Fallout 4

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  1. 5133p39
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    2022-03-27: i am up and running again (for some time already), so i may eventually get to updating or remaking the mod, maybe also making it playable, but i have so many other things to do, that there is no telling when i may get to it.
    So, my previous advice still applies: do not hold your breath, do not wait for it.

    2020-12-15: To all the geniuseless brainiacs complaining about a crumpled body:
    READ THE WHOLE DESCRIPTION PAGE!
    Spoiler:  
    Show
    Yet again, somebody posted a comment about it, mentioning a fix they figured out (congratz! you win ze prize, come pick it up here) - A FIX WHICH IS WRITTEN ON THE DESCRIPTION PAGE (for those that may still find this confusing, it is the page otherwise known as "Da page he made coz bored or sumthin". Not to be confused with the page "Ooooh! Shiny!", or the page known as "Eeek! Me no liek goo :(" which some of you i heard call "Eeew! Run! Kweepykwawlies ewywer!").
    And don't forget that bit about NOT EVEN TOUCHING THE FREAKING WORKBENCH UNTIL YOU USE THE INSTALL HOLOTAPE - it is not an exaggeration, YOU MUST NOT TOUCH THE WORKBENCH UNTIL YOU USE THE INSTALL HOLOTAPE!

    2020-12-09: i run into some computer troubles (already some time ago), unlikely to be fixed any time soon, so the update is not going to happen any time soon either. Don't wait for it. Sorry.

    Some troubleshooting tips:
    Spoiler:  
    Show
    Is Ada having strange blue lights or sparks? (like this or this)
    Spoiler:  
    Show
    You can try using the Robot Workbench to swap around some things on Ada, especially the hands, which may fix the problem temporarily for your current session, but next time you load your save, the lights/sparks will be back.
    I suspect the script (AssaultronShockHandScript.psc attached to the magic effects "abRobotShockHandLeftFX" and "abRobotShockHandRightFX") that takes care of adding/removing this visual effect has some bug in it, or maybe it isn't doing what it should due to some other bug in the game.

    I managed to fix the problem with the following steps:
    (there may be some easier solution, if yes, let me know in comments)

    1. Give Ada both Assaultron Shock Claws
    Use the Robot Workbench to give her both the right and left Assaultron Shock Claw.
    Before you use the Robot Workbench - if you do not have the shock claw mods in your inventory, the workbench, or in the workshop, and have no ability to build them, use player.additem 1001a8d 1 and player.additem 1001a8f 1 to add the left and right shock claws to your inventory.
    Install both left and right shock claws.

    2. Make Ada unconscious
    Still in the Robot Workbench, do not leave yet.
    Open debug console, click on Ada to select her (make sure you selected her and not something else), use the console command SetUnconscious 1, and close the debug console.
    After you close the debug console, the sparks should disappear - this is because AssaultronShockHandScript.psc received the OnConsciousnessStateChanged event and stopped the visual effect from playing.

    3. Remove the Left Shock Claw
    Notice how the right hand sparks appear again the moment you click on the Assaultron Left Shock Claw in order to change it to No Left Hand.
    IMPORTANT: do not remove the hand while the sparks are back on - Stay in the left hand category with No Left Hand hilighted (not installed yet!), and use the console command SetUnconscious 1 on Ada again to switch the spark effect OFF.
    Only after the sparks are OFF again, remove the shock claw by clicking on No Left Hand or pressing whatever key/control makes you install the hilighted item.

    4. Remove the Right Shock Claw
    Do it the same way as the left hand in step 3, and make sure you use SetUnconscious 1 on Ada before installing the No Right Hand (even if you dont see any sparks after you open the right hand category, because the preview of hilighted No Right Hand removes the whole hand and thus hides the effect, the effect is still ON).

    5. Install the hands you want
    Now you can give her whichever hands/claws you want her to have, but make sure to avoid even hilighting the shock claws! - even if you do not actually click on the shock claws to install them, but merely hilighting the shock claw will make the workbench show its preview which adds that spark effect again (if that happens, you will need to repeat the whole process).
    I recommend to first hilight the item you want, then using SetUnconscious 1 on Ada to make any effect stop (maybe while scrolling down to the item you want to install, you hilighted one of the limbs with the spark effect, which could trigger the bug again), and then clicking on the item or using E) key or whichever control to "build" or "attach" the highlighted item without hovering over anything else - same as when you were removing the claws in step 3.
    After that, try to avoid hilighting any other items before you exiting the category (if you happen to trigger the bug again, you will have to start the whole process from begining).

