Really enjoy this mod, overall works really well. Except the Fafnir, it's targeting computer marks damn near every target with a pip on the compass. In theory this is fine but if you bring Ada with that body into the mechanist quest it causes huge issues. It marks every enemy in the lair which ends up freezing the quest when confronting Isabel. I found this out and made Ada a normal assaultron for the mission and lo and behold it worked just fine. Hopefully this helps anyone stuck on that quest.
I installed this mod 2-3 years ago. I had so much fun building robots... . . . . But this time, I had a problem. The first time I built a robot, I didn't see the body of the mod. The second time, the robot's body and legs were back again....but I didn't see the arms and I didn't install its special weapons...Does anyone have a way to make this mod complete? . I don't know....is it because I installed too many other robot building mods (about 4-5 mods) or is it because I did a downgrade, so it malfunctioned?
Ok i've had enough, how was the Mech from the third picture made? It looks like an Urbanmech but seems to have dual rotary Autocanons in the right arm.
Hello, I haven't done any statistics on how many people have had this problem, but definitely a few have. It consists in the fact that when downloading the mod and having ALL its files in the game modifications folder, the details from the mod do not appear on the workbench. Since I was using the nexus, I was able to find the cause of the error relatively quickly. It consists of 2 files called "battletech.esp" and "battletech footstep.esp". In short, when installing the mod, they DO NOT START THEMSELVES and therefore the mod does not add new parts to the robot modification workbench. The solution is ridiculously simple: you need to find them in the "plugins" window in NMM and enable them manually.
Once I got it working, I absolutely adore this mod. It's so much fun. The only issue I have with it is actually an issue with the base games AI not being aggressive enough. No fault of the mod. I would absolutely KILL to have more mech options. I hope the Modder decides to continue with this mod.
Unfortunately, it just isn't showing up in my Automatron bench. If anyone figures out how to fix this in the current built, please let me and everyone else know.
Okay so I've got it working. I uninstalled gunner power armor, Dog meats special armor from metal gear, uninstalled the mechout itself and did a ffresh reinstall and that got it working.
I had to manually install the plugins on vortex. For some reason, they did not install with the rest of the mod but once I did that, all the part showed up.
I had to manually install the plugins on vortex. For some reason, they did not install with the rest of the mod but once I did that, all the part showed up. I am having a problem of the robots not making footstep noises though, just the mechs, not the vanilla stuff.
Having some compatibility issues with fleshmatron is there a patch or anyone no how to fix? Iff I have the mech below the fleshmatron I can’t customise the fleshmatron and vice-versa
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But this time, I had a problem. The first time I built a robot, I didn't see the body of the mod. The second time, the robot's body and legs were back again....but I didn't see the arms and I didn't install its special weapons...Does anyone have a way to make this mod complete?
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I don't know....is it because I installed too many other robot building mods (about 4-5 mods) or is it because I did a downgrade, so it malfunctioned?
Hello, I haven't done any statistics on how many people have had this problem, but definitely a few have. It consists in the fact that when downloading the mod and having ALL its files in the game modifications folder, the details from the mod do not appear on the workbench. Since I was using the nexus, I was able to find the cause of the error relatively quickly. It consists of 2 files called "battletech.esp" and "battletech footstep.esp". In short, when installing the mod, they DO NOT START THEMSELVES and therefore the mod does not add new parts to the robot modification workbench. The solution is ridiculously simple: you need to find them in the "plugins" window in NMM and enable them manually.