A Note: As if the "2.5.FINAL" version number and the release date 8 years ago was not enough of a clue, I am not working on this any more. There will be no patches or updates. If you want any changes, make them yourself.
Just a heads up, like another user mentioned, once you complete the operation anchorage dlc your robot followers completely stop following you. You can repair and pack up robots for sale but they can no longer be companions after youve finished the anchorage dlc. Will update this if i stumble across a fix.
Found a notable bug. Sometimes when one of your robots dies, your robot capacity will not decrease, meaning the game still counts it towards the maximum amount of robots who can follow you. Sometimes repairing the robot and selling it fixes this.
A few comments but first a warning: do NOT install CuteUnits side mod. Here's why.
For some odd reason when you equip the RobCo Remote and look at the damage on your weapons you may encounter what seems to be a GUI bug where they all read as having zero damage. However, I found that on occasion it'll cause all of your damage for all weapons, including unarmed, to be permanently set to zero even when you are not using the Remote. Clearly the mod is not simply including a zero damage weapon, but is actually applying an effect to your character which can break every weapon in the game. The trouble is that since you have bots with you, you may not immediately notice this and will need to find an older save before the bug occoured. On an unrelated note, the fact it disables any bot with 1 hit is utterly OP anyway so you're not missing out on much.
But on the positive side, most of the mod is still functional and stable. The ability to give commands via the Companion Apparatus seems to be largely busted aside from Vanishing and Recalling companions but is prone to crashing on Recall. I'd suggest just using the Vanish and Vanish 5 Seconds options as these function like a Recall. Most bots are fairly good but their AI leaves much to be desired, theres clearly issues with the Senty Bot as it refuses to use anythning but its Rocket launcher at times, the Ripper Hands on the Protecotron are useless as the AI won't go into melee and seems to utterly break at times and I often found the RoboBrain would fall onto its side and refuse to stand up again. Another annoying issue is that bots will turn to face you when combat ends and won't stop their existing attack so they'll end up shooting you by accident - as you can imagine this isn't ideal if it was a Sentry bot firing a missile.
Basically what I'm saying is that its a mod that was marked as completed but is riddled with quality of life issues and non-functional features so could have done with time invested to polish the final version but is still worth a download if you learn to work around its issues.
I occasionally get a bug which causes robots that I tell to wait to become hostile, but that's my only complaint. Otherwise, this is an awesome mod, and makes Science and Repair much more valuable skills in a lore-consistent way.
It's been a long time. I think I used the GECK. I will load it up and see if I can remember. If I remember correctly, I think I wanted to upload a patch but didn't because of copyright issues.
Here is how you get to it:
1) Load the relevant files in the GECK (you can make your own patch if you don't set an active file). 2) After that, click "All" on the bottom left of the "Object Window". 3) In the "Filter" field, search for "a0aJunkTokenBuildBot2TransformerScript" (you can just paste the name from here).
You can find the script like that. Then you can save it after you edit. Does this help?
EDIT The relevant files that you need to select to load after you click "open" from the GECK after you load it up are:
Its 2022 and I just have to comment on how wild it is Bethesda ripped off this mod for the automatron dlc in fallout 4 everything down to the fing shields
Dug this old mod up and is still works... at first. It appears the Operation: Anchorage quest breaks the ability to have robot companions. Was fun while it lasted.
my game keeps crashing as soon as i try to start. doesn't even get to the title menu. all i have other than this and its plugins are the command extender and the anniversary patch, so i don't know what went wrong.
1407 comments
For some odd reason when you equip the RobCo Remote and look at the damage on your weapons you may encounter what seems to be a GUI bug where they all read as having zero damage. However, I found that on occasion it'll cause all of your damage for all weapons, including unarmed, to be permanently set to zero even when you are not using the Remote. Clearly the mod is not simply including a zero damage weapon, but is actually applying an effect to your character which can break every weapon in the game. The trouble is that since you have bots with you, you may not immediately notice this and will need to find an older save before the bug occoured. On an unrelated note, the fact it disables any bot with 1 hit is utterly OP anyway so you're not missing out on much.
But on the positive side, most of the mod is still functional and stable. The ability to give commands via the Companion Apparatus seems to be largely busted aside from Vanishing and Recalling companions but is prone to crashing on Recall. I'd suggest just using the Vanish and Vanish 5 Seconds options as these function like a Recall. Most bots are fairly good but their AI leaves much to be desired, theres clearly issues with the Senty Bot as it refuses to use anythning but its Rocket launcher at times, the Ripper Hands on the Protecotron are useless as the AI won't go into melee and seems to utterly break at times and I often found the RoboBrain would fall onto its side and refuse to stand up again. Another annoying issue is that bots will turn to face you when combat ends and won't stop their existing attack so they'll end up shooting you by accident - as you can imagine this isn't ideal if it was a Sentry bot firing a missile.
Basically what I'm saying is that its a mod that was marked as completed but is riddled with quality of life issues and non-functional features so could have done with time invested to polish the final version but is still worth a download if you learn to work around its issues.
In the "a0aJunkTokenBuildBot2TransformerScript" script, change:
"if(item.getbaseobject PowerStation02)
elseif(item.getbaseobject PowerStation01)
elseif(item.getbaseobject PowerStationSingle01)
elseif(item.getparentref)"
(this is in the stage==99 section)
to:
"if(item.getparentref)"
Here is how you get to it:
1) Load the relevant files in the GECK (you can make your own patch if you don't set an active file).
2) After that, click "All" on the bottom left of the "Object Window".
3) In the "Filter" field, search for "a0aJunkTokenBuildBot2TransformerScript" (you can just paste the name from here).
You can find the script like that. Then you can save it after you edit.
Does this help?
EDIT The relevant files that you need to select to load after you click "open" from the GECK after you load it up are:
Fallout3.esm
Companion Core.esm
RobCo Certified v2.esm
EDIT 2 To load these files, just press the "open file" emoticon on the top left of the GECK after you run it.