Since the Automatron DLC released today, I decided to update Clamps so he won't be completely obsolete! The original version of Clamps has now been changed to an optional file (for folks that don't have the DLC but still want a Clamps companion), and a new file has been put up as the main file (v2.0). If you've already downloaded the old version of Clamps, all you need to do is replace the .esp with the one from the new file, no need to fully reinstall the mod! New Clamps is fully compatible with the DLC's new robot parts and robot workbench, but otherwise acts the same as he did before. Since he wouldn't be Clamps without being a Utility Protectron, his starting equipments/mods are the now the lowest grade of the Utility armor on his head, hands, arms, and legs, the vice grip hands, and the yellow paint job. Enjoy!
hey i have enough to build him ive done to quest but i cant build him am i missing something because i also went into god mode and built him but still cant recruit him
Do you have level 2 of the Local Leader perk? The script to recruit him is built off of that, so you need it to get the "Hire Clamps" prompt to show up. As for being unable to build him, I'm not sure why that would happen. You're sure you had all the parts in his parts list?
So I guess the GECK-version never made it's entrance, hm? I mean, the last uploaded file is from March 2016, and the GECK came out in June of that year, right? Hm, sad.
Is there any way to remove the "E to hire" thing when you're looking at Clamps outside of the dialog wheel? I play with a controller and I'm almost certain I've accidentally dismissed him once or twice while taking my weapon out or reloading or something like that because X is set to "hire/fire" as well as reload and draw/holster weapons. I've also noticed that when I fast travel to the Red Rocket gas station Clamps will disappear unless I put him in the robot work bench. Not sure if this applies to other settlements, since I rarely go anywhere but the Red Rocket.
At the time, there's no way to get rid if the hire/fire option always showing when you look at him. It's a holdover from one of the scripts I had to take bits and pieces of to make his companion script. His tendency to disappear sometimes during fast-travel is probably caused by the same jury-rigged scripting. Once the GECK comes out (hopefully later this month, if Bethesda is to be believed), I can fix all that by turning him into an actual companion, but until then, he's pretty much stuck as is. Sorry about that, but thanks for downloading him anyway!
Darn it all to hell. I love Clamps dearly, but Bethesda makes it nearly impossible to use him. Darn it all! If only the Protectron voice was an option in Automatron, I could make a pseudo-Clamps until the GECK comes out.
I'm working on it, but I keep getting distracted with ideas for other, quicker to make mods, lol. You'll be happy to know that I've already given him a full companion script, changed him from being built in the menu to being built at the robot bench, and added over 400 lines (about 3/4 new, the other 1/4 redos of vanilla lines with his voice) and counting to him. So when he is eventually updated, I think you'll have a lot of fun with him!
My Clamps just straight up walked off into the sunset while I was talking to Ada (after clearing the area where you pick up Jezebel), never to be seen again. I didn't dismiss him. He's just gone. Is he supposed to return to where he was built?
If you didn't recruit him, or if you did but he stopped following you for some reason, he should go to sanctuary hills. Give it a few ingame hours, then go there, and he should be there. If you can't find him, try selecting him at the robot workbench, since that'll teleport him to it.
I tried again, uninstalled and deleted the mod, reinstalled and made a brand new Clamps, followed me around no probs this time. I dismissed him in Sanctuary Hills, but now again he's no where to be found. He's not on the Robot Workshop list, I've fast travelled far away and back, I've waited, slept, I've set off the town siren, but still no Clamps. I still can't find him.
I'll double check it and make sure I didn't accidentally either change or remove the part of his script that tells him to go to Sanctuary when I updated him. He should be returning there when he's dismissed, and I know the original version of him did it, but maybe I screwed something up when I made him Automatron-compatible.
Edit: I found Clamps! He was in the Mechanist's Layer. Maybe the last place I hired him? But I'm still fairly certain I dismissed him in Sanctuary Hills, so I'm not sure why he was there.
Do you need to keep the Utility Protectron Model in your inventory for Clamps to function? Because I didn't have it with my character when I couldn't find him.
No, you don't need to hold on to the model, all it does is give you the perk you need to build him. Once you have the perk, you can either sell or store the model.
