Fallout 4

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retakrew7

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  1. retakrew7
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    While they interact just like a human settler they count as robots, which means they should not sleep and should only be able to have 50 happiness.

    I will say this here again:
    DON'T swap the torso of ADA or JEZEBEL or any other unique robot you have, they will be destroyed when you exit the workbench!

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    G1 Synths and Prototype Synths are using meshes not intended for underarmor/clothing. When you equip these the hands and part of the head will be invisible. You can equip some gloves and helmets to cover up this issue though. Combat armor pieces or similar do not require a cover up. You can pickpocket the underarmor/clothing back if you need to.

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    In the normal settler dialogue quest through one of the later DLCs there are entries for every line for the SynthGen1Male3 voice, however, there seem to be no audio files for any of that dialogue. Looks like it was originally intended to have synth settlers, but it got scrapped at some point.

    One could robotise each of those lines using the maleEvenToned or femaleEvenToned voice as a basis. However, it is a major pain in the butt to compile a list of the lines and the corresponding file names. On top of that you'd need to split up the base file, which is a combined lipsync audio file.

    ___________________________________________________________

    Since the vast majority of users are able to use this mod as intended and I'm getting tired of the "other voices" requests, the comment section will remain locked until I start working on this mod again.
  2. azureskyzzz
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    Great mod, any chance you could make them mortal as in taking away the settler protection?
    1. retakrew7
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      You can easily do this yourself by removing the "protected" flag from the non player characters in the mod file using FO4Edit.
  3. Leigonaire762
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    quick (and maybe dumb) question... does this mod let me put synth arms on robots? I know what ur thinkin' "why would u want to do that? with the robot arm weapons they have unlimited ammo!" i've just always wanted to give my generic automaton a rifle and yeah... just wondering.
    1. retakrew7
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      no
  4. Arnokill57
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    Creation of the Synth and turning them into a settler works fine, but it is their actions as a settler that is an issue. When assigned a job, they do not move to their work station, but hang around the spot they were physically standing when i gave them a job. (if i told them to be a farmer when he was at the chemistry station, he would stay at the chemistry station) They also don't count towards a settlement population like normal robots.
    1. retakrew7
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      update to version 1.25 then your issues should be resolved
  5. Stronglav
    Stronglav
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    Another question:is it possible to make the look like those ordinary gen III synths?Which are impossible to tell the difference from humans?
    Human model with synth component inside.
    1. retakrew7
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      So that they look like any normal settler? What's the point then? Also Gen3 Synth are mostly constructed with flesh, not metal.
  6. miiick
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    Hey,

    I love this mod, great addition.

    I have to second a few other comments though - they would be good to be managed through the automatron robot system, rather than settlers - you can assign them all to the same things, but also have them as a follower.

    Also the voice - is it possible to just run the automatron voice options instead of the settler voice or is it not possible/too much work?

    Either way, love my new guards.

    Cheers!
    1. retakrew7
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      I will have to check the automatron dialogue quest.
    2. miiick
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      I know stuff all about modding....

      But it occurred to me that if you had to swap the whole mechanics over from settler to mechanatron robot, you would no longer be able to equip things on the synths such as guns etc... Not sure if the inventory side of things is the same as the management/voice side of things, but oh well.

  7. SCHEUERMAN2
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    I can't seem to assign a synth to run a shop...

    Edit:
    Or assign one to anything at all... Tried making multiple synths at multiple locations, and they spawn fine, but I can't set them to do anything except "go here" other than that, they just stand around
    1. retakrew7
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      Then your workshopparent quest is acting up, either your script system is clogged by some other mod or your workshopparent quest crashed. Try standing around doing nothing for like half an hour real time and see whether the scripts come back up running.
    2. SCHEUERMAN2
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      Sat around for an hour, they still won't do anything but "Go here". here's a list of installed mods: https://imgur.com/a/AjORl

      This is the first I've heard of "workshopparent quest" So I don't think I have anything that affects it, but I could be wrong
    3. retakrew7
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      Settler renaming is the most likely issue. E.g. "Don't call me settler" is currently set to hidden exactly because of that problem. The workshop system is not exactly robust to begin with, renaming settlers is very likely to break something eventually - especially since most renaming mods are outdated.

      I think "Rename Anything" is your safest bet, you can always restore the original name as well.

      Also you are using 3 different scrap mods simultaneously, definitely don't do that. I think "Scrap Everything" is the most up to date and best solution.
    4. SCHEUERMAN2
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      Alrighty, I'll go give that a test =)

      Edit:
      As a test, I uninstalled Don't call me settler, I tested assigning a synth to a pillory, and he actually did it, but only for a few seconds, and neither one registered as being assigned to anything. So a step in the right direction I guess? I dunno.

      I appreciate the help you're giving me =)
    5. miiick
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      My problems with Don't call me settler were only fixed by starting a new game... Perhaps try start a new game and cheat a bit to get up to a stage where you can test it out.

      I wish Don't call me settler worked, it added so many good functions..

      Oh well.
    6. SCHEUERMAN2
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      I am too far in and far too lazy, guess I'll just have to go without :-(
  8. Antibot
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    Hello and thanks, very nice job! I have long dreamed of this. Tell me, can you make it possible to use one of them as a companion? Maybe with an Automatron voice lines? And what about the modifications, you can make the appearance options for them, with different types of damage to the outer shell?
    1. retakrew7
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      I will have to check the automatron dialogue quest.
  9. AndyJP
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    Is it possible to add a Detective Valentine body as a settler or any gen 2 bodies that have damage?
    1. retakrew7
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      Valentine's body is wierd, he mostly is just a dirty gen 2 body with a custom head on top. It is mostly his coat that makes him look damaged. I believe with Armorsmith Extended you can craft the coat and should be able to equip it on your G2 Settlers. Dirty G2 settlers could be added in the future though.
  10. deleted29353630
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    Hello. Thanks to the fantastic mod. I wanted to ask in the previous version I had equipped the synthetic g2 with armor and laser. In this version I can not. Sorry my bad English but it's not my mother tongue.
    1. retakrew7
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      I can still do that, are you using armorsmith extended? With it it should be possible. Also make sure the synth has ammo for the laser rifle as well.
    2. deleted29353630
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      Yes...thanks
  11. paffen283
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    thanks for making a great mod but may i ask, what are the full requirements for this mod to work fully functional?
    1. retakrew7
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      Automatron + Far Harbour DLC, for dressing up your synths Armorsmith Extended is recommended.