Fallout 4

File information

Last updated

Original upload

Created by

Athelbras

Uploaded by

Athelbras

Virus scan

Safe to use

239 comments

  1. Athelbras
    Athelbras
    • premium
    • 539 kudos
    Locked
    Sticky
    Settlement Medic Bot

    Mr. Medic robot which provides medical aid within a Settlement.

    NOTE: The main download is for the .ESP file; an .ESL version is also available. Install one or the other, not both.
    NOTE 2: See the Description page for links to other downloads in my "Settlement" mod series.

    NOTE: Mods that remove the Miscellaneous workshop sub-category from the Structures category will conflict with this mod. In which case, you will not be able to build Mister Medic's station pod, and hence not be able to use this mod.

    If you use Nexus Mod Manager (NMM) to install mods and patches, go get the newest version found Here.
    1. Athelbras
      Athelbras
      • premium
      • 539 kudos
      Locked
      For those who might be interested ...

      See the Description page for a list of My Other Mods in this "Settlement" series.
  2. Athelbras
    Athelbras
    • premium
    • 539 kudos
    Locked
    Sticky
    Compatibility Warning ...

    There might, or might not, be a compatibility issue when using this mod with the Horizon mod.

    The potential conflict involves Horzion doctors supposedly not working correctly. So players are advised to either not install this mod with Horizon, or to uninstall this mod if Horizon is being used, or else create a saved game to fall back to before using this mod with Horizon in case problems arise.

    [ if you know something about this problem, then please post with details so that it is better understood ]
  3. AmatsuUni1602
    AmatsuUni1602
    • member
    • 0 kudos
    this is a great mod and it will be cool if he can be recruited as a follower so he can heal me anytime if I ran out of stimpaks lol
    1. Athelbras
      Athelbras
      • premium
      • 539 kudos
      He is scripted to be a settlement medic, so not available as a follower.
    2. Athelbras
      Athelbras
      • premium
      • 539 kudos
      I will give thought to the idea of providing a follower like Mr Medic, but no promises / guarantees.  Thank you for the suggestion.
    3. vvk78
      vvk78
      • member
      • 79 kudos
      The medicbot needs to be charged, so it makes sense it will only roam close to its medicpod/station.
      I feel having such a healer bot always following the player, would make combat boring.

      But I have a suggestion and request:

      * Can you provide an optional file that can Summon this MedicBot anywhere?

      There can be some restrictions/options of course, e.g.,:
      * player must not be in combat when trying to Summon MedicBot,
      * the summoned medicbot will stay around only for 30seconds or 1minute after being summoned (and then disappear back to its settlement; player would need to set up a medicbot in a settlement first, for the Summon MedicBot feature to be enabled) - this allows only enough time for medicbot to heal player and nearby companions, and it disappears after doing this basic duty
      * medicbot will heal only if player HP or companion HP is below 50% - otherwise stimpaks would be rendered useless
      * 15mins cooldown for each summon,
      * crippling wounds and radiation cannot be healed by medicbot but it can give some Painkillers and RadAway instead
      * customizable hotkey to Summon MedicBot
      * all these options can be configured and toggled via MCM

      I would consider this summonable medicbot like a field nurse in a battlefield during wartime, and it would be perfect for a survival playthrough.
  4. NaIlkaiserBeretta
    NaIlkaiserBeretta
    • member
    • 0 kudos
    can it be modify with the robot workbench?
    1. Athelbras
      Athelbras
      • premium
      • 539 kudos
      Probably not, since I did nothing to explicitly allow it.  Likely because I never thought of that idea.
    2. NaIlkaiserBeretta
      NaIlkaiserBeretta
      • member
      • 0 kudos
      can you give it a try as just optional, i thought it be fun to give it the shoulder launcher cluster bomb from the maid & MAID Assaultron Head Laser Ability mod so it can be a battle medic,but were disappointed when it didnt show up on the workbench as target
  5. fofreak88
    fofreak88
    • member
    • 1 kudos
    i fell from the sky. the cute thing ran right over and repaired me. best girlfriend i never had. 1.000.000 level immersion!
  6. J4ckH4mm3r
    J4ckH4mm3r
    • member
    • 5 kudos
    I downloaded all your robots and i must say theyre fantastic. Not a single issue, each one works like if were part of the vanilla game... or not, considering how buggy is the vanilla game, lol.
    1. Athelbras
      Athelbras
      • premium
      • 539 kudos
      Apologies, I have been extremely remiss in replying to posts.  Life's troubles and all that.  So, please accept this unforgivingly late THANK YOU for your very kind post.  Truely appreciated!!!
  7. bridgitte
    bridgitte
    • member
    • 4 kudos
    I love your mods - thanks so much for sharing
    1. Athelbras
      Athelbras
      • premium
      • 539 kudos
      Apologies, I have been extremely remiss in replying to posts.  Life's troubles and all that.  So, please accept this unforgivingly late THANK YOU for your very kind post.  Truely appreciated!!!

