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elr0y7

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elr0y7

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12 comments

  1. RedSarge
    RedSarge
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    Anyone else notice the edit to Weapon Mod 'Minigun' object mod - short ID 121D154??

    Doesn't the base game need this record? It's flagged as Deleted.
  2. bigbogsnakyboi
    bigbogsnakyboi
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    I cannot find any of the mechs
    I've checked 2 of the places on the map he gave and neither had one
    I think I did something wrong with installing the mod but I'm not sure
    1. bigbogsnakyboi
      bigbogsnakyboi
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      nvm i found one
    2. wesley2005
      wesley2005
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      how
  3. batuace
    batuace
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    that "camera too low bug" happened to me with the last version of drivable motorcycle mod, so other vehicle mods could do that too... personally i reverted to the 1.4 version of the motorcycle mod and apply the barber camera fix, and custom camera mod... and everything works fine... but in my experience, once you have the "too low camera bug", it never goes not even uninstalling those mods or apllying the "cameranode" thing or whatever, you have to revert to an old save.
    (also is very easy in fo4edit to make the call robot button buildable in workshop mode, just in constructibleobjects in fallout4.esm search for the recipe for a terminal, override as a new item==>ridablebot.esp go to the new recipe and in the constructed item search for the button, it starts with "RB" )
  4. ViciousCeph
    ViciousCeph
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    Can you fix the cars camera? It's way too low, it must be higher? Or maybe a tip how to make it myself?
    1. Voyager23
      Voyager23
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      Nothing I've tried myself with this mod, but some vehicular mods suggests adding a line to the ini containing "bApplyCameraNodeAnimations=1", or set it to 1 from 0 if it is present... Not even sure what it does *exactly*, but I noticed it was way to low for me to see anything basically too...
  5. Voyager23
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    I've always wanted to, but been reluctant to install the original mod, just simply because it's so very "intrusive" on both locations, scripts and NPC's.
    So Thank You for keeping the wonky name so I easily found this alongside the other mod! ^_^ Now I've installed f4se04.02, ridable bots, and instantly installed this
    on top (kudos for making it a replacer and not yet another extra .esp/patch for my struggling load-order)... I also installed the recommended "name plates" as it was just
    a f4se-plug-in.

    I thought I would examine and test this mod extensively on a seperate save before introducing it to my main characters, and silly me hadn't even reached lvl.14 to
    trigger the Automtron-quest (I have now)... Supposedly something was at the vault, but ofc. I have NPC's spawning there (gone tribal mod) so a fight ensued and every vehicle exploded.
    I think there even was a map-marker prior to this, on a road next to the vault... So, I headed to Lexington garage, which is a settlement in my game, and found a pick-up truck!
    Thought; No robot, still neat, and entered it, drove a few yards before being kicked out told that I need a pilot-ring (from an NPC-pilot) ...
    Question; Does the 'bApplyCameraNodeAnimations' need to be active with this mod?

    But anyhow, after this little incident I read up on both mods, but my test-character seems to have become invulnerable...
    Is it possible that due to my negligence, and something with this mod has either moved the collision/hit-box, or rendered the character impervious?
    I instantly loaded a main save without saving, just to see if it was a conflict, but that character was vulnerable, no change in load-order.

    EDiT: I found a save some time before, and one just after the incident in Lexington! Indeed, something with entering the vehicle and getting kicked has resulted in the character being invincible... On a side-note I played with an Alpha Deathclaw, hand-to-hand, and noticed the AP does not drain when doing power-attacks also anymore, only when entering VATS, and after in spite of melee/power-attacks being free I can't hit untill I have enough AP, but all attacks are still "free" ... Peculiar side-effect this little accident had ^_^ well, deleting all saves after entering the pick-up truck and going for Ada first now...
  6. hardkopy
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    Any possibility of making a patch for this and "A Small Addition Boats" which when both are installed causes odd behaviour in companions as below.

    The incompatibility issues arise with vanilla companions when mounting a boat and they won't get off unless commanded to ride a bot. Once ordered off the bot, they go back to the boat and the way to break this behaviour is as follows..
    Once they are mounted on the bot order them to follow for short distance, then order to Go to a spot near you and Stay. Then you can order them to follow you normally and won't return to the boat. Also while having both mods installed, the pilot and passenger rings are not required as the companions will mount bots even w/o a ring.
  7. bleeks333
    bleeks333
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    i found the bots a good addition but their flymsiness irritating, you take your time to make your own personal titan to have it wreck in no time maybe dying in the process, so i made them more durable, after all only the pilot needs to die to stop them.

    the trouble now is mod-raiders-npcs standing in their respawn points with rings "highjack" my bot with me in it if pass near them, the bot becomes incontrollable and inexitable.

    so maybe your changes can mitigate thoses issues, we'll see.
    1. elr0y7
      elr0y7
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      Hmm, I haven't run into that myself yet, but I could see that being an issue. With my patch there are less NPCs with rings, and the ones that do have them are mostly off the beaten path, so it probably will help. Other than that I haven't made too many changes to the bots themselves or their mechanics. I didn't want to change them too much, besides their placement.
  8. Wasteland_Geographic
    Wasteland_Geographic
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    Thank You!