This mod conflicts with the "Unlimited Followers" mod (that requires a parent mod, "Robot Home Defence") -- it does not allow for the assignment of more followers (via the Pipboy / X-button).
Something i found out is that if you select your robot in crafting mode for some strange reason you can move him like furniture. make sure you dont do this because it will revert him to non regen mode even if you made him with the mod installed. Maybe you could fix this bug in a future update?
If I was to build an Automatron, and not use it, but automatically assign it to a supply route, would it be given the tag as well, or do I need to use it as a companion, as I have been getting the issue of my Provisioner bots being destroyed often.
Firstly, i never seen my robot provs dying, which is very strange. Secondly, didn't test it so thoroughly yet, from what i can tell - you'd better build new robots after installing the mod to be sure.
Lost two settlement guard bots not long ago, all of a sudden, this means that "protected" flag is being removed whenever you dismiss your robot and assign it to some settlement related task. But i changed "protected" to "essential" and they override each other. So i'm not sure what to expect when you dismiss a robot with mod on.
I thought I had some sort of mod-conflict, and then I looked into it, found out I had 4-5 mods that could've been the culprit(s), so I just let i go...
It might be a vanilla-issue with them being " protected ", getting their arses handed to them, and crawling back home... I've no idea if this mod will fix that? Doesn't the " naked robot " issue pop up whenever they are " downed " and no just hurt REAL bad? Won't they " go down " either way? I mean no matter if they are " protected " or " essential " ?
Whenever i hit my bot hard enough for him to get to unconscious state - he won't move, won't regenerate himself, but will keep talking to me and regenerete my health if regen field mod has been installed. Problem is - he not supposed to talk or heal me while in this state. And it doesn't happen if some one else keeps "killing" him. Technically, he should plainy die, because protected, but it doesnt happen somehow. Only interaction i had at this point was to repair him. After this, he won't be able to regen himself back no matter who will put him down next time. That's the bug i wanted to fix and it seemingly did it. No idea what is meant by "destroyed" naked robots. My guards were plainly dead, with empty loot window. There is clearly some spectacular BS involved in all these robotics...
"There is clearly some spectacular BS involved in all these robotics..."
Yes, yes there is! I've had a look at some of the " Moddable Automatron Robots.. " and all those mods, and every time some time has passed (cell-reset?) my Robot-provisioners come back reset/damaged to " naked, base Protectron state " like I've just made them...
Well, next non-FROST play-through I'll try this mod out!
If I were to have a settlement full of newly built automatrons on supply routes, would they all be 'immortal' while they're doing the supply run thing?
Or will they be killed by a random deathclaw on the way to sommerville place?
Been looking onto this, then suddenly realized that buggy robot's behavior resembles the one from survival mode. Like, either you repairing him, or he gets destroyed. The same probably works for "naked" robots appearing in settlements. So i can assume that survival is a bit buggy and messes with it.
Creation kit wiki helped a little:
bool Function GetNoBleedoutRecovery() Gets whether this actor can recover from bleedout or not.
Look like this will do with both your request and "naked" robots and whatnot. And it can possibly work on any difficulty. But no idea where to actually put it or where to find it in CK.
For that matter I being an old comic book fan would love to see the ABC warrior's recreated in the game and there have been countless players searching for a mod that would allow them to create Cylons, Cybermen and Dalek's (those second two from the doctor who universe are technically cyborg's but then so is a Robobrain.
Multitran great fix that should plug a hole in the unofficial patches.
It will work for workbench-built robots. Not sure about Curie\Codsworth, never really used them. But since you saying about wasted kits, then it probably won't work with them. Different ID's and all.
@Jameson Codsworth and Curie are set as essential so they can't die, i think they can only die if they hate you. (Ada is essential because quest line) But automatrons you build are set a "protected" they wont die to npcs but they can die if you accidentally hit them with your attacks.
23 comments
This mod conflicts with the "Unlimited Followers" mod (that requires a parent mod, "Robot Home Defence") -- it does not allow for the assignment of more followers (via the Pipboy / X-button).
If I was to build an Automatron, and not use it, but automatically assign it to a supply route, would it be given the tag as well, or do I need to use it as a companion, as I have been getting the issue of my Provisioner bots being destroyed often.
Secondly, didn't test it so thoroughly yet, from what i can tell - you'd better build new robots after installing the mod to be sure.
Lost two settlement guard bots not long ago, all of a sudden, this means that "protected" flag is being removed whenever you dismiss your robot and assign it to some settlement related task. But i changed "protected" to "essential" and they override each other. So i'm not sure what to expect when you dismiss a robot with mod on.
It might be a vanilla-issue with them being " protected ", getting their arses handed to them, and crawling back home... I've no idea if this mod will fix that? Doesn't the " naked robot " issue pop up whenever they are " downed " and no just hurt REAL bad? Won't they " go down " either way? I mean no matter if they are " protected " or " essential " ?
Does any of this even makes sense?
Technically, he should plainy die, because protected, but it doesnt happen somehow.
Only interaction i had at this point was to repair him. After this, he won't be able to regen himself back no matter who will put him down next time. That's the bug i wanted to fix and it seemingly did it.
No idea what is meant by "destroyed" naked robots. My guards were plainly dead, with empty loot window.
There is clearly some spectacular BS involved in all these robotics...
Yes, yes there is! I've had a look at some of the " Moddable Automatron Robots.. " and all those mods, and every time some time has passed (cell-reset?) my Robot-provisioners come back reset/damaged to " naked, base Protectron state " like I've just made them...
Well, next non-FROST play-through I'll try this mod out!
Thanks for the potentially VERY useful mod!
If I were to have a settlement full of newly built automatrons on supply routes, would they all be 'immortal' while they're doing the supply run thing?
Or will they be killed by a random deathclaw on the way to sommerville place?
Creation kit wiki helped a little:
bool Function GetNoBleedoutRecovery()
Gets whether this actor can recover from bleedout or not.
Look like this will do with both your request and "naked" robots and whatnot. And it can possibly work on any difficulty. But no idea where to actually put it or where to find it in CK.
For that matter I being an old comic book fan would love to see the ABC warrior's recreated in the game and there have been countless players searching for a mod that would allow them to create Cylons, Cybermen and Dalek's (those second two from the doctor who universe are technically cyborg's but then so is a Robobrain.
Multitran great fix that should plug a hole in the unofficial patches.