'... ensure that each item can be walked to easily: do not fully enclose ground-level items with obstacles, build appropriate ramps or stairs to things that are up high, and items that are raised a little above ground should ideally not be elevated more than 10 or 15 feet (usually no need then for stairs or ramps)."
Okay so definitely doesn't work? Because below you also put
• Mr Mechanic may not always be able to travel to a broken item in order to make repairs. The robot may instead have difficulty figuring out how to get from one place to another. When that happens the item will be repaired automatically. Activate the Station Pod to issue a "reset" if Mr Mechanic ever becomes completely stuck or confused.
So it won't still automatically repair it if he can't reach it?
As stated on the description page, and in your own post above ... the robot fixes things even if they are not reachable.
"Mr Mechanic may not always be able to travel to a broken item in order to make repairs. The robot may instead have difficulty figuring out how to get from one place to another. When that happens the item will be repaired automatically."
My reply to the original poster is/was intended to clarify what to do to minimize the robot's travel troubles.
If you look above to see how many endorsements this mod has, and how many downloads there have been, it should be fairly clear that this mod works correctly.
So perhaps you installed something else that conflicts with this mod. Or perhaps -- as has been suggested below -- you might need to install Creation Club Delayed in order to have this mod's initial quest trigger if you installed a lot of Creation Club content. I do not use CC content, so am not familiar with the potential for CC content to hinder the startup of other quests.
Uso = Unlocked Settlement Objects, to be clear, am not saying "its not working"... Am just saying its not showing up in the building menu unter the category you're written down. It must be because of USO, USO changes the whole categories (its a bad thing about the mod) but gives alot of creativity when it comes to build something. SO my question was only if you ever had any report with the topic of USO.
Ah, thank you for the clarification. I misunderstood your post. I am not familiar with USO. And I do not think anyone else has ever posted about USO before.
Perhaps USO retained subgroupings, and Mr Mechanic's station pod can still be found somewhere under a different category?
Can you Please tell me and others where you found it? was randomly searching around for it and had no luck for where repair and Medic got put in USO knew they moved it but cant figure out where lol.
Edit: Had no Luck Finding them inside of USO's Menu's, But Settlement Menu Manager actually has an option in its Patch Bundle Fomod that is for all 7 of Athelbras Settlement Protectron bots(i only actually have 4 but it works still) that puts the 2 (medic and repair) that were being shuffled off somewhere else into a additional Misc menu next to the other that i believe it uses for its layers control thingies. Gardener has its own and Defense one are still in/under where they were.
I really need the SetStage Quest stages. My AutoLoot addon picked up the pieces by itself, and the quest doesn't think I picked them up. I screwed the quest up.
o uninstall both this mod and AutoLoot o load your saved game and then immediately create a new saved game o exit to desktop o reinstall this mod and then do the quest using that new saved game o make a final saved game and exit to desktop o reinstall AutoLoot and then resume playing using that final saved game
I've downloaded this, the delivery bot, and Mr Tidy bot, and love all three. The repair bot and tidy bot are saviors of my sanity. Playing Sim Settlements 2, and I was getting attacked by Gunners every day. At one point there were probably close to 60 Gunner corpses littering the main street in Sanctuary. Dropping them in the river one by one was time consuming. And finding and repairing the ONE FRIGGIN TELEPHONE POLE that they damaged which screwed my entire electric grid was a pain.
Thank you for these great mods. I've endorsed both.
Thank you for this mod. I think its complete BS that the game will damage the settlement even when... you have high defense, you show up to further defend it, and you completely obliterate the enemies immediately. There's literally nothing you can do to prevent it besides never showing up to those warnings.
Aye but the attacks system is in large part there as an immersive balance to if you turn settlements into cash cows. You can actually turn off attacks with console mode (right click, iirc per workshop, and type "setpv AllowAttacks False" without the brackets), or there's mods like No Random Settlement Attacks (only the "no random attacks" mode fully works, the "allowed in presence" mode is experimental/iffy), or Stop Settlement Attacks. Doing so won't stop all attacks if you're there or nearby - some are scripted/quest related, and some just happen where enemies and settlers accidentally come in range of each other (but they won't be "settlement attacks" per se).