Also, I think I might know what happened to him. I looked through everything again to make sure the scripting was still okay, and didn't see anything obviously wrong, so I went in game and tried a few things, and found out something interesting: Clamps, even though he's set to essential, can still sometimes self-destruct from taking either too much damage or damage to a certain area (not sure which it is, but the vanilla DLC bots you build will do it occasionally too). After he exploded, it said he was still there (you could see both the option to dismiss him and the option to talk to him), but it was just empty air. I dismissed the empty space that used to be Clamps, and then fast-travelled to a few places before finally going back to Sanctuary, but he wasn't there. HOWEVER, when I went back into the cell he'd been "killed" in, he was suddenly next to me as soon as I loaded in, at which point he immediately started walking back to Sanctuary until I ran up and re-hired him. Hopefully once the GECK is out, I'll be able to look through the robot companion scripting better and figure out how to turn off the self-destruct for him.
Not saying that IS what happened to your Clamps, but since the scripting seems okay, that's my best guess. Glad you found him again, though!
Yeah, he's gone again. He seems to get either left behind in fast travel (eg. fast travel to the Prydwyn and he disappears) or doesn't follow out of a dungeon/building back into the Commonwealth and stays inside.
When you say you can't find the "clamps thing", do you mean the little model of him at the factory? Or do you mean he's not showing up in the build menu? And how did you install the mod, manually or with a mod installer (NMM/FOMM)?
The way it is now? Yes. But once the GECK's out, I can turn him into a full companion, with a quest and voice acting and real perks and the ability to actually talk to the player and build a relationship and all that. From what I've seen of Automatron, it's basically Bethesda knocking off the Robco Certified mod from New Vegas. Yes, it'll let you build robots, but they won't have anywhere near the options and interactions available that the regular companions do, but I intend for this companion (and any others I make for FO4) to be as close to the vanilla companions like Codsworth and Dogmeat and everybody as possible.
Might you get audio clips from Futurama? Is that legal? I think it might be, as long as you don't profit from the mod. As a side note; Al is so god damn funny, I literally laughed out loud; which I don't often do; when I saw this mod, great work! ^.^
I think what I'll end up doing is putting out a request here on Nexus for someone who can do a decent impression of Clamps, just in case. If I was doing this mod on Gun Network, I wouldn't worry too much about fair use for the voice files, but Nexus is a lot touchier about that kind of stuff. As for adding the voice, the way mod editing works right now, you can't actually change NPCs lines yet. You CAN give them new audio, by making lines and then naming those lines the same as the vanilla ones, but you can't change what shows up on screen yet. So if I gave him new lines now, it would look really weird (for an example, check out TheTalkieToaster's Ringo mod, which turns your dog into a flamingo; it has new audio, but the subtitles still have to say things like "bark" and "growl" ), so I'll probably wait for the GECK to come out to change his voice.
32 comments
Since the Automatron DLC released today, I decided to update Clamps so he won't be completely obsolete! The original version of Clamps has now been changed to an optional file (for folks that don't have the DLC but still want a Clamps companion), and a new file has been put up as the main file (v2.0). If you've already downloaded the old version of Clamps, all you need to do is replace the .esp with the one from the new file, no need to fully reinstall the mod! New Clamps is fully compatible with the DLC's new robot parts and robot workbench, but otherwise acts the same as he did before. Since he wouldn't be Clamps without being a Utility Protectron, his starting equipments/mods are the now the lowest grade of the Utility armor on his head, hands, arms, and legs, the vice grip hands, and the yellow paint job. Enjoy!
Do you need to keep the Utility Protectron Model in your inventory for Clamps to function? Because I didn't have it with my character when I couldn't find him.
Also, I think I might know what happened to him. I looked through everything again to make sure the scripting was still okay, and didn't see anything obviously wrong, so I went in game and tried a few things, and found out something interesting: Clamps, even though he's set to essential, can still sometimes self-destruct from taking either too much damage or damage to a certain area (not sure which it is, but the vanilla DLC bots you build will do it occasionally too). After he exploded, it said he was still there (you could see both the option to dismiss him and the option to talk to him), but it was just empty air. I dismissed the empty space that used to be Clamps, and then fast-travelled to a few places before finally going back to Sanctuary, but he wasn't there. HOWEVER, when I went back into the cell he'd been "killed" in, he was suddenly next to me as soon as I loaded in, at which point he immediately started walking back to Sanctuary until I ran up and re-hired him. Hopefully once the GECK is out, I'll be able to look through the robot companion scripting better and figure out how to turn off the self-destruct for him.
Not saying that IS what happened to your Clamps, but since the scripting seems okay, that's my best guess. Glad you found him again, though!
so can you help me?
Will be honored to have him in my game. Keep up the good work, Gerokey!