Help Section/Frequently Asked Questions: Help me! I accidentally scrapped the terminal! The terminal can be rebuilt under Power->Misc->Prof Goodfeels Control Terminal
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For cheapskates or players who like console kludges:
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Save the game first, this commands placement of the terminal in not manual. Hit ` to open console mode
player.placeatme 000d5228 Hit ` to exit console mode
You can now use the terminal and activate him into worker protocol.
To scrap the terminal, either use Place Everywhere and hit the insert key or use the console method: Hit ` to open console mode In console select the terminal with the mouse you will get an id on the screen like ff000555. Type in the id.disable, looks like this, not this code. ff000555.disableHit ` to exit console mode.
Professor Goodfeels disappeared, how do I get him back? On the terminal, select "Return Unit"
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Professor Goodfeels was accidentally destroyed, how do I fix him? On the terminal select "Repair unit"
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If you have any issues or questions about the mod please post below.
Doesn't seem to work for me. Broadcasting command literally does nothing, he just keeps flying around. Can't select him, let alone order him. Could be ss2 interfering. Using commands suggested in the comments also does nothing, and he doesn't count towards population, and can't be assigned to do any jobs. Moddable Robot Settlers similarly doesn't fix him. It does allow selecting him and ordering him, but not assigning jobs, or preventing him from flying away.
Using both this mod, and the moddable robot settlers, and the command in the comments below - seems to have worked.
Im doing a SS2 playthrough and noticed when I cycled the worker protocol he is not counting but i did not research it much was just grabbing SSTC for the moment.
Using those commands with him selected seems to have worked. Funny - they also worked for Codsworth, who didn't count as robot and didn't count towards population. Now both of them seem to be able to do jobs (Codsworth could do jobs before, despite not counting), except of course not having animations for them.
setav 12723E 1 (added to workshop population) setav 12723F 1 (Treat as a robot colonist)
I was unable to replicate the bug, everything worked as it was supposed too.
I took control of SSTC, than he changed modes like he usually does (normally he disappears), after that I used the terminal to activate worker mode. Now he counts as a settler and is assignable, assigned him to SS2 municipal power plot, he has a high int.
Sending a Worker Protocol to a professor will not count towards the population of the residence, and assigning a job will immediately remove it. I've seen similar problems with other mods, but I suspect it's due to missing a required actorvalue.
When using console commands, it seems that you can fix this by specifying the professor and entering the following command. setav 12723E 1 (added to workshop population) setav 12723F 1 (Treat as a robot colonist)
You might consider a version of this which works with with Moddable Robot Settlers. Merge some settings of DN129_DrFeelgood and that's it. People can then build a tank Goodfeels which also gardens ;)
Edit - now several minutes later I see this was discussed already.
One question : does it allow the player to customize the Robot with the Robot Workbench as this mod does ? Can they work together (which I doubt), if not ?
I could probably make Goodfeels robot workbench compatible, not sure if that would convert him to a follower. There is already a mod that does that I think.
I don't know about making him a follower although it is an appealing idea. Making him customizable is already great and I feel like he is a part of Sunshine. Anyway, keep it up !
I looked over what Moddable and FIXED Professor Goodfeels (Automatron) does and while it is likely compatible, it would not make much sense to run both.
I toyed with some scripts and properties to get an idea of how involved it would be and its a pretty large increase in complexity.
The issue is that canned NPC robots have bot parts that are tucked into a sub-property called an Object Template. I would basically have to copy that mod exactly to make the workbench work correctly, as the parts do not map exactly from base game to Automatron. Otherwise you end up with lots of weird entries inside the bot workbench.
The biggest advantage of doing that would be modernizing that mod to be ESL or ESL flagged, and since it has no BA2 file would be good for larger mod collections.
I will think about it, its not that it would be hard to mimic that mods work, but I would really need to get the mod owners permission as I would basically be copying it almost exactly to get everything to have the level of polish and functionality I strive for.
I understand. I've been running it for some time and never experienced issues with it. The only thing I felt I was lacking was the ability to make Pr. Goodfeels a proper settler. That is what you provided.
I haven't tested both running at the same time so I'm not sure the combo creates issues but you know better about it. If you can get the permission and the spare time (and desire) to modernize it (as you said), it'll be a great piece of news !
Yeah but I had issues keeping him at his task, just like Codsworth. Every time I leave and come back, he's wandering around saying, y'know : "Groovy! Whoaaaa! [etc.]". Not sure if it is on my end (my modlist) or the mod...
29 comments
Help Section/Frequently Asked Questions:
Help me! I accidentally scrapped the terminal!
The terminal can be rebuilt under Power->Misc->Prof Goodfeels Control Terminal
For cheapskates or players who like console kludges:
Save the game first, this commands placement of the terminal in not manual.
Hit ` to open console mode
player.placeatme 000d5228
Hit ` to exit console mode
You can now use the terminal and activate him into worker protocol.
To scrap the terminal, either use Place Everywhere and hit the insert key or use the console method:
Hit ` to open console mode
In console select the terminal with the mouse you will get an id on the screen like ff000555.
Type in the id.disable, looks like this, not this code.
ff000555.disable
Hit ` to exit console mode.Professor Goodfeels disappeared, how do I get him back?
On the terminal, select "Return Unit"
Professor Goodfeels was accidentally destroyed, how do I fix him?
On the terminal select "Repair unit"
If you have any issues or questions about the mod please post below.
Using both this mod, and the moddable robot settlers, and the command in the comments below - seems to have worked.
setav 12723E 1 (added to workshop population)
setav 12723F 1 (Treat as a robot colonist)
I took control of SSTC, than he changed modes like he usually does (normally he disappears), after that I used the terminal to activate worker mode.
Now he counts as a settler and is assignable, assigned him to SS2 municipal power plot, he has a high int.
I've seen similar problems with other mods, but I suspect it's due to missing a required actorvalue.
When using console commands, it seems that you can fix this by specifying the professor and entering the following command.
setav 12723E 1 (added to workshop population)
setav 12723F 1 (Treat as a robot colonist)
Edit - now several minutes later I see this was discussed already.
One question : does it allow the player to customize the Robot with the Robot Workbench as this mod does ?
Can they work together (which I doubt), if not ?
Making him customizable is already great and I feel like he is a part of Sunshine.
Anyway, keep it up !
I toyed with some scripts and properties to get an idea of how involved it would be and its a pretty large increase in complexity.
The issue is that canned NPC robots have bot parts that are tucked into a sub-property called an Object Template. I would basically have to copy that mod exactly to make the workbench work correctly, as the parts do not map exactly from base game to Automatron. Otherwise you end up with lots of weird entries inside the bot workbench.
The biggest advantage of doing that would be modernizing that mod to be ESL or ESL flagged, and since it has no BA2 file would be good for larger mod collections.
I will think about it, its not that it would be hard to mimic that mods work, but I would really need to get the mod owners permission as I would basically be copying it almost exactly to get everything to have the level of polish and functionality I strive for.
I've been running it for some time and never experienced issues with it.
The only thing I felt I was lacking was the ability to make Pr. Goodfeels a proper settler. That is what you provided.
I haven't tested both running at the same time so I'm not sure the combo creates issues but you know better about it.
If you can get the permission and the spare time (and desire) to modernize it (as you said), it'll be a great piece of news !
Not sure if it is on my end (my modlist) or the mod...
I also tried this mod with the combination of the former ones and
Out of curiosity, you can see that in this video of mine.
Thanks for your great mods, sir.
Nice one VilanceD!
Had I known you had done this I would have asked for it as a standalone release, but I don't have to haha.