I absolutely love these Protrectron robots, and they are a must-have in my load order. Is there any way you could bundle the Protrectrons into a single mod to save mod slots? I'm running a heavily modded game on Xbox X (148/150) and could really use a couple of free slots. Thankyou so much for creating these. They really are fantastic. I also love that the Repair bot notices I'm wearing a hard hat, and the little shimmy the bots do to line up with objects. Really, really amazing.
They're excellent, aren't they? But you'll probably need Creation Club Delayed in order to get the quests to trigger if you have a load of CC content running too.
Does this mod work on already existing playthroughs? Because I’ve been trying to get the quest to start for about 2 hours now… I’ve tried everything. I’ve waited at Vault 111, I’ve waited at sanctuary, I tried entering and exiting vault 111, I. redownload the mod several time, doesn’t work at the top of the load order, doesn’t work at the bottom of the load order. Nothing works. Is there anyway to manually start the quest… because if there isn’t o highly suggest adding one. I saw your mods getting a lot of praise in these posts and I thought I would try some of them but at this point I don’t want to anyone. Not if it means I’m wasting my time trying to get a quest to start.
The initial quest automatically starts when the game is run after the mod is installed. The quest sits quietly in the background twiddling its thumbs until certain conditions are valid, at which point it presents itself. There is no way for it to not start. So telling you how to start the quest is meaningless because it is already running. The conditions are: exited Vault 111 normally (or already outdoors via an "alternate start" mod), not in combat, not in menu mode, and not talking or chatting with an NPC.
==> The typical cause of that problem is when Vortex is used to do the install -- due to a Vortex bug a mod can sometimes not actually be enabled/activated after being installed. So see the Known Issues on the description page for details, and double-check that. Give thought to the other possibilities described there as well.
A simple thing to try is to just stand outdoors in Santuary for 5 to 10 minutes in real wall-clock time (go grab another cup of coffee or whatever) to see if the scripting breaks loose and finally shows the quest (as in maybe it got bored and needs to wake up from a nap).
Another possibility is buggy scripting for an "alternate start" mod that messes up base-game progress indicators for the initial part of the game as that mod tries to circumvent Vault 111. My scripting already has a valid workaround for the most common type of brain-dead alternate start mod, but likely there are others.
If you are using an alternate start mod, disabling or uninstalling it now probably won't fix the problem if that mod was the root cause, since that mod will have already damaged the saved game progression information. You would instead need to play through the standard Vault 111 stuff from the beginning without that mod.
Otherwise it is a conflict with something else that you installed. Perhaps something that alters the Vault 111 area, or Sanctuary, such that they no longer have valid location data as per the base-game's original design.
- * -
If you still have a saved game from before exiting Vault 111 for the first time, then perhaps try temporarilly disabling everything except the base game, the DLCs, and this mod. Then load your saved game, exit the vault, and see if the quest is shown.
- * -
If all else fails, you could make a copy of your saved game available for investigation. 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, or email it as an attachment to: [email protected].
NOTE: I am often (but not always) able to load a player's saved game and do some investigation, even though I do not have the other mods installed.
i had the same problem, tried for an hour to no avail. Then i saw that the mod is not enabled in the Plugins menu by Vortex just as Athelbras said. Weird, because this is the first time that i ever saw this happen.
I'm on Xbox, and I've found if you have too many quests running at once, the mini-quests for the bots won't trigger. The robots will be there, you just can't interact with them. All I did to fix it was grab the Creation Club Delayed mod, which triggers CC quests when you are close to the quest location, rather than at the beginning of the game. That has fixed this issue for me. I also put them in the Single Area Edit section of the LO, which seems to work.
319 comments
Mr Mechanic robot which provides electro-mechanical repair services for a settlement
The main download is for the .ESP file; an .ESL version is also available. Install one or the other, not both.
If you use Nexus Mod Manager (NMM) to install mods and patches, go get the newest version found Here.
Many thanks to everyone who posted something positive about this mod -- it is your kindness that encourages me to continue modding.
