This is a great mod. I use it all the time, and consider it a requirement for any playthrough. I was having problems with modifying professor goodfeels, but I installed the standalone modify professor goodfeel cdante created, and compared them FO4Edit. There were a couple of differences, so I changed my copy of this mod to match the stand alone, and everything worked as expected. I use this mod in conjunction with Laurent's Robot Skins, and I have a strange issue. In Graygarden, I can paint Supervisor White to be the bright white from Laurent's robot skins. I can paint Supervisor Brown to be Laurent's brown. but I cannot paint Supervisor Greene to be green. Or in fact any colour from Laurent's Robot skins. I don't understand what is special about Supervisor Greene.
yeah, sharing your version of the ESP would help a longway, I installed mostly for goodfeels but since there are several disclaimers and link to this mod I downloaded this one instead. Manually editing to make it work isn't very attractive nor practical. I can pull it off but I'm first determining a base modlist to remove FO4 from "pure garbage" state, and so far manually editing stuff isn't a good way to invest time considering I have to test the game over and over and over again with each mod addition.
Funny story, but I was avoiding messing with xEdit and MO2 in hopes this game was at least barely playable without completely overhauling the entire game with mods, but I was wrong. The game's pure garbage without overhauls. All DLC are incomplete in both function, gameplay and playability, perks are pure garbage (removal of skills basically turned the game's progression into utter garbage), than we get dumb dmg calculation, awful difficulty system (dmg sponges with cheat damage isn't "difficulty", it's lazy "gamey" rubbish). Settlements need several patches and mod add-ons to even work properly, anyway, it's basically an RPG with all RPG elements removed, meanwhile the story's really cringe indulcing and the game in general a repetitive timesink. What I'm currently doing is seeing if there's anyway to overhaul everything into something closer to decent RPGs made by actually competent developers (like fallout New Vegas), while not completely killing the originality and theme of FO4 - it's been nearly impossible so far, most overhauls are "CoD wankah" wet-dreams, most non-overhaul mods are straight cheats...
Footnote: Survival's also disgusting, i is simply inventory management cranked to 500%, absolutely no other actual feature other than cutting basic functions from basegame to carrot survival as "having something" (like collecting water, abitrarily cut to make Survival more attractive, the result's that all crafting related to chems and cooking becomes virtually useless for anything outside Survival, this game's a dumpsterfire)
anyhow, I'm not sure why the author hasn't checked those flaws with the compilation before, both mods are really old, maybe he updated the OG and forgot to fix the compilation...
Codsworth is muted in my game. He wasn't muted until I modified him, but I didn't touch the voice section. Any idea why this happens? I'm using More Robot Voices for Automatron with this.
Does anyone have this problem? Professor Goodfeels randomly appears next to me while I am exploring the map, happenned one in Vault 88 while I was clearing it out and once in Parson’s State Insane Asylum during the Cabot’s quest.
I'm looking at everything in FO4Edit, and I'm under the impression that none of the "Non-Automatron" modifications give any stats or anything? Seeing as they originate from Fallout4.esm rather then DLCRobot.esm I'm guessing messing with them would actually affect other random robots so it might not be a good idea to modify them.
But that makes me ask the question: What exactly is their purpose then? Why were they made into constructible objects?
This is probably late as all get-out, and shows I use a likely heavily-deprecated mod, but is this compatible with Automatron Rebooted? I'd very much like to not have to nix that from my load order just to install this. Both have features I really like, so...
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I use this mod in conjunction with Laurent's Robot Skins, and I have a strange issue. In Graygarden, I can paint Supervisor White to be the bright white from Laurent's robot skins. I can paint Supervisor Brown to be Laurent's brown. but I cannot paint Supervisor Greene to be green. Or in fact any colour from Laurent's Robot skins. I don't understand what is special about Supervisor Greene.
Funny story, but I was avoiding messing with xEdit and MO2 in hopes this game was at least barely playable without completely overhauling the entire game with mods, but I was wrong. The game's pure garbage without overhauls. All DLC are incomplete in both function, gameplay and playability, perks are pure garbage (removal of skills basically turned the game's progression into utter garbage), than we get dumb dmg calculation, awful difficulty system (dmg sponges with cheat damage isn't "difficulty", it's lazy "gamey" rubbish). Settlements need several patches and mod add-ons to even work properly, anyway, it's basically an RPG with all RPG elements removed, meanwhile the story's really cringe indulcing and the game in general a repetitive timesink. What I'm currently doing is seeing if there's anyway to overhaul everything into something closer to decent RPGs made by actually competent developers (like fallout New Vegas), while not completely killing the originality and theme of FO4 - it's been nearly impossible so far, most overhauls are "CoD wankah" wet-dreams, most non-overhaul mods are straight cheats...
Footnote: Survival's also disgusting, i is simply inventory management cranked to 500%, absolutely no other actual feature other than cutting basic functions from basegame to carrot survival as "having something" (like collecting water, abitrarily cut to make Survival more attractive, the result's that all crafting related to chems and cooking becomes virtually useless for anything outside Survival, this game's a dumpsterfire)
anyhow, I'm not sure why the author hasn't checked those flaws with the compilation before, both mods are really old, maybe he updated the OG and forgot to fix the compilation...
Seeing as they originate from Fallout4.esm rather then DLCRobot.esm I'm guessing messing with them would actually affect other random robots so it might not be a good idea to modify them.
But that makes me ask the question: What exactly is their purpose then? Why were they made into constructible objects?