Please follow these basic troubleshooting steps before posting for support.
• Update the mod to the latest release and try again. The problem may have already been fixed. • Read the mod page. It may be a known issue, and there may be documentation about it. • Replicate the problem with a minimal load order. Load the game with this mod, and only it’s requirements. If the problem is fixed, you have a mod conflict. • If you added this mod to an existing game, try starting a new game and replicating the problem. Some mods will only take effect or work correctly when starting a new game. This is a limitation of the game.
Robots are now ONLY in the PlayerFriendFaction, CaravanFaction and their CaravanVendor Faction. This will minimise attacks between robots and settlers. Robots will still defend themselves and their caravans if attacked. Stop shooting them!
If Bunker Hill trader robots are invisible, please follow the instructions in the description. If provisioner logistics bots are invisible, destroy and recreate the supply line.
I really hope, that the comments will still be read by the author. First of all of course a big thx for this nice mod!
I've installed it for a long time now, but during the last times playing FO4 I had to realize that the robots very often do not keep up with the merchant and the guards, but usually only reach the merchant much later, when he has already taken up quarters in the settlement.
So the robots seem to be very slow or very slow to react (?). I would prefer if they stayed close to the merchant and the guards when wandering through the CW instead: That would be the actual meaning.
Oh, I see now. If this is the reason, the behavior of the merchants and the guards would have to be adjusted then. If they really ignore a fight, they're cowards like the Brahmin is. ;-)
Ok, but I now know for sure, that your mod is working in the correct way!
Sorry mate - the follow distances and aggression is hardcoded. For what it's worth - the guards do actually defend the caravans. It's just out of combat, protection legs are slow - so the guards catch up to the merchant a lot faster than the robot does. I assume their job is to protect the merchant, and not the robot.
In vanilla, you can find a dead pack brahmin in a short street leading north off Trinity Plaza. It's right outside a parking building, in which you can find two live raiders and one dead trader.
With this this mod (and no other) installed, it becomes a Mr Handy with provisioner packs, as you'd expect.
However, it's not a particularly dead-looking robot.
I'm running v3, but I'm pretty sure it was also in v2.
Yes. It uses the exact same spawn ID as a provisioner brahmin. I don't touch the location, or that spawn - so it should be dead on load - but clearly isn't. No idea if it's different in the Next Gen update either - that update went poorly for me.
TL;DR: Just shoot a round into it, or smack it with melee... it'll drop to the ground as intended.
Full story: It's a quirk of the game. Technically this happens because the original brahmin is "dropped" ...as it's designed to spawn in above the ground, and fall. In Fallout 4, as you approach an area, the things in that are begin to spawn in. I'm sure you've seen cars fall from the highways. The car spawned in just before the highway surface, and fell. Fallout has really cool physics... but it can be buggy sometimes due to spawns. In the case of the brahmin, they spawn it in above the ground so that it falls onto the pavement and looks more natural, and so it doesn't accidentally spawn in before the ground and fall through. They made a compromise with the physics of the game. So what's happening, is this replacer mod is spawning in the Mister Handy provisioner in place of the brahmin, but for some reason, it doesn't fall to the ground, as the brahmin does. The original bethesda developer of this scene with the raiders and trader and this brahmin must have spent some time fine tuning that encounter to avoid these kinds of bugs, but with a replacer mod like this one, no such fine tunning happened. Not because the author didn't want to, but because they simply didn't know they needed to.
This is the only issue I've ever had with this mod. The robot can be "picked" and dropped on the ground, but when returning to this area it'll floating in the air again. The best solution is to delete it using the 'markfordelete' command.
@Yagichan add "initially disabled" to that pack brahmin/robot and reference the NPC itself to itself in the EnableParent field. Since the actor is flagged disabled the game will override due to EnableParent priority.