    6. Leave Robot Workbench, and make Ada conscious
    When you exit the workbench, Ada should be unconscious, standing still with torso bent forward - if she isn't unconscious, you probably didn't do things right, but before you go repeat everything from the beginning, give it a chance and see this to the end first, because there could be some other factors in play that brought her out of her unconscious state.
    In any case, use the SetUnconscious 0 on Ada to make her conscious again (use it even if she looks already conscious - it wont hurt anything).

    7. Make a new Save, and then Load it
    Make a new save, and then load it (no need to quit the game in between, but feel free to do so if you are superstitious - after all, this is a Bethesda's game where things are known to happen where the only explanaion is... "magic" ;)).
    After you load the new save, Ada should have no strange lights or sparks - if she does, maybe you made some mistake during the process, not following the steps exactly, or maybe you are just unlucky and it wont work for you (but i think that would be rather unlikely - as far as you are having the same problem, caused by the same effect - maybe your glitch came from a different type of limbs?).
    As an alternative to this lengthy process, you can try the fix Fix stuck Shock Claw sparks in Misc Files, made to fix the spark visual effect that got stuck after removing/previewing the Assaultron or Protectron Shock Claw.
    To use the fix, select the robot in console and then use cgf "Mors:Fixes.StopShockClawSparks" to call the function that should fix the problem.
    (altered accordingly, this process may also help fix other issues with strange lights - like the one with the Sentry Head light - but i didn't have a chance to test it, as that bug didn't happen to me yet)

    Anybody having problems with the meshes:
    Make sure you are using latest version of both CBBE and Outfit Studio.

    Using Servitrons with AAF:
    Use the misc file "Servitron - XML files for AAF" to add support for Servitrons into AAF.
    NOTE: If you want AAF to treat particular servitron as a female, you need to use the SexChange console command (use GetIsSex female/male to check what the current sex is).

    Spoiler:  
    Show

    Added a FAQ setion to the description page
    Please, read it before asking your questions.

    INSTALL / UPDATE INSTRUCTIONS
    !!! Follow the instructions on the Description page !!!

    WEARABLE ARMORS
    Recently added, allows the Servitrons wear some armors and items normally meant for humans.
    If you want your Servitron wear full Combat Armor or the Elephant mask from Nuka World, now you can.
    Not all armors, outfits, and items are available though - i will post a list of the available ones soon.
    Adding or removing the Wearable Armors plugins does NOT require the update/installation procedure.
    Build the meshes from BodySlide (group "Servitron WA", etc.), using the same preset you used to build normal Servitron meshes,
    or download the pre-built default meshes ("Servitron - Wearable Armors - Default Meshes - CBBE Curvy").

    Not compatible with Armorsmith Extended - alternative compatible version is still in the making.
    Look into the Articles section for lists of wearable armors/items.
    (More vanilla/DLC outfits will be added when i finish making or adjusting their BodySlide files)

    IF SOMETHING DOESN'T WORK
    Here is what you should do if the mod appears broken in any way:
    Spoiler:  
    Show

    1.) Read the INSTALLATION instructions on main page, or the UPDATE instructions in this sticky topic.
    If you didn't do all the required install/update steps in correct order, then you need to install the mod again correctly.
    If you need to reinstall, and want to use the mod in an existing save, you'd better load the save from BEFORE you messed up the installation (you can try the "UNINSTALL" option from the holotape, but it may not always help - it will be safer to use older save).

    2.) Use the "Debug Dump" option from holotape, and post the results.
    Make sure Debug Logging is enabled in your game (here is how: https://www.creationkit.com/fallout4/index.php?title=Enable_Debug_Logging).
    The "Debug Dump" will print content of some important formlists into a user log created at "C:\Users\YOUR_USERNAME\Documents\My Games\Fallout4\Logs\Script\User\Servitron_Debug.0.log".
    Post the contents of this log file somewhere and post a link to it here (you can use pastebin.com or similar site).

    3.) Have you ever used any other Automatron mods?
    List ALL automatron mods you used on this save, including those you may already uninstalled.

    It is very important for Automatron mods to be installed and uninstalled correctly - if you just remove the plugin one day, without running some "uninstall" procedure provided by that mod (if it provides one), then some leftover data (or empty, null, None entries) may get stuck in some of the formlists used by Automatron, and break the functionality of the Robot Workbench.
    This can be usually seen from the debug dump.

