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"
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 !!!
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.
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.
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.
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
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
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.
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.
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.
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
115 comments
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"
Moo.
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 !!!
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
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
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.
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