This is a cool mod for sure, but I'm hoping to persuade the venerable Yagichan to create a new caravan mod. It seems faintly ridiculous that the Sole Survivor can establish settlements and create supply lines between them, but have zero control over them. My biggest issue is that stockpiles of armor and weapons can't be transferred between locations and are essentially marooned unless you scrap them. It would be awesome to have a mod where you can walk up to the caravan leader (has to be one of your assigned settlers) and say "take a random 2000 weight shipment of armaments to the other end of the supply line." (Probably by playing a holotape.) You could then either centralize all your items or distribute them to your settlements (for better defense or monetization). It'd be even more glorious to actually make a caravan have an "inventory" function that you could load yourself from the workbench, but that might require too much effort!-) Just a though...
I just had the strangest experience with this game and your mod in a long time. I was in Warwick Homestead and a lone Super Mutant Warlord (Base ID 0023D8C4) came visiting the settlement. He wasn't hostile (which is strange already) and none of the turrets, settlers or companions reacted to him. He stood at the bar for a while and then my provisioner Sentry Bot came in from Vault 88 with its Logistics Bot in tow. As soon as the Warlord noticed the Logistics Bot, he pulled out his minigun and started a fight with the Logistics Bot. Of course I shot the mutant, as I do not tolerate violence against my property.
So, what's the deal with mutants and logistics bots? Didn't he like the paint of the bot or what?
Btw, great mod. I never liked those pack brahmin, that always blocked the way and pushed people around. The only thing I changed, was to make the Logistics Bots invulnerable, so they aren't constantly destroyed.
First of all, I want to thank Yagichan for the mod! It's become a staple in my load order as soon as installed it! Thank you for your hard work!
Though I do have a problem, while it's not a big deal at all, I want to know if I'm the only one dealing with it.
While everything is mostly working as intended, Provisioners have their logistic bots, and Caravans have their automatrons, I often find caravans and their automatrons completely separated. Sometimes I'll find Trashcan Carla in my sanctuary, and her construction protectron eventually shows up, running after her LOL.
Anyway, thank you so much for the mod, and for taking the time to read this.
The do have a larger sandbox area to travel in, so it's possible to separate a bit. This usually happens when something picks a fight with the robot, and the Caravaneers decide to run, while the robot takes care of the bloatfly/stingwing/raider/ghoul or whatever was silly enough to annoy it.
I was in Goodneighbor on a new playthrough having added your add to my new character. I noticed a Mr. Handy named Idiot there. Isn't that the name of Doc Weathers' brahmin? Or one of those others? Was curious about it. I didn't see any of the vendors there, so not sure if its supposed to be there or a glitch or unrelated!
Still use this mod and it works wonders, although I just got this rare site of one of the guards with Lucas Miller accidentally shot the robot because of a bloatfly, causing the robot to become hostile and it became a fight between the robot, the bloatfly and Lucas and his guards. It soon detected me and I was forced to join in the fight (which didn't cause Lucas and the others to go hostile on me, so I was safe on that front) to knock it out and then ran away ASAP.
....switched profiles to a game in progress to test something, wasn't thinking, Logistics Bots exist but are invisible. Oops. They have collision, i can hear them, speak to them, etc - just invisible.
For the helluvit, before remaking the supply line(s) connected to that settlement, I did a "help 'logistics bot' 0" in the console, thinking maybe i could get the exact reference and reset it - and got well over 40 results o.O. I definitely don't have 40 supply lines lol. Could something be creating additional / bogus bots? Wondering now if some conflict could wind up flooding my world with bots over time....
130 comments
Please follow these basic troubleshooting steps before posting for support.
• Update the mod to the latest release and try again. The problem may have already been fixed.
• Read the mod page. It may be a known issue, and there may be documentation about it.
• Replicate the problem with a minimal load order. Load the game with this mod, and only it’s requirements.
If the problem is fixed, you have a mod conflict.
• If you added this mod to an existing game, try starting a new game and replicating the problem.