See the Description page for a list of My Other Mods in this "Settlement" series.
Settlement Repair Bot LONDON: "Mister Mechanic" can be found Here.
>bro goes outside of settlement
>looks at nothing
>turrets fixed
I love him
• Mr Mechanic may not always be able to travel to a broken item in order to make repairs. The robot may instead have difficulty figuring out how to get from one place to another. When that happens the item will be repaired automatically. Activate the Station Pod to issue a "reset" if Mr Mechanic ever becomes completely stuck or confused.
So it won't still automatically repair it if he can't reach it?
"Mr Mechanic may not always be able to travel to a broken item in order to make repairs. The robot may instead have difficulty figuring out how to get from one place to another. When that happens the item will be repaired automatically."
My reply to the original poster is/was intended to clarify what to do to minimize the robot's travel troubles.
Want to install the mod and I have a question
Can the robot repair cages too ?
So perhaps you installed something else that conflicts with this mod. Or perhaps -- as has been suggested below -- you might need to install Creation Club Delayed in order to have this mod's initial quest trigger if you installed a lot of Creation Club content. I do not use CC content, so am not familiar with the potential for CC content to hinder the startup of other quests.
Am just saying its not showing up in the building menu unter the category you're written down.
It must be because of USO, USO changes the whole categories (its a bad thing about the mod) but gives alot of creativity when it comes to build something. SO my question was only if you ever had any report with the topic of USO.
Perhaps USO retained subgroupings, and Mr Mechanic's station pod can still be found somewhere under a different category?
Edit: Had no Luck Finding them inside of USO's Menu's, But Settlement Menu Manager actually has an option in its Patch Bundle Fomod that is for all 7 of Athelbras Settlement Protectron bots(i only actually have 4 but it works still) that puts the 2 (medic and repair) that were being shuffled off somewhere else into a additional Misc menu next to the other that i believe it uses for its layers control thingies. Gardener has its own and Defense one are still in/under where they were.
UGH
o load your saved game and then immediately create a new saved game
o exit to desktop
o reinstall this mod and then do the quest using that new saved game
o make a final saved game and exit to desktop
o reinstall AutoLoot and then resume playing using that final saved game
Thank you for these great mods. I've endorsed both.
A nice mod which makes on-screen attack warnings far more obvious is Shaikujin's Better warning for settlements being attacked.
Thankyou so much for creating these. They really are fantastic. I also love that the Repair bot notices I'm wearing a hard hat, and the little shimmy the bots do to line up with objects.
Really, really amazing.
==> The typical cause of that problem is when Vortex is used to do the install -- due to a Vortex bug a mod can sometimes not actually be enabled/activated after being installed. So see the Known Issues on the description page for details, and double-check that. Give thought to the other possibilities described there as well.
A simple thing to try is to just stand outdoors in Santuary for 5 to 10 minutes in real wall-clock time (go grab another cup of coffee or whatever) to see if the scripting breaks loose and finally shows the quest (as in maybe it got bored and needs to wake up from a nap).
Another possibility is buggy scripting for an "alternate start" mod that messes up base-game progress indicators for the initial part of the game as that mod tries to circumvent Vault 111. My scripting already has a valid workaround for the most common type of brain-dead alternate start mod, but likely there are others.
If you are using an alternate start mod, disabling or uninstalling it now probably won't fix the problem if that mod was the root cause, since that mod will have already damaged the saved game progression information. You would instead need to play through the standard Vault 111 stuff from the beginning without that mod.
Otherwise it is a conflict with something else that you installed. Perhaps something that alters the Vault 111 area, or Sanctuary, such that they no longer have valid location data as per the base-game's original design.
- * -
If you still have a saved game from before exiting Vault 111 for the first time, then perhaps try temporarilly disabling everything except the base game, the DLCs, and this mod. Then load your saved game, exit the vault, and see if the quest is shown.
- * -
If all else fails, you could make a copy of your saved game available for investigation. 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, or email it as an attachment to: [email protected].
NOTE: I am often (but not always) able to load a player's saved game and do some investigation, even though I do not have the other mods installed.