Looking at the bug list and on here, if you install it mid play through with already established provisioners it will render the boys invisible. However, just re assign to new settlement then back to original and it will fix the issues, it’s not immediate so fast travel and next time you see them the bot will be visible
I've been bitten by the invisible robots bug here. Odd thing is that I also use Salvage Beacons, and the salvage team's brahmin has been correctly replaced by the transportation droid, and the last time I saw one, their droid showed up. Several other provisioners (both human and robot) have the invisible ones though.
As I understand it, this gets baked into the save and there is no recourse once you have it happen. Is that still true, and if not, suggestions on how to fix it?
Looks really cool, I would prefer a randomised option though for whether it could be a brahmin or one of these bots, although I don't know if that's even possible in 4 given how many mods are just straight-up replacers.
Looks nice Can you make this configurable? I will like to replace Brahmins with Vanilla Eye bot (The one with radio roaming around). I am using Automatron Robots as Provisioners so Eyebot can act as guard.
Looks very cool, but I need to know two things before downloading it, Does this change all pack brahmins to robots or only those of provisioners? I use Sim Settlements - IDEK's Logistics Station to control my supply lines, will these brahmins also change?
I like this mod and have used it for awhile. I do think two features would be neat. A - if automatron was loaded, letting the provisioners use brahmin until you build a robot workbench, B - letting you 'design' a bot for the provisioners in the workbench, say create a robot named 'brahmin' that would act as a template for the provisioner bot.
I've wanted a mod like this for a long time. Since I tend to use robots as provisioners, it makes it kinda weird having brahmin running around the mechanist lair all the time. Can't wait to try it!
I don't know if you are still working on this but this is awesome. Anyway we could Change all the caravan Brahmins to these bots? Like Carla's and Crickets EcT
Rust devils make thousands of robots and use them as cannon fodder without issue. One robot per settlement therefore seems pretty reasonable as far as lore goes.
Great mod. I did find a robot hovering in the air by trinity church. See link for pic. If you are looking at the front of trinity church it is to the left between the buildings in front of a parking garage. It makes no noise and I can walk through it. Not a big deal just thought I would let you know.
62 comments
As I understand it, this gets baked into the save and there is no recourse once you have it happen. Is that still true, and if not, suggestions on how to fix it?
Can you make this configurable?
I will like to replace Brahmins with Vanilla Eye bot (The one with radio roaming around).
I am using Automatron Robots as Provisioners so Eyebot can act as guard.
Does this change all pack brahmins to robots or only those of provisioners?
I use Sim Settlements - IDEK's Logistics Station to control my supply lines, will these brahmins also change?
A - if automatron was loaded, letting the provisioners use brahmin until you build a robot workbench,
B - letting you 'design' a bot for the provisioners in the workbench, say create a robot named 'brahmin' that would act as a template for the provisioner bot.
Great mod. I did find a robot hovering in the air by trinity church. See link for pic. If you are looking at the front of trinity church it is to the left between the buildings in front of a parking garage. It makes no noise and I can walk through it. Not a big deal just thought I would let you know.
http://i.imgur.com/pOzy4Et.jpg