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65 comments

  1. Oozhv1
    Oozhv1
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    Causes a full on engine lockup when running this mod and trying to use the robot work bench. Any time you scroll to the botttom of a tab (in my case either ADA or Currie) it locks up. When disabling the mod i can mod them just fine.
  2. DannyTheModEnjoyer
    DannyTheModEnjoyer
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    Would you mind making a separate mod that just and only sets all stats of newly built automatron to 10?
    Yeah, I know it is unbalanced, but I am using tons of part mods and a few that change the base game stuff and I don't wanna deal with that.
  3. firstername
    firstername
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    seems to crash my game oddly
  4. kcissicknasty
    kcissicknasty
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    Conflicts with AEWS and LAB. :O
    (Not that it's your problem, of course~) However...
    When/if you decide to update, it would be a powermove if you took them into consideration. :3
    I use the WW patch for them and it seems like it'd be a simple fix in xEdit over that, but I'm new so I don't feel confident saying for sure. lol
  5. Conlaeb
    Conlaeb
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    This mod has a ton of potential, but I agree with others that it lacks balance.  There is no reason to use humanoid settlers which require pesky food and sanitation over superior robots that you can mass produce with incredibly high stats.

    There is also something going on with how SS2 calculates production values with the modified stats of the robots.  It seems to calculate with the stock (low) values first, and then later catch up with the modified production values.  This can cause wild fluctuations both in settlement and HQ production numbers.  For example, I have many robotic engineers in HQ, and whenever I zone in my engineering capacity is under reported.  I have found that if I open engineering->manage->manage workers and then close it, the values update immediately and hold as long as I stay in the zone.
    1. grandvil
      grandvil
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      If you play it vanilla, they only generate 50 happiness. This is only moved around in one settlement if you have a mayor with robot morale trait that boosts them all to 80.
    2. pra
      pra
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      I think the engine doesn't quite like stats changed by OMODs, when processing the NPC off-screen...

      As for the stats: any suggestions about how to do it better?
    3. grandvil
      grandvil
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      There's a special mod slot, the one you use on Ada to find the mechanist, it adds this little radar thing on their chest or back, I can't remember. Just make mods that fluctuate the stats there so you don't get crazy stat points, and make it as high as 8 per stat that it specializes so that human settlers have the advantage of 9 or more on their special.
  6. BigAl79
    BigAl79
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    Doesn't work for me, I used the vendor's voice and it stops them from asking to join me, but I once I assign them to a SS shop plot, I can not buy anything from them.
    1. grandvil
      grandvil
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      It's not updated
  7. MrBlueBeetle22
    MrBlueBeetle22
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    so is this now obsolete due to the new robot store added in the most recent SS2 update?
    1. pra
      pra
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      Not. but, I should definitely update it...
  8. Kaldusar
    Kaldusar
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    This mod is great.
    Balancing wise, well i thing is balanced enough... Yes adding 10 special stats via special mods to robots is OP. But is up to you as player to don't owerdoit. Personally except Greygarden I use them only as defence bots. 
    I wanted use them as caravanbots, but for some reason when assigned as  vendors, the communication menu never show up just basic greeting. 
  9. Valentisha
    Valentisha
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    I love this mod but it really needs balancing. Upkeep costs for Automatrons, or just less special bonus from upgrades (like 0.5/0.25 per part instead of a full 1, if that's even possible), because otherwise it's just way too easy to spam 30 bots with like 20-30 relevant special in a settlement led by Codsworth and just have that be the end of all SS2 mechanics. Base SPECIAL is also insane, so you don't even need that many upgrades for them to be crazy efficient at tier 2 plots. To add to that, I really don't think adding +10 mods to the leveled lists was a good idea. Maybe it is because I play with a level cap and it wouldn't be that much of a difference usually, but at least having to invest points into relevant perks would be some sort of cost for high efficiency settlers, who also are unable to get sick (and die from sickness) and will operate critical infrastructure no matter the weather.
    Certified Graygarden moment, after realizing how powerful it is I just removed all agri plots in other settlements. Keep in mind this is WHILE half of Graygarden is also dealing with water and power production.
  10. CultureVulture000
    CultureVulture000
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    That one is really nice - also there is finally a reason to take robo perk.