Fallout 4

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Athelbras

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Athelbras

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About this mod

ElectroMagnetic Force Bubble Teammate

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Sparky

Version 2.21


Description:

ElectroMagnetic Force Bubble Teammate ...


Key Notes:

• Fully Voiced Beeped!

• Sparky can be used with other companions

• Missions available to enhance weaponry and abilities

• Has the very latest in Stealth Field Technology for those sneaky covert mission assignments

• Gains a special ability to Scan for potential Enemies and visually Mark their locations (useful for Survival mode)

• The "Lone Wanderer" perk provides its benefits when travelling with just Sparky (because Sparky is a "Teammate" instead of full "Companion")

• Includes an in-game Holotape "Users Guide" (see its entries for further details about features, missions, and abilities)

• Available very early in the game - after leaving Vault 111, or upon visiting Sanctuary when using an "alternate start" mod - but also automatically scales upwards to the Player Character's current level.

• WARNING: Not compatible with "bad guy" Player Characters; e.g. when allied with Nuka-World Raiders


Requirements:

Install the Sparky Automatron DLC Patch if using the Automatron DLC.  It prevents interior walls and floors from becoming invisible or missing at the General Atomics Factory. Position it below SparkyEMFB in your "load order" sequence. You can uninstall the patch after completing Sparky's "A Better Zap" quest (which takes you to the General Atomics Factory).


Installation:

Install using a mod manager, or unpack the mod and copy the .ESP/.ESL and .BA2 files into the game's \DATA folder, then enable the mod.

Position this mod's .ESP/.ESL file to be as low as it will go in your "Load Order" sequence. This helps to ensure that it performs as best it can by overriding any conflicting mods. If you know with absolute certainty that there are no conflicting mods, then this mod can be positioned anywhere your installer normally allows.


Install ESP or ESL?

If you are reaching the maximum allowed number of .ESP installs, and want to install more mods, then install the .ESL versions of those new mods ...

Back-in-the-day, many players were reaching the maximum number of allowed .ESP installs, so Bethesda introduced a way to permit more via .ESL files.

The Light Master (.ESL) file is an optimized file format introduced in the Fallout 4 v1.10 update. Using Light Master files allows more plugins (mods and patch mods) to be installed than previously possible with .ESP files. For .ESP files there is a limit of 255, whereas a maximum of 4096 .ESL files can be loaded (but in practice is difficult to achieve due to other technical constraints).

Both file types can be used together, which means you can install just .ESP files if your install count remains below the .ESP maximum, or just .ESL files if your count remains below the .ESL maximum, or some of both such as using .ESP files initially and then adding .ESL files thereafter when the maximum for .ESP has been reached.


ESP/ESL Compatibility:

Saved games that currently use an .ESP mod are not compatible with an .ESL of that same mod. Similarly, saved games that are currently using the .ESL for a mod are not compatible with an .ESP of that same mod. That is a basic game restriction in terms of switching between .ESP and .ESL versions of a mod. There is no "fix" or workaround -- it is inherent in the game's design.

So, to switch from .ESP to .ESL, or from .ESL to .ESP, you must:

1 ) uninstall the mod
2 ) load the current saved game
3 ) create a new saved game (while that mod is not installed)
4 ) install the other download of that mod
5 ) resume play with that newly created saved game

Objects and NPCs provided by the mod will not be there now and must be created once more. Similarly, quests will need to be done again.


Compatibility Limitations:

This mod and my other mods might or might not work correctly with mods which adversely affect my mods by altering base-game locations and base-game content which my mods depend upon.

There is no support for compatibility issues with those, and there are no plans to provide compatibility patches.


Known Issues:

Due to the vagaries of Fallout 4's varied terrain, Sparky may sometimes have trouble following along when hindered by obstacles, or may otherwise become confused with regard to "pathing" opportunities. When that occurs, just continue adventuring and Sparky will soon be "unstuck" via special scripting. Alternatively, use Sparky's Controller to issue a Recall command.

If this mod's initial quest is not starting for you after being installed with the Vortex mod manager, it might be because it has not been properly activated/enabled.  If you click PLUGINS within Vortex, you will then see which mods are truly activated/enabled or not (whereas the MODS section sometimes shows incorrect information). Within that PLUGINS interface you can activate/enable the mods that were not properly set when installed.


Known Conflicts:

This mod requires access to Vault 111. There may or may not be a conflict with a particular "alternate start" mod depending on whether that mod allows or prevents entry.

The initial quest can be prevented from starting, or become stalled part-way through, when using a buggy "quick start" or "alternate start" mod. The quest normally begins a short while after exiting from Vault 111 for the first time, or a short while after loading a saved game when already outdoors in the Commonwealth. Otherwise, it might (or might not) begin when standing for a few minutes outdoors at the Sanctuary Hills workbench.

Unlimited Companion (Follower) Framework and Amazing Follower Tweaks both have conflicts with Sparky by forcing standard "companion" dialog/command interactions, which can seriously "break" my scripting and Sparky's subsequent behavior. The same holds true for other mods that override NPC behavior to force being a companion. Those kinds of mods can sometimes (not always) be installed and used on other NPCs without problems -- but *never* use them to "recruit" Sparky, or to manage Sparky, or interact with Sparky, or affect Sparky in any way. Never force Sparky to be managed in any way by some other mod. Instead, always use Sparky's own Controller functions.


Permissions:

This mod may not be reused in part or whole for any purpose other than its original intent. It may not be uploaded to any other web site. Get in touch with me if you wish to discuss things; for example, translation into a non-English language.


Change Log:

See the Changes tab for details.


Credits:

Bethesda Softworks - for the original Models and Textures [I merely provided the ingenuity and scripting to bring Sparky "to life"]


My Other Mods:

Workshop Menu Fixer can be found Here.

Shield Bubble can be found Here.

Qwirky can be found Here.

Silver Streak can be found Here.

Silver Streak UFO can be found Here.

Whirly can be found Here.

Whirligig Sentry can be found Here.

Settlement Radar Station & Drone Defenders can be found Here.

Settlement Medic Bot: "Mister Medic" can be found Here.

Settlement Police Bot: "Mister Law" can be found Here.

Settlement Tidy Bot: "Mister Tidy" can be found Here.

Settlement Salvage Bot: "Mister Salvage" can be found Here.

Settlement Repair Bot: "Mister Mechanic" can be found Here.

Settlement Gardener Bot: "Mister Gardener" can be found Here.

Settlement Delivery Bots: "Mister Caravan / Mister Express / Mister Postman" can be found Here.

Carry-Your-Stuff Robots can be found Here.

Alien Disruptor can be found Here.

Alien Blaster Long-Barrel Fix can be found Here.


In Memoriam:

In memory of my Father (may he Rest In Peace) who was a model airplane maker (gliders & gas powered) and an RC enthusiast.


Enjoy!