******************************************************************************************** If you have read the comprehensive solution description and still need support, use the SKK Mods Discord channel https://discord.gg/tgKNT77DC8 ********************************************************************************************
this is so terribly Genius . . and miraculously i think exactly what i need?? Just installed a 'Croup More Manor' mod and I don't want to Share the location with a tribe of farmer/settlers (yet) so . .
your description states after hacking they can be assigned to CROPS . . which will add FOOD to the settlement . . but because they don't have farming IDLES they will just stand still beside an assigned crop . . (question: will they at least move from crop to crop?)
just hoping they will use the PODS in my 'Crimsomrider's Unique Furniture' or some other place after work hours :) totally endorsing this ~ thanks brother!
Since they dont recognise crop idles it is unlikley they will move between multiresources and thats not someting worth the scripting overhead to manufacture. Let me know if they do or dont.
turns out it is easier to just build my OWN custom robots because I have everything unlocked in workshop already with the: 'Official Content Settlement Objects Unlocked' mod . . so I built a Galactron Protectron and assigned her to crops and to answer YOUR question: YES! . . this unrenamable lady robot DOES SO move to and from all of her different crops that she is assigned to then she stands STILL beside each of them in turn, while she 'psychically' grows them all :)
I just finished about 100 hours of play with this mod. I went to finish the Mechanist slap fest and found out you can hijack the junkbots. You can turn them into fully built Protectrons and then just stomp the crap out of the rest of the fight. I actually grabbed every junkbot she drops in combat, turned them into a hoard and kicked her arse in about 1 minute. I ended up with so many robots I ran out of settlements, so had to just loop them into a holding spot.
I built out the Mechanist's lair and sent them all back to staff and maintain it. Just crazy, what you can do with a robot hacking mod.
Nice ! I didnt know it would convert junkbots ... aka I didn't know that junkbots had the protectron keywords (since I dont play much with the DLCs enabled).
Was quite a surprise for me. I had the hack tool as a fast key and hit it by mistake. All the sudden friendly bots are dropping all over the place. I had to start start a new game due to long term game corruption, but several places were all robots. I will be doing the DLC again and start another army.
I use Workshop Framework, so the happiness issue is also solved.
I have only 1 issue with this mod and that is that the protectrons often get stuck in a pathfinding loop. for example, I hacked the Medictron at the former Railroad-safehouse hospital with the deathclaw-pit and it got stuck trying to find its way out, standing idle. Even waitingfor 24 hours didn't fix this, where it did fix this in several other circumstances.
it also, as excpected, does not work with protectrons added by other mods - like the Red Rocket Protectron Mod.
But otherwise, a very solid mod :D It'd have been better if you could also still use the Pip-Boy Hacking on them afterwards if you wanted to shut them down for example.
AI pathfinding is a base game issue, write to Bethesada about that. The common workaround is to let the actor unload so they can travel "offscreen" without any navmesh/pathfinding issues. Ofcourse if they are unloaded they are not active so cant enter combat so are totally safe.
Yeah, the unloading is necessary far too often - but considering Bethesda couldn't even be bothered to do proper navmeshing in any cell of the entire game, well... Money over effort seems to be their motto, to our detriment as players :C
Would it be possible to have a constructable protectron pod? These poor robots are wandering around all day long! I have a protectron repair mod installed and when I placed it a settler protectron slipped inside the moment the repairbot left it!
Love it! I just had the Corvega Protectron go to Ten Pines where he is now guarding. He went right to the guard mat I assigned him to. I added a photo. Thank you! :)
No this is a standalone solution to meet a specific need. You can find and recruit Handy and Gutsy robots around the Commonwealth with Multiracial Workshop Actors.
33 comments
If you have read the comprehensive solution description and still need support,
use the SKK Mods Discord channel https://discord.gg/tgKNT77DC8
********************************************************************************************
Just installed a 'Croup More Manor' mod and I don't want to Share the location with a tribe of farmer/settlers (yet) so . .
your description states after hacking they can be assigned to CROPS . . which will add FOOD to the settlement . . but because they don't have farming IDLES they will just stand still beside an assigned crop . . (question: will they at least move from crop to crop?)
just hoping they will use the PODS in my 'Crimsomrider's Unique Furniture' or some other place after work hours :)
totally endorsing this ~ thanks brother!
turns out it is easier to just build my OWN custom robots because I have everything unlocked in workshop already with the:
'Official Content Settlement Objects Unlocked' mod . . so I built a Galactron Protectron and assigned her to crops and to answer YOUR question: YES! . . this unrenamable lady robot DOES SO move to and from all of her different crops that she is assigned to then she stands STILL beside each of them in turn, while she 'psychically' grows them all :)
thanks a lot :)
TAG: [ WORKS WITH NEXT-GEN UPDATE ]
TEXT: The mod has no dependencies on extenders or DLCs and does not change any existing base game scripts, assets or objects.
Let us know if they do if that is important to you.
I built out the Mechanist's lair and sent them all back to staff and maintain it. Just crazy, what you can do with a robot hacking mod.
I use Workshop Framework, so the happiness issue is also solved.
it also, as excpected, does not work with protectrons added by other mods - like the Red Rocket Protectron Mod.
But otherwise, a very solid mod :D It'd have been better if you could also still use the Pip-Boy Hacking on them afterwards if you wanted to shut them down for example.
Dont use automatron so never tested it.
If you assign your protectrons to guard posts they should not then idle.
The EZ power of search finds https://www.nexusmods.com/fallout4/mods/40017