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uqhxm571

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uqhxm571

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36 comments

  1. Xanthus2024
    Xanthus2024
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    • 0 kudos
    Happens to me all the time. I'm almost 💯% sure this f*#@ing glitch made its way into the next-gen version. 
  2. CaporegimeMarcus
    CaporegimeMarcus
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    The solution here by AirHippo worked for me: https://forums.nexusmods.com/index.php?/topic/6695582-automatron-visual-glitches-after-modyfing-robot-companion/

    1) Open console.
    2) click affected character and ensure refid is visible.
    3) Disable character using command "disable" without speech marks.
    4) If character disappears, ensure refid is still visible and then close console.
    5) Fast travel or otherwise move to other, non-loaded cell.
    6) Wait a minute or so to ensure old cell is unloaded from memory.
    7) Open console. Refid should still be visible.
    8) Re-enable character using command "enable", again without speech marks.
    9) Enter command "moveto player" as above.
    10) Character should now reappear with no visual errors.
    11) Close console and save game.

    Just thought you might like to do it as well if, like me, only a single automatron was bugged.
    This is still a useful mod if you can't be bothered to do this for each and every one of your created automatron.
    1. Arnaeus
      Arnaeus
      • supporter
      • 9 kudos
      Thanks for that. I did that with Ada. Still keeping that mod installed though. I'm too lazy to do that with every random robot. xD
    2. Miraak313
      Miraak313
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      • 3 kudos
      thank you. I hope it doesn't eventually reappear but if it does, I now know the fix.
    3. soku12
      soku12
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      • 0 kudos
      Putting a glitched robot in a robot workbench and previewing a different head works for me as well
    4. ww2steel
      ww2steel
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      This process (the directions above) can reset the automatron to stock (base protectron), just like the cell reset provisioner bug. Save first (duh).
    5. TechnoMonkeyDJ
      TechnoMonkeyDJ
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      You're a god
    6. batuace
      batuace
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      • 42 kudos
      disable and then just enable right away worked for me... i hope someone find the origin of this and fix it for good... i'm searching and searching for the culprit in fo4edit to no avail...
    7. clukskin
      clukskin
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      • 5 kudos
      This method worked for me. Kudos given <3
    8. Sursion
      Sursion
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      Nonsense. Just click Ada (or whatever you want to disable) and type disable. Then just type enable again with the console still open. Fast travelling around and teleporting them to you is completely pointless. If disable/enable doesn't fix the issue, fast travelling then enabling isn't going to fix it.
  3. batuace
    batuace
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    ok guys i think i found it, i did this change in fo4edit, is very easy, y just reverted to the original form of the automatron esm (activator category) into any plugin that is lower in the load list than the unoficial patch, so it overrides it, without deleting it, as a manner of "backup" just in case it messes anything else, i mean there should be a reason the guys of the unificial patch made that edit... but after doing that change, went to the affected save, disabled the robot, enabled it right away... and the sparky thing never came back... played for hours, went into other cells, fast travel, exit the game, load the game, none! the spark is gone... i'm still testing it, but after hours of testing i have not noticed any bad results, i mean, that record came with the original DLC so it cant be that bad right? (here is the edit image, the author of this mod can include it in a plugin if he so wishes or do whatever with it, i just wanted to share)
    https://i.postimg.cc/HkxmqQz0/Captura.jpg

    it also fixed the horrible increasing stutter when having a robot companion or a ridable bot.
    1. uqhxm571
      uqhxm571
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      • 5 kudos
      Thank you for posting this information. :)
      Would like to make it a working mod but this is way beyond my knowledge.
    2. batuace
      batuace
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      • 42 kudos
      an update, the bug is gone after playing a while, but once you go back to modify a robot in a workbench, is present again, now it doesnt stalk you, like, appearing every time, but it appears afer you use the workbench... i really dont have any more ideas...
    3. wyeskyrul
      wyeskyrul
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      • 1 kudos
      can you please make this into a mod, i really dont know how to use fo4edit...
    4. Ionutro
      Ionutro
      • supporter
      • 9 kudos
      So you're telling me that the Unofficial Patch is responsible for this bug?
    5. TurboSoggy24
      TurboSoggy24
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      • 1 kudos
      It does seem to be the Unofficial Patch that causes this now that I investigate
  4. ericwu102
    ericwu102
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    • 8 kudos
    For anyone still bothered by this issue, I resolved this issue for myself without console commands and removed this mod to verify that my solution works. I am of course still very grateful to uqhxm571 for this fix

