For making him commandable on a settlement and stopping him from wandering away
- travel to a settlement you own other than Sunshine Tidings co-op, for example Starlight Drive In - enter console, select Goodfeels by entering prid d5221 - move Goodfeels to your position by entering moveto player - exit the console, enter workshop mode, highlight Goodfeels and use the Move command to attach him to the settlement properly - after that he can be commandable to do tasks, he can also be moved to other settlements
Ok this seems to be working well. I had just cleared Sunshine Tidings and deactivated Goodfeels and realized there may be a mod to keep him. I saved, found this mod and downloaded it. Opened the game back and as soon as I activated him, he was ready to go. I did change his protocols to "guard" so he says "Exterminate" all the time and that makes me laugh. I sent him to Taffington and he showed up there still saying Exterminate. I am making him a guard there until I decide where to use him.
Thanks Dante, I really enjoy having this guy around for the laughs.
Quick question, He is already midding from the settlement on my save, so do I need to start a new save or will installing this bring him back immediately?
I had already visited the co op and when I returned, he was gone. I followed the instructions exactly as they are written. When I did player.moveto, it took be back to the co op with no Goodfeels in sight, but I reopened the console and typed enable and then prid, just like the mod author said to. Sure enough, Goodfeels reappeared.
Omg you're AWESOME! Thank u so much for this! I appreciate u
Just so peeps know "addkeyword workshopallowcommand" is plenty sufficient for making him commandable. As well as "allowmove" can also be used to move, well, not just Goodfeels but anyone in the game really. I use it on Bunker Hill people to reassign everyone to better positions and rebuild it at the start of every playthrough.
I would love to paint Feels good in tie dye paint...is that possible or just a matter of someone creating the textures but would love to do it. thanks for this, I didn't even know he left until someone told me about your mod. Guess I just didn't spend much time at sunshine tidings after setting up, so busy with the rest of the game and thankful there is a mod to keep him around. In my game he didn't leave while I sat up the settlement. thanks again! Love most all your mods.
I was at Sunshine Tidings, moved to where Goodfeels was and it was . . . Sunshine Tidings. Enabled him. Went to Red Rocket, moved him to me but when I went into Workshop mode, Move (R) was greyed out. Tried anyway. No dice. Went back to Sunshine Tidings, moved him to me again & it said he was assigned to food. For about a minute, then he was assigned to nothing & started to wander off (Move was still greyed out). Then one of the Railroad agents there started shooting him.
It's very interesting - only the Railroad agents fire on him, the rest of the settlers accepted him for who he is.
118 comments
Moddable Robot Settlers Compilation
- travel to a settlement you own other than Sunshine Tidings co-op, for example Starlight Drive In
- enter console, select Goodfeels by entering prid d5221
- move Goodfeels to your position by entering moveto player
- exit the console, enter workshop mode, highlight Goodfeels and use the Move command to attach him to the settlement properly
- after that he can be commandable to do tasks, he can also be moved to other settlements
Description page updated.
Thanks Dante, I really enjoy having this guy around for the laughs.
Just so peeps know "addkeyword workshopallowcommand" is plenty sufficient for making him commandable. As well as "allowmove" can also be used to move, well, not just Goodfeels but anyone in the game really. I use it on Bunker Hill people to reassign everyone to better positions and rebuild it at the start of every playthrough.
thanks for this, I didn't even know he left until someone told me about your mod. Guess I just didn't spend much time at sunshine tidings after setting up, so busy with the rest of the game and thankful there is a mod to keep him around. In my game he didn't leave while I sat up the settlement. thanks again! Love most all your mods.
It's very interesting - only the Railroad agents fire on him, the rest of the settlers accepted him for who he is.