DETAILED LIST OF WHAT THIS MOD ADDS: -----PUBLIC SERVICE ANNOUCEMENT: All Enemy units spawned with this mod have now allied against you and your allies!! They will not fight each other, so if you want to fight an army of forged with some BOS and some Deathclaws, go for it!!-----
[As new items are added to the list, they will be added at the top of the list]
Settlers "Can be assigned to settlements, can run supply lines once placed to a settlement" - Power Armored Combat Armored Raider Armored Sentry Bot ** Assaultron ** Medic Protectron ** Police Protectron ** Fireman Protectron **
Guardians "Guardians can not be moved between settlements, but will provide defense and patrol the settlement" - Miss Handy ** Utility Protectron ** Mr. Handy ** Mr. Gutsy ** SynthGen3 ** SynthGen2 ** SynthGen1 ** Vertibird ** Deathclaw Radscorpion Radroach Mirelurk King Mirelurk Deep King Mirelurk Queen Assaultron ** Sentry Bot ** Medic Protectron ** Police Protectron ** Fireman Protectron ** Feral Ghoul
Soldiers "Will follow the player after being placed, errors with fast traveling though" - Sentry Bot ** Assaultron ** Protectron Guardian ** Protectron Steward ** Protectron Watcher **
Enemies "Well, They will attack you, nothing more is needed to be said" - Ghouls -- Legendary Ghouls included Liberty Prime Legendary Deathclaw Mercenaries Gunners -- Legendary Gunners included The Forged -- Legendary Forged included Legendary Brotherhood of Steel Compilation
------ Anything with " ** " are the ones in the Robot Only Version, Everything is in the standard file though -------
Any ideas on how I could make my immersive version even more immersive ? Please let me know! I want it to feel as real as possible. [Off for the night, so please leave me some feedback on the new updates, and what you want]
I've now added Protectron Pods, and Robots now count towards Robot Population, which means they cost 1 population, but DO NOT require a bed, Basically they are just like the grey garden workers in that aspect. Again trying to make it more realistic.
This was likely covered earlier, but I just got here, so...
The requirement of Lifegiver for making the medic bot seemed a bit random and non-immersive to me. I'd have thought the Medic perk would be much more appropriate.
Scientist: "We need to make a medic robot. Someone get Mongo!" Skilled Surgeon: "Why? Does he know robots or have medical training?" Scientist: "No, but he's got a TON of hit points." Skilled Surgeon: "But I'm fully trained in medicine, and have been assigned to this level 3 hospital." Scientist: "Doesn't matter. You need hit points to make a robot. Mongo!" Mongo: "Mongo is here. Mongo make robot." Skilled Surgeon: "But... why?" Mongo: "Mongo not know. Mongo only pawn in game of life."
Anyway, thought I'd mention it. Now, I've got to get back to leveling a couple more times to rank up my Robotics Expert perk... :)
It seems to me like the only "robots" that would seek out settlements would be synths and the Codsworth types but they would be rare. The other robots seem less likely to be looking for a place to be... they are more like mindless workers. I don't know that's just my take on it.
Hi Bigtalon! What do you say now to a German translation of your mod? I already asked you a while ago (Version 6.3) and you said you don't want translations at the moment. Can I start now? Or should I wait even longer?
odd.. seem to have a problem .actually the chopper and the synths are working all the other ones are nil..even with tgm..the captain whatshis name just his hat shows and the assaultrons completely invisible when they are the enemy..for example at vault 95 I cant see any of them attacking. it shows the name attacking but cant see the object even in VATS.I need to reload an earlier save to compare the results.
yeaper.. seem to have a problem with Craftable Custom Combat Armors and Concealed Armors.. Both of those programs having conflicts . The game itself having issues with sneaking and invisible attributes. These bugs needs to be addressed on the engine level.(To be honest its a gamebrio engine problem.The engine's inability to handle complex mathematical algorithms in some situations and just bugs out..FYI the engine should of been dumped a long time ago.It's an inherent problem with most Bethesda games.)) Anywho..I digress..Warn ppl to stay away from those types of mods till CK comes out and Bethesda will manage to patch a lot of engine issues.