Some mods will only take effect or work correctly when starting a new game. This is a limitation of the game.
Thank you for sharing your excellent new mod with the Nexus Mods Community!
We like it so much we're going to promote your mod on our Social Media.
Look out for your mod appearing on our Facebook or Twitter over the next few days!
Keep up the awesome work!
- Nexus Mods Staff
Robots are now ONLY in the PlayerFriendFaction, CaravanFaction and their CaravanVendor Faction. This will minimise attacks between robots and settlers. Robots will still defend themselves and their caravans if attacked. Stop shooting them!
If Bunker Hill trader robots are invisible, please follow the instructions in the description.
If provisioner logistics bots are invisible, destroy and recreate the supply line.
I really hope, that the comments will still be read by the author. First of all of course a big thx for this nice mod!
I've installed it for a long time now, but during the last times playing FO4 I had to realize that the robots very often do not keep up with the merchant and the guards, but usually only reach the merchant much later, when he has already taken up quarters in the settlement.
So the robots seem to be very slow or very slow to react (?).
I would prefer if they stayed close to the merchant and the guards when wandering through the CW instead: That would be the actual meaning.
What could be going wrong here?
Thank you very much and best regards!
thank you so much for this fast reply!
Oh, I see now.
If this is the reason, the behavior of the merchants and the guards would have to be adjusted then.
If they really ignore a fight, they're cowards like the Brahmin is. ;-)
Ok, but I now know for sure, that your mod is working in the correct way!
Best regards.
Am I able to adjust the follow settings anywhere?
With this this mod (and no other) installed, it becomes a Mr Handy with provisioner packs, as you'd expect.
However, it's not a particularly dead-looking robot.
I'm running v3, but I'm pretty sure it was also in v2.
Full story: It's a quirk of the game. Technically this happens because the original brahmin is "dropped" ...as it's designed to spawn in above the ground, and fall. In Fallout 4, as you approach an area, the things in that are begin to spawn in. I'm sure you've seen cars fall from the highways. The car spawned in just before the highway surface, and fell. Fallout has really cool physics... but it can be buggy sometimes due to spawns. In the case of the brahmin, they spawn it in above the ground so that it falls onto the pavement and looks more natural, and so it doesn't accidentally spawn in before the ground and fall through. They made a compromise with the physics of the game. So what's happening, is this replacer mod is spawning in the Mister Handy provisioner in place of the brahmin, but for some reason, it doesn't fall to the ground, as the brahmin does. The original bethesda developer of this scene with the raiders and trader and this brahmin must have spent some time fine tuning that encounter to avoid these kinds of bugs, but with a replacer mod like this one, no such fine tunning happened. Not because the author didn't want to, but because they simply didn't know they needed to.
Many thanks for that; it's good to find what is (or in this case, isn't) happening.
Re: BethSoft coding. They spawn the actors before the scenery? Good grief!
Thank you!
So, what's the deal with mutants and logistics bots? Didn't he like the paint of the bot or what?
Btw, great mod. I never liked those pack brahmin, that always blocked the way and pushed people around. The only thing I changed, was to make the Logistics Bots invulnerable, so they aren't constantly destroyed.
Though I do have a problem, while it's not a big deal at all, I want to know if I'm the only one dealing with it.
While everything is mostly working as intended, Provisioners have their logistic bots, and Caravans have their automatrons, I often find caravans and their automatrons completely separated. Sometimes I'll find Trashcan Carla in my sanctuary, and her construction protectron eventually shows up, running after her LOL.
Anyway, thank you so much for the mod, and for taking the time to read this.
For the helluvit, before remaking the supply line(s) connected to that settlement, I did a "help 'logistics bot' 0" in the console, thinking maybe i could get the exact reference and reset it - and got well over 40 results o.O. I definitely don't have 40 supply lines lol. Could something be creating additional / bogus bots? Wondering now if some conflict could wind up flooding my world with bots over time....