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LarannKiar

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LarannKiar

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71 comments

  1. ByteSix
    ByteSix
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    Well, looks like I've found one of your creations yet again Larann :D
    I'm assuming no plans to update this currently?
    1. LarannKiar
      LarannKiar
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      Currently no. I haven't tested this mod with the Next-Gen update as far as I remember but I think it should work on NG too.
    2. ByteSix
      ByteSix
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      It's a shame the CC mod is buggy as hell, because your mod is genuinely awesome.
      Having a portable power armor on the go is one thing, but having it also be a secondary companion and commandable like regular ones is an amazing QoL that the original should of had!
  2. RainatNexus
    RainatNexus
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    This mod fixes an issue where mod conflicts cause the player to be unable to hack Sentinel after activating him. Thank you so much for making this <3
  3. MrBoyo13
    MrBoyo13
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    I finally got the CC mod, and I decided to accompany it with this mod. I did the quest as usual, and found the holotape in my inventory (whether it appeared automatically or I grabbed it is unknown to me)

    At first glance, the mod works amazingly, even after the NG update! The dufflebag appears and the command function makes the Sentinel PA a better companion. A small peeve of mine is I can't move the duffle bag while in settlement mode, but it's alright. 

    I will keep an eye out for any bugs I may encounter in the future. To anyone with the Sentinel PA mod, I'd recommend this mod as well! 

    Amazing work!
  4. EEEEEdEEEEEE
    EEEEEdEEEEEE
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    when it gets deactivated, the power armor pieces disapper and the bag is empty, but when reactivated it all reappears. any idea why?
  5. Timerider42
    Timerider42
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    This is amazing. Actually makes the Sentinel useful.
  6. deestilo
    deestilo
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    Hi. I'm on NEXT GEN platform, and it's working.


    1. Flyable Personal Vertibird mod, I load the sentinel  PA into cargo It goes in a sentinel PA, but unload as a regular PA Frame. 
    Is there a way to remedy this ?
    2. The BAG, is it going just to stay there ? what other function will it have? Should we leave it everytime we power up sentinel PA ?
  7. screamline
    screamline
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    Note, for anyone who (like me) didn't read the description page here closely enough before installing: this mod requires F4SE. That means it will need to be updated to work with the "next-gen" updates (FO4 versions 1.10.980 and up). That's why the control holotape isn't showing up in your inventory. The game can't read the record for it.

    Thanks very much for creating this mod, @LarannKiar. I hope you'll find time to update it.

    As a gentle suggestion in the meantime, it might be nice if the description page explicitly listed F4SE in the Requirements dropdown. I fully acknowledge that you mention it in the body of the description, and it's totally fair for you to expect people to, ya know, read it. But realistically the Requirements dropdown is often the first stop for a lot of users.

    EDIT: I'm not sure how or why, but it appears this mod is working. I just happened to find the control holotape in my inventory -- 3 copies of it, in fact. Using the holotape produced the expected behavior. It brought up the control menu that allowed me to shut the Sentinel AI down, which resulted in the companion's inventory being dropped into a temporary duffle bag, etc.
    1. deestilo
      deestilo
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      did you finally figure which one ?
  8. PikaMaster2500
    PikaMaster2500
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    for some reason after i installed this mod, the companions at my settlement just stopped moving entirely, like they cant move around and only turn, not super impactful but im not sure they can even attack invaders like that

    edit: i guess its just a random bug but it doesnt happen all the time, probably just another mod i have
  9. Tycoonspaceman
    Tycoonspaceman
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    this fixed an issue i was having where i could not hack the Sentinel :D , cheers!
  10. uncletwister132
    uncletwister132
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    this aint workin