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Nylonathathep

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Nylonathathep

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115 comments

  1. Drivinghard
    Drivinghard
    • member
    • 10 kudos
    this works right out of the box thank you . .

    the NEXT level (mod) would be to convert all the 4 caravaners to permanent Settlers/Vendors that always stayed assigned in Bunker Hill and never ever trashed or crashed my settlements without an invitation :)

    if they would stay away unless CALLED it would still be immersive to have them show up only "rarely" and "on demand"
  2. MailletC
    MailletC
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    BEST. MOD. EVER.
    Moo.
    1. Drivinghard
      Drivinghard
      • member
      • 10 kudos
      HAHA
      tell me the eyebots won't "mooo" !
      I like farms so i look after lots of brahmin in my settlements, they behave 100% well . . 
      but PACK brahmins . .  if i see Carla's brahmin leaving his coral at bunker hill again and storming the interior Market this mod is getting installed !!!
  3. Testsubject276
    Testsubject276
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    Anyone notice that the eyebot stops closely following the provisioner if you stand next to it? It lags behind its provisioner and inches forwards slowly if you're near it.
  4. Aryell
    Aryell
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    Something is wrong with the main file (PackBrahminsToEyebots_ALL.esp) and the optional file (PackBrahminsToEyebots_Settlements.esp).

    They work but...  Both files appear to be the same and replace all Brahmin packs (Trader caravan and settlement supply lines) with eybots.

    For me PackBrahminsToEyebots_Settlements.esp is also replacing caravan trader brahmins (Trashcan Carla, Cricket, Lucas Miller and Doc Weathers.) with eyebots
    1. Stormcry75
      Stormcry75
      • member
      • 0 kudos
      I think it's going to do that. I play with a mod that replaces brahmin with dogs, and it replaces ALL pack brahmin. I still have wild and tame brahmin in my game, but I think that it is just a straight replacement of the asset.
    2. PokeyGT
      PokeyGT
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      • 24 kudos
      -
    3. DragosDrakkar
      DragosDrakkar
      • member
      • 4 kudos
      Strange, sounds like some mod interaction perhaps. I am using the mod that only replaces the Supply Line caravan brahmin and the traveling merchants' brahmin are left perfectly fine.
    4. gentester
      gentester
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      • 177 kudos
      I have the same issue - and it never used to do this. I used this mod a while back and the bunker hill traders kept their brahmin while my provisioners all motored along with eyebots. No idea what's changed  :(
      Ok I managed to fix my issue see my post in the bug section if anyone is interested.  My workround might not apply in anyone else's game of course
  5. lawlcatzlol
    lawlcatzlol
    • member
    • 0 kudos
    Is it just me or are these eyebots invincible? I have like 5 other mods so I don't think there is any conflicts. The eyebots only take limb damage for whatever reason. :S
    1. lawlcatzlol
      lawlcatzlol
      • member
      • 0 kudos
      Did a lil testing and they warp out of reality when they go down for about 5 seconds. Not very immersive. x.x
  6. Burniture
    Burniture
    • supporter
    • 1 kudos
    Make sure to load this mod after any merchant Brahmin mods, like Protected Unique Brahmin. If this loads before, it will replace them with eyebots, too.
    Btw if you have a mod that renames Trashcan Carla's brahmin, like abovementioned Protected Unique Brahmin, the name resets, and you must change the brahmin's name through console or Fo4edit.
  7. dualm
    dualm
    • supporter
    • 1 kudos
    This mod hasn't worked for me for a while, and neither Vorthex nor loot report any conflicts. I've placed the mod at the very bottom of my load order, but still no joy.
    1. QseftJohn
      QseftJohn
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      • 0 kudos
      It has always worked for me. I have mine at the bottom as well, but I put armor smith, start me up, and a few armor patches below it. this mod is 125 out of 135 in my load order. 
    2. Metal1623
      Metal1623
      • member
      • 3 kudos
      For info. 2023 still working, loaded after al followermods (375/430 in my loadorder)
  8. sfcyates2013
    sfcyates2013
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    • 3 kudos
    Great MOD
  9. Aquamarjna
    Aquamarjna
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    • 0 kudos
    Thanks for this mod,
    I find the Bramin so much anoying when they wandering on my settlement and some time they just stuck inside house or can't open the gate...
    Even worst if there is a fight of enemy where i always hit them and i must choose to kill all my hostile settlers or reload a stupid save game
  10. UselessDouble
    UselessDouble
    • member
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    Yess!!! Finally, no more buildings full of stuck brahmin!  As a furniture lover, those things were the bane of my existence.