    Things may also go wrong when installing any Autmatron mods that inject data into any of the order-critical formlists, it has to happen undisturbed and in correct order, otherwise it will break functionality of the Robot Workbench.
    Some mods may inject their data automatically when you start/load a game after you installed the plugins - typically, these mods do not know of each other's existence, and if they happen to perform their injection procedure at approximately same time, it may result in data injected in wrong order (can be determined from the debug dump), and that too breaks the functionality of the Robot Workbench.

    You can minimize the risk of parallel injection procuders by installing each of the mods one at a time (eg. install plugin1, load save, let the mod do the injection procedure, save, exit game to desktop, install plugin2, load save, let the mod do the injection procedure, save, exit game to desktop, install plugin3 ...) - the annoying part about this is, that you must remember to actually REMOVE the plugins before starting a new game, and then ADD them back again like this into the new game, but you must do that after the game intro finishes (after you leave Vault 111) as some of those mods may postpone their injection procedure until that happens, and then you could again end up with several mods running their injection procedures in parallel.

    The best way to solve this, would be via some Automatron Mods Installation Framework, utilized by these mods, but such framework doesn't exist (i may get to make one if nobody else does, but i am currently busy with this thing enough already).


    UPDATE 1.1.0
    Finally, after much struggle, the new update has been deemed worthy of release.
    Too many things have been changed, so i bumped up the version number all the way to 1.1.0.
    For details, refer to the Changlogs on the Description page.
    Before reporting any issues, please make sure you followed the update/installation instructions, otherwise you just piss me off and that is not healthy, and you do not want me to get unhealthy, do you? :)

    Combat Style Presets
    Spoiler:  
    Show

    This is a new thing in 1.1.0, allowing you to set the robot's combat style according to a chosen preset.
    I would like to know how that works for you - how it affects the combat, or which preset seems to be the best and why, and if there is anything odd happening.

    NOTE: I looked at the companion presets, and almost all are using same settings!
    - Valentine has few different values when it comes to avoiding danger
    - Hancock has more different values (but both Hancock preset's are the same)
    - Fahrenheit has few different values
    - Kellogg has few different values
    ..the rest are different from those above, but same as each other.
    That is rather disapointing.
    Anyway, you definitely should use SOME preset on the robot.

  2. PrimaryForce
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    I have done everything. Used the holotape before- installed it and still the Servitron chest shows up all crumpled like a ball.
    even completely uninstalled and reinstalled from Vortex and still it shows up in a ball. is there a fix or am i doing something very wrong? i've been following the instructions very carefully.

    Annnnd i fixed it.
    Turns out all i had to do was build the Legs first and then the Torso loads in perfectly (no limbs including head attached) then you just build her as normal lol. its always a simple fix i swear...
  3. CensoredGrunt
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    so I'm using Mod Organizer 2 and the mod will not work, it says "No valid game date" and it will not let me even turn the mod on, can some one help me
    1. DeathTLove
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      select Data with the right button and "Set <data> as a directory with data" 
      green color = WIN :)

      p.s excuse my english is bad <3
  4. ezfreee
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    Thanks 5133p39 for the wearable armors update. Since i use AE as well as AWKCR, i've done an amended version for AE if anyone wants. may save others some time. (These are based on the ESL version but renamed to esp to accommodate loading after AE.)
    EDIT: here's a merged version.
    1. EzicStar
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      I have this installed, but it doesn't work except for the bunny and maid suits and some hats

      EDIT: Found the culprit, was generating 0kb files from Bodyslide
  5. creechur108
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    For anyone unsure how to make a custom body shape using the provided bodyslide files: 
    Preview the body using the "Servitron --- PREVIEW (DO NOT BUILD!)" with the preset set to "Servitron"
    Start making your changes to the body shape and when you're done overwrite/save the "Servitron" preset (tbh I did this to be thorough)
    Then patch build all and only Servitron related options, except for the "Servitron --- PREVIEW (DO NOT BUILD!)"  

    Pro tip: mass uncheck/recheck options in patch build window by left-clicking + shift to highlight a section and press spacebar to check.

    Hope this helps!
     