Might not be this mod. If you have "Power Armor - Overmodded Edition (PAOE)" it conflicts with certain other mods (I don't remember which ones) and invisible bots is the result.
Vetibird is fcuking good, so long time then i accidentally found this MOD. I love air support. But, robots with settlement happy given don't work and synths need to be replaced after built robot control tower to reactivate again
very nice mod. i made sentry bot but, i told that i need power for it to start working. settlement has fusion reactor as a power supply. what kind of power, robot need?
533 comments
-----PUBLIC SERVICE ANNOUCEMENT: All Enemy units spawned with this mod have now allied against you and your allies!! They will not fight each other, so if you want to fight an army of forged with some BOS and some Deathclaws, go for it!!-----
[As new items are added to the list, they will be added at the top of the list]
Settlers "Can be assigned to settlements, can run supply lines once placed to a settlement" -
Power Armored
Combat Armored
Raider Armored
Sentry Bot **
Assaultron **
Medic Protectron **
Police Protectron **
Fireman Protectron **
Guardians "Guardians can not be moved between settlements, but will provide defense and patrol the settlement" -
Miss Handy **
Utility Protectron **
Mr. Handy **
Mr. Gutsy **
SynthGen3 **
SynthGen2 **
SynthGen1 **
Vertibird **
Deathclaw
Radscorpion
Radroach
Mirelurk King
Mirelurk Deep King
Mirelurk Queen
Assaultron **
Sentry Bot **
Medic Protectron **
Police Protectron **
Fireman Protectron **
Feral Ghoul
Soldiers "Will follow the player after being placed, errors with fast traveling though" -
Sentry Bot **
Assaultron **
Protectron Guardian **
Protectron Steward **
Protectron Watcher **
Enemies "Well, They will attack you, nothing more is needed to be said" -
Ghouls -- Legendary Ghouls included
Liberty Prime
Legendary Deathclaw
Mercenaries
Gunners -- Legendary Gunners included
The Forged -- Legendary Forged included
Legendary Brotherhood of Steel Compilation
------ Anything with " ** " are the ones in the Robot Only Version, Everything is in the standard file though -------
is it only the settler protrectrons that sleep in it or do the ones found under Special sleep in them as well?
Please also add landing pad or something so that Vertibird can return to repair. It's not realistic that we build vertibird and don't maintain it.
The requirement of Lifegiver for making the medic bot seemed a bit random and non-immersive to me. I'd have thought the Medic perk would be much more appropriate.
Scientist: "We need to make a medic robot. Someone get Mongo!"
Skilled Surgeon: "Why? Does he know robots or have medical training?"
Scientist: "No, but he's got a TON of hit points."
Skilled Surgeon: "But I'm fully trained in medicine, and have been assigned to this level 3 hospital."
Scientist: "Doesn't matter. You need hit points to make a robot. Mongo!"
Mongo: "Mongo is here. Mongo make robot."
Skilled Surgeon: "But... why?"
Mongo: "Mongo not know. Mongo only pawn in game of life."
Anyway, thought I'd mention it. Now, I've got to get back to leveling a couple more times to rank up my Robotics Expert perk... :)
Great illustrative scene; makes a clear point and fun to read. If I knew how to 'kudos' it I would.
What do you say now to a German translation of your mod? I already asked you a while ago (Version 6.3) and you said you don't want translations at the moment.
Can I start now? Or should I wait even longer?
Greets
yeaper.. seem to have a problem with Craftable Custom Combat Armors and Concealed Armors.. Both of those programs having conflicts . The game itself having issues with sneaking and invisible attributes. These bugs needs to be addressed on the engine level.(To be honest its a gamebrio engine problem.The engine's inability to handle complex mathematical algorithms in some situations and just bugs out..FYI the engine should of been dumped a long time ago.It's an inherent problem with most Bethesda games.))
Anywho..I digress..Warn ppl to stay away from those types of mods till CK comes out and Bethesda will manage to patch a lot of engine issues.
Or a conflicting mod.
Might be compatible if you move it out of the "Defense" categorie :X