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.
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 ]
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.
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].
Google has told me, I suppose the game only has x slots for mods, and thats the esp files? so then the ESL are like external mods for the games? But then that means that my game itself is esp? i usually mod a lot of visuals, not a lot of gameplay cheats
The ESL count is separate from the ESP count. They can be used together. The ESL type was added for players who maximize their ESP count so they can install more things.
You can install ESPs until you reach their maximum and then begin installing ESLs thereafter. Or simply install whatever happens to be provided; for example: if a mod only has an ESL but not an ESP, then go ahead and install that ESL even though you might not have reached the maximum ESP count.
[ it is actually a bit more complicated than what I explained above, but not likely to be an issue for you ]
I hope you win the lottery very soon. Thank you for the explanation, this is going to help me with MANY other games. I'm really appreciative, I cant thank you enough!!!!!
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.
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
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.
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!!!
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!!!
247 comments
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.
See the Description page for a list of My Other Mods in this "Settlement" series.
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 ]
Settlement Medic Bot LONDON: "Mister Medic" can be found Here.
Interact with the robot/pod to see if there is a way to adjust the healing threshold, above which the robot does not respond; try lowering it.
All your mods are great, seriously. Thank you.
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].
Please can we get alt firmware for the MedBot to shock Marcy as well?
But, basically, if you do not expect to have lots of mods installed, then use Settlement Medic Bot. Otherwise use Settlement Medic Bot - ESL.
The ESL count is separate from the ESP count. They can be used together. The ESL type was added for players who maximize their ESP count so they can install more things.
You can install ESPs until you reach their maximum and then begin installing ESLs thereafter. Or simply install whatever happens to be provided; for example: if a mod only has an ESL but not an ESP, then go ahead and install that ESL even though you might not have reached the maximum ESP count.
[ it is actually a bit more complicated than what I explained above, but not likely to be an issue for you ]
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.
[ love your avatar picture, wonderful choice ]