Is this mod supposed to fix automatron bug, where it can reset itself from modified automatron into factory form (protectron without anything) after being sent to supply line or other settlement?
I always go for robot provisioners and farmers, but the only way to make them essential without mods and not having them destroyed during random attacks, is to recruit and dismiss each one (I learned the hard way when I found destroyed guards and provisioners).
Hopefully it'll work having this mod for the convenience.
1. It happens somewhere at the kellogg section, I don't know how, or why, but this causes it 2. If you have the creation club addon "Neon Flats", you need to complete the quest and unlock the safe house in goodneighbour, i have no idea how this affects a completely unrelated DLC, then again, tunnel snakes rule is known for completely breaking the beginning of the game
It works. In case someone is wondering (like I was) if this only applies to brand new automatrons the answer is yes, the ones already created before still can die. By the way, any progress in finding a fix for the name stuck in "Automatron" bug?
I've had that issue where created robots can't be renamed in the past. One possible fix I read was to progress in the main story, kill Kellogg ect up until you are supposed to find Virgil (I think), after that the bug is supposedly "fixed". I have SKK Fast Reunions and Automatron Unlocked and I've haven't had that bug, where the name reverts to default "Automatron" after I dismiss them.
I haven't had any issues with cell reset, naming, or protected status. However, I always leave them as base assaultrons and only use them as provisioners, so maybe that's why I don't run into problems others describe. Regardless, I hope it helps.
hello, is the protection thing missing that causes the automatrons to not being able to change names or their name disappearing when u recruit them and not being able to make changes in them? i was looking for something for this for a bit and i dunno what the protection sistem works? edit:just saw that u actually realeased this mod today, thank u in advance.
That's not it, but I'm working on a mod that fixes that as well. I already know how to reverse it and I just need to think up a way to put it in code.
Edit: This mod deals only with the protection - it makes enemies unable to kill a new automatron by giving it a protected flag (only player can kill it).
thanks, ill be looking forward to it, until then ill be using mods for changing names in console and i found out that if i recruit them and dismiss right after, their names gets stuck at "automatron" but at least they can go to the workbench againn an now have names. but their weight limit also changes to 60, just saying this bcs it might help with something. do i put the mod in the data files?
Not quite. They're flagged as protected once you dismiss them as a companion. Which runs the risk of running into the "Automatron name" bug (which for me happens every time I "hire" a robot). While I know how to reverse that bug, it's rather annoying having to hack together a solution for a dozen guards.
22 comments
Hopefully it'll work having this mod for the convenience.
1. It happens somewhere at the kellogg section, I don't know how, or why, but this causes it
2. If you have the creation club addon "Neon Flats", you need to complete the quest and unlock the safe house in goodneighbour, i have no idea how this affects a completely unrelated DLC, then again, tunnel snakes rule is known for completely breaking the beginning of the game
In case someone is wondering (like I was) if this only applies to brand new automatrons the answer is yes, the ones already created before still can die.
By the way, any progress in finding a fix for the name stuck in "Automatron" bug?
Thank you!
One possible fix I read was to progress in the main story, kill Kellogg ect up until you are supposed to find Virgil (I think), after that the bug is supposedly "fixed".
I have SKK Fast Reunions and Automatron Unlocked and I've haven't had that bug, where the name reverts to default "Automatron" after I dismiss them.
I haven't had any issues with cell reset, naming, or protected status. However, I always leave them as base assaultrons and only use them as provisioners, so maybe that's why I don't run into problems others describe. Regardless, I hope it helps.
-RSM
edit:just saw that u actually realeased this mod today, thank u in advance.
Edit: This mod deals only with the protection - it makes enemies unable to kill a new automatron by giving it a protected flag (only player can kill it).