The new Collective Modding Toolkit is reporting a similar error. When I try to go to the mod's location (through CMT), it puts me into the base game folder, not MO2's mods folder - which in my installation, is quite a distance away from the base game folder.
Hello, you can help install the mod. The addition was completed before the meeting with the Mechanic and still there is no machine. What to do? How to install it correctly
in what way should I finalize it? I went through the entire main part of my add-on, including the last conversation with the Mechanics, and after that she started giving me tasks on finding robots on cd. I completed about 5 such tasks.... There's nothing to do... I started everything from scratch...
It should be noted that if you "open" a box with the SS2 recruitment clipboard equipped, you will be given the option to send them to HQ or conscript them. They're not much use at your outpost, aside from being able to being able to build a massive army in a day.
Good afternoon. Where exactly is the workbench for their crafting and boxes located? I looked everywhere and couldn’t find it... And how do you understand that you will complete the Automaton quest line? Until the moment of meeting the Mechanist? Thanks in advance for your answer.
This mod is very nice QoL but you touched on copies of particular individuals and that really caught my attention.
For the longest time I have wanted to rescue, repair and/or rebuild robots that met an untimely/unnecessary demise. Particularly 'bots like Sarge who unfortunately we destroy because he malfunctioned, it wasn't his fault and he had served The Castle well. Wouldn't it be nice to loot his head (like with Jezebel), or a memory chip from him and build him a new body at The Castle so he can continue to defend his home, another original Minuteman with Ronnie Shaw.
That is just one example, I have given this far too much thought, if you go ahead with the quest and/or expand on building unique robots- I would be absolutely over the moon if you considered me for additional writing/story. I would take it very seriously.
I'm glad you like it! I agree, and I do plan on adding a lot of the unique NPCs to the mod with ways of grabbing the plans to build them. I also probably spent 100's of hours coming up with different methods and ideas for this project haha.
I will certainly keep you in mind when I start putting together the storyline for this!!
(https://www.nexusmods.com/fallout4/mods/15910/?tab=imagesA version that uses this for bots like Sarge would be awesome, unless you wanted new textures.)
You should be able to use texture mods with this! I tried to keep the internal files as simple as possible, so it should be compatible with most things.
But yea it would be nice to eventually have some custom textures.
I really hope I can figure out blueprints too! I don't think I'm at the level yet though, maybe if I ever get to Kinggath's level of understanding the program!
With that being said, DO NOT build the mini-sentry bots if you have SimSettlements 2 installed. It will attack you the last I tested it.
What is the current status of this mod? I can't find a workbench that can make boxes for robots. Can you tell me where to look? I did not find in the description of the paths. Scrolling didn't work either. Does it work? I'm not sure.
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What went wrong??
When I try to go to the mod's location (through CMT), it puts me into the base game folder, not MO2's mods folder - which in my installation, is quite a distance away from the base game folder.
No issues have been spotted. Bots do work either as Settler or Provisioner.
For the longest time I have wanted to rescue, repair and/or rebuild robots that met an untimely/unnecessary demise.
Particularly 'bots like Sarge who unfortunately we destroy because he malfunctioned, it wasn't his fault and he had served The Castle well.
Wouldn't it be nice to loot his head (like with Jezebel), or a memory chip from him and build him a new body at The Castle so he can continue to defend his home, another original Minuteman with Ronnie Shaw.
That is just one example, I have given this far too much thought, if you go ahead with the quest and/or expand on building unique robots- I would be absolutely over the moon if you considered me for additional writing/story.
I would take it very seriously.
I agree, and I do plan on adding a lot of the unique NPCs to the mod with ways of grabbing the plans to build them. I also probably spent 100's of hours coming up with different methods and ideas for this project haha.
I will certainly keep you in mind when I start putting together the storyline for this!!
(https://www.nexusmods.com/fallout4/mods/15910/?tab=imagesA version that uses this for bots like Sarge would be awesome, unless you wanted new textures.)
But yea it would be nice to eventually have some custom textures.
for real though.. creating blueprints would be so darn cool xD
i hope you can figure it out :D
I really hope I can figure out blueprints too! I don't think I'm at the level yet though, maybe if I ever get to Kinggath's level of understanding the program!
With that being said, DO NOT build the mini-sentry bots if you have SimSettlements 2 installed. It will attack you the last I tested it.
i got carpal tunnel syndrome from building my army xD