Fallout 4

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sgtbarney

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SiRiUs1503

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  1. sgtbarney
    sgtbarney
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    F.A.Q.

    Q: Will it come to XBOX?
    A: I honestly do not know how to mod for XBOX, however if someone wants to port it to the console feel free to do it, just give credit.

    Q: Is this mod compatible with "...." ?
    A: I don't know but I'm fairly sure it will be incompatible with other mods which changes the weapons system for your automatron, otherwise you are good to go.

    Q: I don't really like this "particular feature", would you be willing to make a version without it?
    A: Probably not, unless a fair number of people request it.

    Q: Can you make a compatibilty patch for "..."?
    A: Probably no, it took me more time than I anticipated to pull this mod alone and as such I really don't have the time to provide patches for all the major mods or overhauls out there however, if someone feels up to the task, I'll gladly give them permission to do so.

    Q: In karel2015's original mod there were much more options than in here, why did you cut them out?
    A: As explained in the overview there were a lot of impractical or even completely useless options in that mod, I tried to fix them during the development stage but sadly, due to engine limitation some of them simply cannot be implemented in a functional way.

    Q: Will you upload the PC version to Bethesda.net
    A: Absolutely not! the PC version of this mod is a "Nexus only" exclusive!
  2. sgtbarney
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    If, for some reasons, you'll happen to come across on some weird visual bug such as those described in the image above please follow this steps:

    1) Don't panic;
    2) Load your affected automatron on the robot workbench;
    3) Go to "special mods" section;
    4) Choose to build an M-SAT modification ( you DON'T NEED to actually craft it ) and this will reset all the visual effect on your companion to the right ones.
  3. Thorne67
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    You don't say anywhere whether the Nuka World Patch still works with the new version. Still required or not? Most everyone in the world has the GOTY Ultimate edition anyhow. ( $15 during christmas sales and thanksgiving times. ) Why download the new version if the Nukaworld patch will kill the new edits you made.
    1. sgtbarney
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      The patch is still valid, even with the new update since I didn't touch anything related to Nuka-World content.
      But, I see your point and you're right: I should notify people that If I don't update the patch itself it means it's still usable.
      I'm gonna pin this comment so other people can see this in the future.
  4. Pejman
    Pejman
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    Ok It seems I have the strangest of bugs

    After looking into it for around 4/5 hours dissecting my mod list making new games

    i have found out that somehow having both

    [SS2 Addon] SimSettlements SuperStructures.esp
    from https://www.nexusmods.com/fallout4/mods/47848


    and

    MutantMenagerie.esm
    from https://www.nexusmods.com/fallout4/mods/68187

    cause my game to CTD when certain effects are trying to be displayed (most
    effective way to get a CTD was trying to build a primed assaultron head (I found out the issue when trying to use
    https://www.nexusmods.com/fallout4/mods/37613 but I remember getting ctd
    from normal assaultrons trying to fire their beam as well) or a plasma flamer weapon for automatons (from https://www.nexusmods.com/fallout4/mods/29858)

    sadly buffout4 doesnt tell me the exact issue (no logs are generated) so I
    have trouble finding a solution that doesn't include "stop using one of these mods"
    1. coolphoton1234
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      Thank you. I've been chasing what the hell was issue for days.
  5. Garlandsqq
    Garlandsqq
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    why my range weapon not shooting
  6. guardian1368
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    are you planing to update and if so can you also make a op version which adds 1 new slot to buff damage
  7. overlordcz
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    Not sure if someone posted similar thing to work with that aggro bug, but if you in FO4Edit
    1) open DCLRobot.esm
    2) expand Non-Player Character
    3) find default player automatron 
    4) use copy as new record back to DLCROBOT.esm (donĀ“t overwrite record)
    5) remeove old default player automatron
    6) save changes and launch game
    7) spawn that bot in by console command (if you try to craft aggro issue persist)

    So far without aggresivity issues and bot is still moddable. From what i understand new version adress aggro issue, still might be usefull for people with old playthrough

    also you need to add 1) addkeyword workshopallowmove (allows transfer to other settlements)
                                        2) addkeyword workshopallowcommand (allows you to assign as worker)
                                        3) addkeyword workshopallowcaravan (allows you to assign them to a supply line)

    Its rather crude, but my ability in FO4E is very limited.
     