  6. ponyswag112
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    Hi, I have a problem, next to the servetron at my foot, some part is constantly floating... What can be done?

    https://imgur.com/tPCcouj
    1. 5133p39
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      That looks like a laser hand and possible something else mangled together.
      Something like this could happen if a part intended for a different kind of robot remained attached after changing the robot to a different type - a skeleton bone on which that part depends on (where it connects to) isn't present in the robot skeleton anymore, so it ends up at 0,0,0 coords relative to the skeleton (which is at the feet).
      Could be also some problem caused by other Automatron mods (a bug, or if you uninstalled some Automatron mod before first removing its parts from a robot).
      What kind of robot was it just before you changed it into Servitron?

      Anyway, you could try to fix it in the Robot Workbench.
      Strip the robot off everything, starting with outer parts (armor, any attachments) and making your way to the inner parts.
      So attachments, armor, then hands, then arms, head, torso... until you have nothing but legs.
      Then change the legs into the robot type legs you had there before making it a Servitron, and build it into the same robot as it was before.
      Then leave workbench, and see if it fixed the problem - if yes, enter workbench again and strip the robot down to legs as described before, and then change the legs to one of the Servitron legs, then proceed building a Servitron again and it should be ok.
    2. ponyswag112
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      АDA
    3. 5133p39
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      Ada as she is by default in vanilla game? eg. a Protectron?
      Any other Automatron mods you are or were using?
  7. halfandhalf11011
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    servitron is a great mod and i've had a lot of fun making different little robots. i don't know if you're still working on this mod. but it would be nice if there were clean versions of the paints. you know how on the legs and arm armor the paint looks a little chipped and pretty dirty? is there a way you can make it so the paint can come out clean and or pristine like the chrome and gold paints?
    1. KarlThorsten89
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      Doubt this mod will get updated. The only thing we can hope for is for someone to take over or just make a new mod based on this mod, but less 'sexual' and more just regular Assaultrons - but they're animated like human NPCs, allowing them to use handheld weapons if built as such. Servitron 2.0 or something, or "Synth Assaultrons", which would be better. Just redesign the original assaultron pieces to be assembled like you were building a Synth at the robot workbench. There is a mod that allows you to just build Gen1 and 2 Synths, but it's not all that advanced.
      Maybe a better idea is just doing all this  - buildable Synths, assembled just like you assemble a robot, arm and leg and so on, and do the same for the Assaultron. No 'sexual' stuff like Servitron does, but just plain assaultrons. With the ability to wear some armor pieces, like Combat or Synth armor.
      But this is just me dreaming, really. Would be nice, though.
    2. 5133p39
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      I am rather surprised nobody made any updates or patches for this mod yet. I did have an update planned, but life got in the way.
      Though recently, I started thinking about an update again, but now it is even harder than ever before, because most of the source files i had are in 3ds Max, and my license expired a long time ago already and i am not going to renew it just so i can make a mod.

      When it comes to converting other existing Assaultron armor, i could problably do it just with the help of NifSkope and Outfit Studio, but then i remember how unbelievably butchered the original meshes are, and i am like "god no, nonono, i can't do this anymore".
      Spoiler:  
      Show
      Not without the help of some handy 3D program that i could use to FIX the worst problems with the original meshes (typically, the meshes are not symmetrical, making any editing quite the nightmare, and with absolutely awful topology on top of that, all of which needs some fixing before you can even start doing anything).
      Now, 3ds Max is out of the picture as mentioned (and good riddance! i say), but i do not have the time to learn Blender now, and the idea of working with the original mangled meshes takes any will away instantly, because the result would inevitably be an absolute garbage.


      On top of the mesh problem is another which is maybe even worse - the utterly nightmarish Automatron system.
      Spoiler:  
      Show
      I can only imagine how that abomination entered existence. If i had to guess, one day they had some "game jam" session at Bethesda, probably combined with a lot of drinking, and somebody came up with this rough proof of concept idea called "customizable robots" - which must have looked amazing while they were all totally wasted - and Todd said: Holy Moley! I love this original idea of mine that somebody else just said out loud. Let's make this into a DLC! It will be like that Horse Armor, but worse! Like Worse Armor! LOL! see what i did there? it kinda rhymes, i love that, how brilliant of me.
      Jeremy, the lead janitor, at that moment already sleeping under the table heard that, and immediately tried to explain Todd that the guys will need at least two days to do it properly, meaning two days counting from the day after tomorrow when they sober up.
      But Todd was having none of it! ...because Todd was sure they can release it in its current state the next morning - "after all, those silly moodders can fix it"
      thought Todd to himself as he often does.