      [ love your avatar picture, wonderful choice ]
  8. eldiabs
    eldiabs
    • premium
    • 157 kudos
    I don't know why the med bot in Sanctuary keeps shocking Mama Murphy unconscious over and over again but it's f'ing hilarious. More of a feature than a bug at this point.

    All your mods are great, seriously. Thank you.
    1. Athelbras
      Athelbras
      • premium
      • 539 kudos
      Thank you for your very kind post.  Truely appreciated.

      Did you install a mod that changes Momma Murphy in some way, in any way at all?  If so, which one?

      Also, if interested, you could send me a saved game to investigate, since that problem does not normally happen.  Your character should be standing in Sanctuary (assuming Momma Murphy is there), not be in combat, and not be chatting with an NPC.

      Saved games are in \Documents\My Games\Fallout4\Saves with .FOS as the extension.  It should be a "full" saved game, not a "quick" save.  Upload it to somewhere I can grab it from with instructions on how to do that, or email it as an attachment to: [email protected].
  9. cbenji211
    cbenji211
    • supporter
    • 2 kudos
    I love all your mods! It would be awesome to see the idle options for the other bots as well. Id much rather the medic and Law bots Idle in the pods
  10. BHAitken
    BHAitken
    • premium
    • 0 kudos
    The bot mods won't start.

    I use a collection of your bots, the Medic, Repair, Gardener and Security bot.  BUT, quite often I will start a game and your mods won't initialize.  The robot can be found, but I cannot access them and their missions never appear in my data section.  Troubling.
    1. Athelbras
      Athelbras
      • premium
      • 539 kudos
      That is unfortunate.  Something you installed is most likely causing the problem.  I use a very simple quest script which always begins running immediately and automatically when its mod is present for the first time during play.  It then simply runs quietly in the background waiting for certain conditions to be true before presenting itself: exited Vault 111 and now in the outside world (or in the outside world via an alternative start mod), not in combat, and not in conversation with an NPC.  That's it -- very simple with no way for that script to fail unless disrupted by something else.

      In the past, the problem has often been because Vortex is used to install one of my mods, with Vortex then failing to actually activate/enable my mod after doing the install.  Other times it has been due to a buggy alternate start mod which confuses the game's internal status information. Occassionally, reinstalling my mod resolves the issues.

      One approach to discovering the root cause is to begin temporarilly disabling other mods and patches one-by-one, or in small groups, to discover which install(s) when disabled allow my quest to present itself.

      An opposite approach is to set things up in a way that helps you discover what is causing the conflict by enabling installs one-by-one or in small groups, instead of disabling, to see which one when enabled causes the problem to occur.  Here are those steps:

      (1) use a mod manager to temporarilly disable *all* mods and patches and DLCs except the base-game plus whichever of my mods is not working properly ... but if you use a body mod of some kind, then you will probably need to keep that body mod and its patches enabled.

      (2) create a brand new character to play from the very start of the game.

      (3) play though the original Vault 111 portion of the game but stopping just before exiting Vault 111 for the first time.

      (4) create a saved game before entering the elevator to leave Vault 111.

      (5) exit Vault 111 to verify that my mod presents itself within a minute or two of being in the outside world.

      (6) if my mod's quest does *not* present itself, then provide that saved game to me for investigation.

      (7) if my mod's quest does present itself, then use that saved game to discover which mod / patch / DLC prevents the quest from appearing when that mod / patch / DLC is re-enabled and active while leaving Vault 111.
    2. Athelbras
      Athelbras
      • premium
      • 539 kudos
      An alternative approach is to provide a saved game for investigation ... which I might or might not be able to do anything with, depending on the mods and patches you have installed.  The game will dynamically try to fix things if/when something is no longer installed, and fairly often does so successfully which enables me to investigate.  But sometimes not, in which case the saved game can't be loaded by me.

      But when successfully loaded, at best I will only be able to determine whether or not my mod's quest presents itself when I use that saved game with a fresh install of the base-game plus only my mod installed.  If the quest does appear, that merely confirms that something else you installed is causing the problem -- with no way for me to discover which one.

      Your character should be standing in Sanctuary, not be in combat, and not be chatting with an NPC.

      Saved games are in \Documents\My Games\Fallout4\Saves with .FOS as the extension.  It should be a "full" saved game, not a "quick" save.  Upload it to somewhere I can grab it from with instructions on how to do that, or email it as an attachment to: [email protected].
  11. gintasdzhy
    gintasdzhy
    • supporter
    • 0 kudos
    Hi, i love this bot, https://medal.tv/games/fallout-4/clips/5KgI11XaR36PH/d1337Xo8JcnR?invite=cr-MSxpdnIsMzQ3MTEzMDYs its amazing as you see. But i have problem and i don't know how to fix it Im not sure 100% if im pointing at right place. 

    Im using Horizon 1.8 and all medics now not working except Bot. Started fresh new save done 30h game play just around north Commonwealth (playing survival with bleeding is hard) finally got in settlements doctors.. they don't work as they have to. So what happend as i think that Bot changed Horizon healing systems and now I can cure myself just with chems. I did try to disable Bot mod, but yeah... didn't helpt a lot. Is there anyway to make Bot work with horizon, and downgrade it to heal till 50-70%. Maybe bigger price to build or make it just 1. 
    1. Athelbras
      Athelbras
      • premium
      • 539 kudos
      I do not understand what you mean by "they don't work as they have to". So please answer *all* of these questions as best you can with details ...