    EDIT: screw ti, just 
    1)console command"tdetect"
    2)build bot select him in console and "AddToFaction 0001c21c 0"
    3) once more "tdetect"
    for this work fine
    1. mdkd99
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      Sounds like another useful fix, thanks for sharing
    2. AskAgainL8r
      AskAgainL8r
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      Do you know the ID because I've been looking forever lol
    3. Zephrim1998
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      Does this only work for newly built bots or also the previous ones? It didn't help for me
  8. awesomo5000
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    Like multiple other users of this mod I was experiencing hyper aggression from my automatrons. Initially they were attacking caravaners, and eventually they started attacking me. What seemed to fix the solution was going into xEdit and deleting the non-playable character element 01011079. This seemed to be overriding the default workshop and adding the aggro radius parameter, which I believe isn't used by any other followers.

    Here was my testing procedure:
    -attempted various console commands to reduce aggression: issue persisted
    -removed aews from load order: issue persisted
    -turned off all mods in game: issue persisted
    -started new game, with full mod list: issue persisted
    -started new game, with full mod list, and 01011079 (from the mod) removed: issue resolved
    -reinstalled mod, started new game, with full mod list: issue reappeared
    -with unedited mod installed, deleted a change request to form 01011079 with FallRim: issue resolved

    The issue is very likely being exacerbated by a mod conflict, but it is very hard to test for because the issue seems to persist even after the mod is removed from the load order. Perhaps a specific change to NPC elements is stored within the save game file and not read directly from the mod, like most mods. I am currently testing to see if I can fix this with FallRim in my current playthrough with FallRim tools as opposed to just in a brand new game. So far it seems to be causing instability. Will report the results of this when I have them.
    1. FarnsworthZUZU
      FarnsworthZUZU
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      Sorry for Necroposting but this has been the most effective solution for me, though I can't yet speak to its long-term viability vis-a-vis stability. Thank-you Awesomeo5000 and Zzarkness!
    2. Zephrim1998
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      Any luck with solving that issue for an ongoing game?
  9. Minolaos
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    I know this might be a little late - but perhaps this can help someone with the crashing issues. I found out why the game crashes when you are working with the 'back mortar' on the sentry bot torso. The exclusion list for the mortar included every shoulder mod - even 'no shoulder mod', which would cause the game to crash when you went to take it off or swap it out. After removing the 'no shoulder mod' entry from the mortar exclusion list, I have had no problems installing it, removing it, swapping it by putting on a shoulder mod, etc. 

    Author - I am happy to show you what I did in FO4Edit if you want to make an update :) 
    1. mdkd99
      mdkd99
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      I dont really manage the mod, I only uploaded my fix, but you could ask the mod author in pm
    2. caliburn6941
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      Mind sharing with me so I can fix mine?
  10. livipup
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    I think adding plasma weapons to automatrons is a good idea :) Not sure how balanced some of the other changes are, though
  11. LoadedM4Carbine
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    plasma flamer is causing the game to crash, how would i remove this addon from the list to fix crashing? or any idea on a fix?
  12. Mantoniospam
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    Could I make a request for a new robot part?

    I love how robobrains in FO3 / NV shoot lasers from their hands, but in FO4 the only 'factory standard' weapon they have is the terrible smoke claw.

    Would it be possible for you to add a new hand part that looks exactly like the robobrain smoke claw, but works like the generic hand laser?
    1. Ausarq23
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      i think that's already a part in the mod i could be wrong but i definitely remember seeing that part
  13. elheim
    elheim
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    Ok, I have never used this mod before and I am planning to install it for the first time, mid-playthrough.

    I would like to confirm:

    If I install using v1.2.4, I will have NO problems with aggressive sentient robots murdering may cats and settlers? Correct?
    1. mdkd99
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      Correct, if you install version 1.2.4, the crafted robots will have Vanilla behavior
    2. VileDirge
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      Only works on new game