      So... i am not saying No to such update, but the chances are small, because of all these complications on top of not having enough time.
    3. Bittermans
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      i say just navigate the seven seas for 3ds by now or use blender/maya
      Good to know that you are alive and well, try to ask help at ousinius discord since most modders hangs there for work and feedback, plus AAF was replaced with a new and open framework.

      Also, recently someone made a Gen 1 and 2 mod for Automatron on which could be useful for the existing assaultron mods to make use of it for animated heads if you are interested.

      This is still my go 2 mod for Robot Curie and post quest Ada, not only it is great but also fitting, though some of the CBBE DLC armors like Automatron's own Robo Armor doesn't work as it should be with the cbbe patch.
    4. halfandhalf11011
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      good to know there's a chance but for your sake i won't keep my hopes up
  8. XsupremeFrogX
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    Hello sir how can I make other skeleton compatible with Servitron because when I try to do it servitron becomes invisible. 
    1. 5133p39
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      Servitron is using a human skeleton, or more precisely its own copy of it which is included in the mod (should be inside "Servitron - Main.ba2" if you want to have a look at it).
      Anyway, i don't understand what do you mean by "make other skeleton compatible with Servitron".
      It makes no sense to me, because there is nothing to make compatible with anything, Servitron is using its own skeleton and that's that.
      What are you trying to do exactly?
  9. Kuryluz
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    I tried everything, uninstalling, reinstalling but the mod doesn't work, idk why, but it shows like there´s something missin, like a giant <!> can somebody please help me??
    1. Blaidd96
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      What mod manager are you using? I might be able to help if you're using Mod Organizer 2.
    2. 5133p39
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      An exclamation mark in place of where a robot, or some of its part(s), should be, indicates that the game was unable to find or load the mesh.
      Often the reason is that the respective NIF file is missing (make sure to install the "default meshes" optional package, or make sure you build the meshes from BodySlide using the other optional package).

      The order in which you install the packages may also matter, because the main file contains a lot of empty NIF files, which are intended to be replaced by actual NIF files found in the "Default meshes" optional package, or by NIF files built from BodySlide using the "BodySlide files" optional package.
      If you follow the instructions, installing everything in correct order, you should have no problems.
      But if you somehow deviated from the instructions, maybe letting the "main file" package's empty NIF files replace the actual NIF files installed/built later, or maybe if you didn't allow overwriting the "main file" package's empty NIF files with the actual meshes installed/built later, you would end up with missing meshes.
      Using a mod manager that utilizes its own virtual file system, can make these things confusing for less experienced users.
      A general advice would be to install "main file" package first, and other packages installed after (including building the meshes form BodySlide) must be allowed to overwrite any files from the "main file" package.

      I strongly recommend to carefully read the instructions, and do everything in order as listed.
  10. ZoeyKL
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    WA torsos don't seem to work properly no matter where in my load order they are.
  11. gregorystroup
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    1 Secourir Ada.
    2 Renvoyer Ada du groupe.
    3 Téléportation a Sanctuary (par exemple)
    4 poser l'atelier de création de robot.
    5 activer l'holotape Servitron.
    6 crée un servitron .
    7 invité Ada dans le groupe et allez la modifier .
    8 De rien ^^
  12. kaisodoodle
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    im not good with english, can you show how to install, its not working
  13. theopu123
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    Can you play as it? is there a way to make that happen?
  14. RoseSpark
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    So far, I am enjoying the mod and watching them fight deathclaws. However, it can't get them to wear other vanilla armor like the synth pieces, and I notice some got them to wear modded. Already have these "Servitron, Servitron - BodySlide Files, Servitron - Wearable Armors for AWKCR [ESP], Servitron - Wearable Armors - BodySlide Files" installed and used the holo tape.

    Do you merge everything as a single file or need to be its own thing for the plugins?

    Still overall am enjoying having a robo-maid army with their Metal pieces commander protecting the red rocket base.
  15. AriaSkies150
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    I managed to fix the gold texture issue.

    The problem was that the gold looked red and matte as opposed to shiny and gold.

    I've uninstalled some mods that fixed it for me, and I hope it works for you too.

    Mods I've disabled:

    Concealed Armour
    Dogmeat Backpack
    High Red DLC Black face fix
    Military vehicle retextured 
    Better computer teminals
    Nuka Gear CBBE 1.2
    Enhanced blood textures