      1 )  are Horizon's doctors not working correctly because they are not healing settlers, or because they are not healing you, or because they are not healing settlers and you?

      2 )  did you have both Horizon and this mod installed from the beginning, and Horizon's doctors never did any healing at all?

      3 )  or did you instead install this mod for an existing saved game, and Horizon's doctors were healing correctly before you did that install, and you saw them actually do some healing?  If so, did they heal settlers, or you, or both?

      4 )  when Horizon's doctors suddenly stopped healing, did they stop healing completely and so healed nobody at all?

      5 )  or did Horizon's doctors only stop healing specific individuals (settlers and/or you) after those individuals were healed by Mr Medic?

      6 ) if your answers to questions 1 through 5 above do not explain what you mean by "they don't work as they have to", then please provide more information (detailed information) about what Horizon doctors are not doing that you believe they should be doing ...
    2. gintasdzhy
      gintasdzhy
      • supporter
      • 0 kudos
      1. There is no pop up options of healings, designated settlers and original doctors
      2. Yep, and took me a while to see this problem 
      3. Before the Medic Bot i never had problem, so I think thats the thing
      4. From the begining as i first time spoke with the doctor 
      5. As i said horizon doctors gives options what to heal (rads, health and so on)
      6. -

      https://medal.tv/games/fallout-4/clips/6ANWA8sQNO6I4/d1337l1DcCAS?invite=cr-MSxUbmssMzQ3MTEzMDYs 

      Im not sure 100% that is medic bot makes this issue but as far i can tell, first time i play with it and yet i have the problem.  

      P.s. Doctors doesnt drop the pop up to choose healing, but  wheel chair works perfect. 
    3. Athelbras
      Athelbras
      • premium
      • 539 kudos
      I do not see anything wrong in that video where you are talking to the doctor:

      At the start, he fixes your broken bones, and that is fine.  You then still have radiation poisoning and your health is low because of that radiation.  Your health can't be healed until the radiation poisoning is cured -- so the dialog option for healing is not yet available (i.e. gray text).  You then ask him to cure your radiation sickness, which he does.  Your health could then be healed, so his healing dialog option became availble (i.e. white text).

      All of which is/was perfectly normal.  So I see no problem or bug there. The video does not show if you then asked for healing or what happened when you asked.

      [ or is there something that I am still not understanding about this? ]
    4. gintasdzhy
      gintasdzhy
      • supporter
      • 0 kudos
      Thats the thing, he doesnt fix anything. When you speak with the Horizon doctor it drops the pop-up and then you see prices and etc.
      The Doc should drop the same pop-up as chair did. So its strange... 
      https://medal.tv/games/fallout-4/clips/6GYu4qJsfT4AZ/d1337TPsUJHC?invite=cr-MSxjRGgsMzQ3MTEzMDYs

    5. Athelbras
      Athelbras
      • premium
      • 539 kudos
      Well, I have no idea what that doctor's scripting is actually doing in terms of dialog selections and pop-ups to display, and under what conditions things can happen or not happen.

      In terms of basic healing, the only thing that I can think of that would be a conflict with this mod is if Mr Medic's healing somehow causes Horizon's scripting to decide the individual then never needs healing no matter how badly hurt that person might be ... but I doubt that is the problem (but I might be wrong) and I instead suspect that something else is the root cause (e.g. Horizon bug or conflict with something else that you installed).  And this is not just a simple dialog conflict since this mod has no dialog handling and hence can't cause any kind of dialog conflict.

      So at this point there is unfortunately nothing that I can do.  It needs an Horizon developer to investigate their scripting (perhaps using your saved game for testing) to hopefully discover what is happening and why their Doctor isn't doing what you think he should be doing. But they might not be interested at all because they provide doctors and that makes this mod not needed.
    6. gintasdzhy
      gintasdzhy
      • supporter
      • 0 kudos
      Thanks for yoru time. By the way it seems you make great mods, keep it up!
  12. Webmetz
    Webmetz
    • premium
    • 36 kudos
    Well Sims Settlements 2 Chapter 2 just dropped.  They added a new mechanic 


    • The sudden explosion in population you've helped encourage has brought with it pollution and disease. You'll need to encourage cleanliness, and bring medical services to bear to keep your settlements from being overrun by the invisible toxins of the Wasteland.
    • New building classes and disease mechanics add another layer of depth to settlement mechanics.

    Possibly I could see a patch being made for the Medic bot to make it help somehow in combating the disease.  Treating it as a Cleanliness resource, and curing diseases on companions/settlers.
    1. Athelbras
      Athelbras
      • premium
      • 539 kudos
      My preference is to provide mods which are independent of others, and to not release patches that create such a dependence (the exception potentially being to resolve a conflict that breaks one of my mods).