It should apear when you target the workbench as shown in the image an option to assemble robot kit should appear.
It is possible that another mod that alters these options might interfere one of the reasons I made wearing the ring a requirement was having the perk that added that option could conflict with other mods so the ring adds or removes the perk when equiped/unequiped.
I added an option in the debug ring to activate it as during testing if I put the ring on before making the bench it did not always add the required perk.
i have an idea to make Greygarden ALL robots. and wanted gen1 bare frame synths (or even s mash-up) as store vendors. can you make that a reality? some of my mods make protectrons as vendors but they ..suck.
The robots created are inserted into the robot DLC system including its dialogue same as any robot built using that DLC.
The robots from this mod should work the same as any other robot settler assigned as a vendor though there have been reports of a bug with the DLC and vendor assignments not working as with any dismissed follower being used as a vendor people have reported all they get is the dialogue to have them be a follower again.
While wearing the ring that activates the menu and having a kit in inventory there should be another option when you target the workbench to assemble a kit.
The kits are created at any cooking station if you are wearing the ring and have built at least one robot workbench.
Could you possibly do Gen 1s and Gen 2s like you did the Eyebot, please? The Gen 2 could borrow lines from the two Institute vendors when assigned to shops.
I will look into this I had not considered it when creating the mod because my main idea was a fix for that reset bug by making them originally be a complete bot rather than a bare frame. I do not think it will be to much trouble as it would just be a few more lines of code and new robot forms that have gen 1 and gen 2 like I did for the eyebots.
Though I would have to have a check that at least you encountered one for it to make sense that we could build one.
I love it! Even if you have to be with the Railroad (Glory thinks Gen 2's should also be saved) or with the Institute (since they made them) it would be really awesome.
There's no mod to immersively make your own early gen Synths. And the closest thing to it has them become mute if you aren't with the Institute as a limitation of how they had it set up. Very excited.
So far testing indicates they will work like the other companion bots however I was unable to use the synth voices as only the robot companion voices are recognized by the DLC follower system. The closest one of those voices to that of a synth is the male processed voice.
This mod does not alter the quests or dialogue it simply inserts the newly created bots into the existing DLC robot companion/settler system using one of the available existing robot companion voices.
I hope this question doesn't come across as disrespectful, for I'm just curious about the mod. Will this make Eyebot settlers/companions without any bugs unlike the previous Automatron Eyebot mods?
It inserts the eyebots and robots that it creates into the same system as the bots the DLC uses so far the only issue I have run into is that the eyebots will sometimes get killed instead of going into the usual state a follower does when used as companions. They also can not be changed in the robot workbench like the rest because the DLC had no existing options to mod or create eyebots.
I had to create a new race for them just to get them able to dialogue with the player. They may not have all the animations for the settlement actions however they can be assigned like any settler when not recruited as a companion.
18 comments
So, for me, the option to make the robot even if i have the kit and the ring enabled, does not apear. any tips?
tkx!
It is possible that another mod that alters these options might interfere one of the reasons I made wearing the ring a requirement was having the perk that added that option could conflict with other mods so the ring adds or removes the perk when equiped/unequiped.
I added an option in the debug ring to activate it as during testing if I put the ring on before making the bench it did not always add the required perk.
Edit: Fixed.
If you have done this there is a debug option accesable through one of the other rings that will correct this issue.
The robots from this mod should work the same as any other robot settler assigned as a vendor though there have been reports of a bug with the DLC and vendor assignments not working as with any dismissed follower being used as a vendor people have reported all they get is the dialogue to have them be a follower again.
The kits are created at any cooking station if you are wearing the ring and have built at least one robot workbench.
The Gen 2 could borrow lines from the two Institute vendors when assigned to shops.
Though I would have to have a check that at least you encountered one for it to make sense that we could build one.
Even if you have to be with the Railroad (Glory thinks Gen 2's should also be saved) or with the Institute (since they made them) it would be really awesome.
There's no mod to immersively make your own early gen Synths. And the closest thing to it has them become mute if you aren't with the Institute as a limitation of how they had it set up.
Very excited.
This mod does not alter the quests or dialogue it simply inserts the newly created bots into the existing DLC robot companion/settler system using one of the available existing robot companion voices.
Will this make Eyebot settlers/companions without any bugs unlike the previous Automatron Eyebot mods?
I had to create a new race for them just to get them able to dialogue with the player. They may not have all the animations for the settlement actions however they can be assigned like any settler when not recruited as a companion.