Fallout 4
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spacefiddle

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  1. spacefiddle
    spacefiddle
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    The name is in honor of my poor lost CoV Mastermind, bot commander extraordinaire. RIP :'(

    1.0.1 fixes a silly display bug. No other changes, no special requirements to update.
  2. spacefiddle
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    2.0 is out, and uses MCM to set a hotkey of your choice! If there was anything this was incompatible with before, it's compatible now!
  3. DoctorSquid7
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    I can not get this to work.   I have Robotics 1, built a Protectron, was able to assign the hot key and got the menu to load up..select The Slog and it's icon changed to provisioner and all that...but when I go to The Slog the inventory is not shared.  I can build endless turrets in Sanctuary but not a single 1 at the slog.  I traveled all around, refound my provisioner bot and confirmed he states he is going to the slog, but still the workbench there does not update with all the junk at Sanctuary.
    1. spacefiddle
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      You won't see anything IN the workbench at the Slog, but anything linked should be able to use other linked workshops' inventories remotely.

      Is it still happening, are you stil playing? Is it only the Slog? Is the Slog always broken?

      (I've never had this happen in 3000 hours, so i'm a bit mystified. Do you have any mods that alter the Slog?)
  4. RACLARY1960
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    Can you use this after you have already assigned human provisioners? I have been using a mod that allows me to set up a logistics station at all settlements and that assigns provisioners, I wonder if this would work with that?
    1. spacefiddle
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      Not sure what you mean - if you're saying, can you use this mod for any Provisioner lines that weren't set up by those stations, then yes: the two mods won't know about each other, and the game won't care as long as it sees valid provisioner links, no matter what method was used to create them. 

      So if you have a bunch of links already, but start using this mod in places where you don't have the stations, that should be fine. 
  5. spacefiddle
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    2.0 was broken - sorry about that. Bad script fragment. Found, fixed and tested, good to go in the new version just uploaded.
  6. Nephatrine
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    This is a great idea/mod so I mean no offense, but I think the vanilla LL perk is meant to represent your ability to organize and manage a community in general and not your ability to merely give orders or ask someone to walk back and forth so I think LL is still fitting even for robots.
    1. maka2707
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      That would make sense if Local Leader was in the intelligence tree.

      But it isn't.
    2. spacefiddle
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      I know many skilled programmers who are, right now, programming AI and Deep Learning. I assure you that most of them have no "community organizing" skills xD
  7. bchick1
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    I really like the idea of this mod ... BUT ... what I am after is a provisioner from the beginning of the game so that I do not have to interact with ANYBODY. I do not want any settlers. period.
    I DO keep resources in each workbench so I still want the provisioner 'network'.

    Ok, that said, the 'Robotics Expert' is a LONG WAY up the perk ladder to get to from the beginning of the game and so a long way from setting up any kind of network.
    But that don't mean I ain't gonna use it ..

    1. spacefiddle
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      You realize you don't need the lower perks to get the higher ones? As long as you have INT 8, you can pick Robotics Expert. You don't need to first get the perks from INT 7, INT 6, INT 5, etc.....

      I usually take the more useful early-game perks when I start, and then around level 12ish depending on my stats, start making sure I have 8 INT by level 15. That's because Automatron unlocks at level 15; so that way I'm all set as soon as I encounter Ada, and don't need to gimp myself early on by ignoring things like Gun Nut.
  8. QuantumCurt
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    This is a good change. Needing a higher Charisma for setting up supply lines with human settlers kind of makes sense. You're basically telling them to pack up a brahmin and go traveling back and forth across the wasteland carrying a ton of valuable stuff. It seems reasonable that this would take a bit of convincing and reassurance. There is no "convincing" with a robot. It does what it's programmed to do, you don't have to talk it into doing it. You just set the programming, and it does what you tell it.
  9. retrogamer344
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    "We're on a diplomatic mission!"
    Sorry. I had to make that joke. I saw the brain tank, then it just went from there...
  10. Webpowers
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    I thought that you were always to assign robots as provisioners? Is just changing perk requirements or have I been using mods too long and confused?
    1. User_35607895
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      This allows you to assign a provisioner without needing Local Leader 1. Just need Robotics 1. Definitely will help if you want to spend perk points in other things than Charisma. I personally hate that I need a settler's permission to build crafting stations. Stores, sure. Convincing someone that their settlement is worth living in and worth setting up shop? Yeah. But their permission to build myself a hobbyist table to craft armor mods? Uh, no, Bethesda. Just no. This follows along with now allowing player choices to take precedent in the provisioner way.
    2. spacefiddle
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      Long and short descriptions clarified :)
  11. User_35607895
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    First! And finally, a logical reason why bots needs to be convinced to do anything--because we said so, that's why.
    1. spacefiddle
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      It's been driving me nuts for ages, but the provisioner system is largely hidden; got the excellent suggestion from kinggath to use a speech option, since the normal workshop mode menu is baked into the engine. :D