    For any bot that is having this light spark glitch:

    1. Go to a Robot Workbench and select the glitching bot

    2A. If the bot uses ANY Shock Claw weapon variant (left hand, right hand, assaultron, etc), remove/replace it then exit the Workbench

    2B. If the bot already has no Shock Claw at all, don't do anything and simply exist the Workbench

    2C. If your cursor has ever scrolled through the weapons menu and looked at (yes, even looking counts) any of the Shock Claw variants while working on the bot, exit the Workbench and repeat steps 1 and 2B

    3. Fast travel away then back to make a manual save

    The light spark should go away the next time you load the manual save.
    This was tested on 3 separate playthroughs.

    I can explain in another post why this fix works if anyone is interested. Long story short, I believe it's something related to how flags/labels work in the game engine~~
    1. madpaddy
      madpaddy
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      • 94 kudos
      Nice job mate thanks for sharing your find...
    2. ericwu102
      ericwu102
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      • 8 kudos
      Hope it helps, mate

      Regards from Taiwan
    3. Valzryk
      Valzryk
      • member
      • 186 kudos
      I would like to hear why this fix works if you don't mind me asking. Was 1 of the few reasons I stopped playing Fallout 4 besides the Brown face bug.
    4. Pileggi
      Pileggi
      • member
      • 3 kudos
      Nice fix thanks. This works in survival mode too just do it in sanctuary; go to root cellar in sanctuary for step 3, save on the bed and close the game.

      When you reload and walk outside it should be gone you can then save on another bed in sanctuary, not had it return yet so I think its gone atl east until I mod my Codsworth again lol. 
    5. Ionutro
      Ionutro
      • supporter
      • 9 kudos
      Doesn't work.
    6. Ionutro
      Ionutro
      • supporter
      • 9 kudos
      Website just double posted. No idea why.
  5. Enesin
    Enesin
    • member
    • 0 kudos
    I'm using this because I simply think a constantly sparking claw is silly. It sparks when it's used, and not as a constant night light.
  6. LordSchnoesel
    LordSchnoesel
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    • 0 kudos
    Please can someone tell me the files in xEdit that affect the sparks or red sentry light ?
    1. DetectiveSquatch
      DetectiveSquatch
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      https://www.nexusmods.com/fallout4/mods/17518
  7. ShadowHunter12
    ShadowHunter12
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    • 1 kudos
    Does this also perhaps affect phantom mr handy thruster plumes that seem to show up in a similiar manner?
  8. SZ818
    SZ818
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    • 8 kudos
    This bug is a bit similar to Skyrim's Atronach perk swirling effect "bug".  Without going too much into detail comparing both, a similar solution to this would be to remove the spark effect via xEdit, since the effect (spell?) is the bugged one. If you just replace the model file, you will only be fixing this at a superflous level, since the effect would still be active and stacking albeit now invisible. 
    1. gargantua9x
      gargantua9x
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      what is the name of the bugged spell effect in xEdit?
  9. Wuique
    Wuique
    • supporter
    • 11 kudos
    does it fix the sentry light aswell?

    https://prnt.sc/luaoj0

    Thanks,
    Wuique
    1. uqhxm571
      uqhxm571
      • supporter
      • 5 kudos
      That fix is in my other mod.
      It will get rid of the sentry light for good.

      https://www.nexusmods.com/fallout4/mods/17518?tab=files

      Dowload the "SentryBot Face Light remover" file.
  10. 794215001
    794215001
    • supporter
    • 3 kudos
    Thanks for sharing man, its been bothering me for a while. Did you also encounter sever FPS drop when having this issue by using that mod on sentry bot?

    please advise,

    thanks
    1. uqhxm571
      uqhxm571
      • supporter
      • 5 kudos
      The moment this bug occurs in a robot it seems there isn't anyway to get rid of it.
      If you make a fast travel or switch a part in the robot workbench the issue goes away, only for that game time.
      After reloading the game the matter will stay there again.
      This spark bug sustains even after the robot has self destroyed by dialogue.

      So this mod makes the spark bug unseen, but it doesn't make the request of the sparks to stop.
      The called meshes will still stack over and over under that robot's feet and resulting FPS drops, but lesser than usual.

      And yeah, I used a sentrybot as a companion for a long time and still, when you load a saved game the FPS drops are noticeable.
      Though it drops less than having the sparks around.