For those that have already lost the Professor in some way, try this series of commands while in game:
"~" To bring up the console "prid d5221" This will select him "enable" To make sure he hasnt despawned "moveto player" To move him to you in case he's wandered away "resurrect" To bring him back to life if he's dead
Remember "moveto player" is key, as using "player.placeatme" will spawn a new copy of the npc that isnt tied into its normal scripts and functions.
Now that he's still alive, can you make him STFU sometimes? Not completely quiet (I could do that...), but just talks less often. (I tried and failed.)
Thanks so much for this man. I was heartbroken when this guy went missing, having him back is gonna do wonders for everyone's morale. Here you deserve a reward. [200 caps added]
Could it be possible to make him a settler so he could be set as a provisioner? It would be cool to have him travel around the wasteland spreading his peace
I normally didn't have a problem with Prof. dying because I could select him with the console and buff his stats, but his disabling himself whenever you leave is so frustrating as he's a pretty rad fellow and adds a great ambiance to the farm. I'm trying this mod but regardless if it works or not, thanks.
No but it will make sure after you do resurrect him it doesnt happen again Open up the console and try this to bring him back (taken from an earlier post...may have to make it a sticky)
prid d5221 (this will select him) enable (to confirm he's still in-game if his corpse has been despawned) moveto player (to pull him over to you from wherever he may be) resurrect (to bring him back to life)
MOVETO PLAYER is the important bit; placeatme is for spawning new items but 'moveto' will set his position data (X, Y, and Z) to match another target's (in this case, yours, the player).
Hello! Goodfeels basically is the #1 reason I decided to move out of Sanctuary, and the disabling thing is killing me I mean, I could remember its id by heart and use the command every time I teleport home, but.... I'd rather not? So, a question to you as to someone who works with all these scripts and such - is it possible to disable the one that disables Goodfeels? Delete a file or rewrite something in it so it doesn't ever disappear?(
So he keeps disabling himself? New one for me, usually it happens once if you dont use the console on your first visit. I did find the script that does this, and have a version with it disabled...Havent really tested it though to see if theres any negative effects to totally disabling it. Here's a look at the script - I think it literally just disables him on unload of the area if the workshop at the Co-Op is'nt owned by you.
scriptName DN129WorkshopOnUnloadDisable extends Actor
;-- Properties -------------------------------------- objectreference property SunshineTidingsWorkshopREF auto actorvalue property WorkshopPlayerOwned auto
function OnUnload() if (SunshineTidingsWorkshopREF.GetValue(WorkshopPlayerOwned) > 0.000000) self.Disable(false) endif endFunction
I cant find, or think of, any negative effects to not having it attached. Only thing I can think of as to why its even linked is to disable him until you owned the workshop so he didnt get killed, but the trigger to bring him back after your first visit is broke (and what causes the error sometimes). I'll upload the other version if people would like to try it out and see if it breaks anything.
Well, I restricted my own access to Steam because of my finals like a month ago, so I am not 100% sure about this... From what I remember I "liberated' Co-op from the ghouls during a quest, which means the workshop became mine, and left. When I came back, Goodfeels was missing. I googled the problem and confirmed that the command works. There would be no reason for me to disable it again. This means that when I left for the second time the workshop belonged to me and Goodfeels was enabled. Still, he disappeared again. I will be able to take a closer look at its behaviour in a couple of days, maybe it won't disappear this time. The thing is that I read somewhere that it disables when you don't wisit Co-op for a couple of hours - which is true in my case but not backed by the script you found. Anyway, thank you, looking forward to your script and hoping Goodfeels stops disappearing) (Also, now that we know how this script works, its existence seems even weirder tbh)
The game itself is known to have issues remembering whats up with settlements when you're gone for a few days. Usually its more related to to # of settlers, food, defense, etc i think. Would not be hard to speculate the fun a script like this would cause if the game cant always remember if you own the workshop.
Yup, I've played for a couple of days and it always disappears. I can continue testing this for a lil while because there is a chance it may've been fixed in yesterday's patch, but I think I'll have to ask for your help with the script in the end
I didnt see any changes to the Professor in the new patch when I looked threw it. May want to try the test version and see if that fixes it. It removes the script that im pretty sure causes it. I think Beth had it in place so he wouldn't die when you weren't at the Co-Op, with him being essential that's not an issue
set him to "guard" on the terminal, after clearing out the settlement from ghouls, I set him back to groooooovy. went to sanctuary to tell preston that settlement is ours, went back to settlement to build stuff, robot is gone, using terminal says no unit is nearby. its like he died. but he is essential now, and should be on groovy walking around the settlement. how do I find him?
I followed him all the way to Hesters took like almost two hours because he wouldn't stop dying so I finally just set his health to 10000000 with the console, then when I reached it I found out that a mod made every robot without a special model be invisible and invulnerable so I did a fresh install of FO4 (I needed to anyway) and my saves for the last 24 hours of game time were corrupted.. sucked balls.
67 comments
"~" To bring up the console
"prid d5221" This will select him
"enable" To make sure he hasnt despawned
"moveto player" To move him to you in case he's wandered away
"resurrect" To bring him back to life if he's dead
Remember "moveto player" is key, as using "player.placeatme" will spawn a new copy of the npc that isnt tied into its normal scripts and functions.
Now that he's still alive, can you make him STFU sometimes? Not completely quiet (I could do that...), but just talks less often. (I tried and failed.)
That would be far out.
[200 caps added]
But ya definitely possible.
Open up the console and try this to bring him back (taken from an earlier post...may have to make it a sticky)
prid d5221 (this will select him)
enable (to confirm he's still in-game if his corpse has been despawned)
moveto player (to pull him over to you from wherever he may be)
resurrect (to bring him back to life)
MOVETO PLAYER is the important bit; placeatme is for spawning new items but 'moveto' will set his position data (X, Y, and Z) to match another target's (in this case, yours, the player).
Hope this helps
Goodfeels basically is the #1 reason I decided to move out of Sanctuary, and the disabling thing is killing me
I mean, I could remember its id by heart and use the command every time I teleport home, but.... I'd rather not?
So, a question to you as to someone who works with all these scripts and such - is it possible to disable the one that disables Goodfeels? Delete a file or rewrite something in it so it doesn't ever disappear?(
I did find the script that does this, and have a version with it disabled...Havent really tested it though to see if theres any negative effects to totally disabling it.
Here's a look at the script - I think it literally just disables him on unload of the area if the workshop at the Co-Op is'nt owned by you.
I cant find, or think of, any negative effects to not having it attached. Only thing I can think of as to why its even linked is to disable him until you owned the workshop so he didnt get killed, but the trigger to bring him back after your first visit is broke (and what causes the error sometimes).
I'll upload the other version if people would like to try it out and see if it breaks anything.
From what I remember I "liberated' Co-op from the ghouls during a quest, which means the workshop became mine, and left. When I came back, Goodfeels was missing. I googled the problem and confirmed that the command works. There would be no reason for me to disable it again. This means that when I left for the second time the workshop belonged to me and Goodfeels was enabled. Still, he disappeared again.
I will be able to take a closer look at its behaviour in a couple of days, maybe it won't disappear this time. The thing is that I read somewhere that it disables when you don't wisit Co-op for a couple of hours - which is true in my case but not backed by the script you found.
Anyway, thank you, looking forward to your script and hoping Goodfeels stops disappearing)
(Also, now that we know how this script works, its existence seems even weirder tbh)
I think Beth had it in place so he wouldn't die when you weren't at the Co-Op, with him being essential that's not an issue
Try "prid d5221" to select him, then "enable" to bring him back.