Haven't touched the actual eyebot actor at all yet but I could go looking for it, if it's exposed. I suppose there needs to be SOME risk, but if I find 'em I could make an optional file or something.
Alternatively I guess you could actually follow 'em and make sure they reach their destination, but...
I'll look into it. Tbh I've got no idea how the vanilla eyebots are physically structured or whether they even have parts the way other bots do. For customizable eyebots I just run the excellent automatron eyebot companions mod, and let the eyebots from the salvage pods stay as kind of their own thing 'built for one job' as it were.
thats exactly what i was getting at, imagine if there was a way to build a version of eyebot that you like that becomes the template for all of the pod eyebots
I'm using this with the More Ammo mod by Noko1992. I keep running into issues where the eyebot will get stuck and either not leave or not return. I end up having to destroy the eyebot and repair the pod after each run.
Ever since I got the eyebot pods I thought, HEY, now I can do missions and th eyebots will fully loot the locations Ive cleared.... nope.... just makes it easier to find the stuff I need, I would like to put forth my idea for a scavenging eyebot. where i can send them to locations I've cleared out and they'll clean it out for me. buuuut thats probably not going to happen... right? I mean, if it was paired with this mod that would be..... actually pretty immersive.... i mean by that logic you could have protectron scavengers that have the same frame work as the eyebots, but they have their little glass pods with a terminal on the back... I have no coding talent or experience, but this seems like something that needs to happen.
i think the guy behind Sim Settlements was thinking to eventually work on something like this for his salvage beacons, though at another time because it apparently takes some more complex AI work to get anything running through and looting everything in an area, instead of just picking up everything in a container you've left an item in
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1.32 fixes missing properties that were causing quest objectives to not update if the items were collected, or if the eyebot dies in transit. The quests should now properly complete.
Anyway. Features remain the same, for now, but everything SHOULD be working.
In addition to the boost from being able to find shipments, now adds even more new valid search targets. Full list as of this version:
- Asbestos (1.3)
- Cloth (1.2)
- Gold (1.2)
- Lead (1.3)
- Steel (1.3)
- Rubber (1.3)
Everything appears to be in working order thanks to an arcane combination of effort from FO4Edit and the CK, but keep me posted.
As before. Let me know if I've introduced any bugs and I'll try to squash them.
Both versions have been updated with the new change, so pick your preference.
When 1.7 goes properly live I'll add any new shipment sizes it adds to the various lists.
Thanks for continued interest - I've got work in evenings now which complicates SOME of my life but I'm gonna try to get an update out again. In future, I think I'm just gonna go ahead and merge the ammo changes I've been referencing from the 'more ammo' thing into the core mod to make maintaining this less complicated (that's the version of the plugin I keep on my own system, so it just....streamlines things for me).
There is no timetable, currently. But this is back on my radar. Partly because I really want to actually PLAY Fallout 4 again.
Things to do for future updates:
- add new shipment sizes from the latest patches to various lists so there's at least a CHANCE of finding the largest shipments. May fiddle with the odds somewhat so you usually find lower to mid size ones.
- add more new search targets including wood, circuitry, plastic, acid, silver
- add more ammo types (?). DLC ammo(?), etc
- reorganize scripts so they can avoid actually overwriting anything and be packaged in a BA2, HOPEFULLY leading to Xbox support. This is not a high priority tbh as most of my friends who were looking for console support were...PS4 users, and my pledge for eventual console support was that I would do it WHEN PS4 MODS HAPPENED. Which.... can't. Because no new assets, no new scripts. Bleh. So much for my promises. Thanks, Sony.
- Asbestos (1.3)
- Cloth (1.2)
- Gold (1.2)
- Lead (1.3)
- Steel (1.3)
- Rubber (1.3)
Everything appears to be in working order thanks to an arcane combination of effort from FO4Edit and the CK, but keep me posted.
As before. Let me know if I've introduced any bugs and I'll try to squash them.
Both versions have been updated with the new change, so pick your preference.
Alternatively I guess you could actually follow 'em and make sure they reach their destination, but...
Yeah I dunno, I'll look for them and see.
wondering if you could modify the eyebots from pods to have specific loadout/look?
The only thing i missed was the option to treck down Acid, anyone know a mod that does that?
Thanks!
Thanks
i Have the same problem