why the nexus mark it as redundant mod along with original acd-37 mod? I have overwritten the original with this mod, btw i used version 1,1 esl original mod
Bonjour et bravo pour ceci. J'ai été surpris de voir qu'ils ne sont pas blanc. Lorsqu'il attaque, ils se déplacent mais ne retourne pas à leur places initiales. Nous devons constamment les remettre à leur place en mode atelier. C'est assez ennuyeux comme manipulation, car il faut la répéter encore et encore. Serait il possible qui tir sans se déplacer, pour rester là ou on les a placé. Je pensais qu'ils faisaient une ronde, mais ils ne bougent pas en fait. En tout cas, merci et approuvé.
They keep disappearing, I had to use AFT to make the place their settlement, I had a ton of them leave. There original home says covenant, I have to go there and there are probably 50 or so there. It's works fine to just add a home to them with AFT. But I have the ACPs that go all over the place and up in trees and in your house and everywhere, but they never leave, they are a pain in the ass but you never get raided with those things running around. The ACPS and ACD drones decimated the big attack from the synths at the castle, never saw synths run away so fast. I couldn't get there in time to kill anything. But, later the drones were all gone. Do other people have that problem? Or, maybe I just need to fix the load order? I love the turrets that fly and understand commands ..lol. It seems they have a mind of their own tho. I will have to make one at a time and assign the home. Dropped about 20 off at the castle and they were gone later. Not sure where they went. Just one left, hiding in a tent. Those things can crack you up.
Not so much interested in the player friendly versions as I am in the ENEMY versions which would definitely compliment my use of Zetan - Alien Invaders in the Commonwealth AND M's Abominations VATS ON SO, do you think if I put some of the weapons which spawn them into the leveled weapon lists of these MOBS that they'd actually use them?
I think they were asking if they put this mod's weapons that spawn these robots on enemies from other mods (like zetans from the zetan mod, or abominations from the abomination mod) if those modded enemies would use this mods items to spawn robots.
In other words, is it possible to make enemies use the robot spawners for themselves.
It would pretty much be the same as the gauss version, but less scifi-ey.
This mod wasnt really meant to be another version of my vertibirds mod (where my ammo types are basically slapped onto summonable vertibirds), just a few edits i made for QoL i wanted to share. If someone could figure out auto weapons tho id have a whole slew of ideas to impliment.
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In other words, is it possible to make enemies use the robot spawners for themselves.
if youre asking if you can attach the eyebot gauss to enemies yes thats simple in xedit.
id have to make enemy grenade versions and add it to npc inventories which my be what i do to avoid load order conflicts with LLs
This mod wasnt really meant to be another version of my vertibirds mod (where my ammo types are basically slapped onto summonable vertibirds), just a few edits i made for QoL i wanted to share. If someone could figure out auto weapons tho id have a whole slew of ideas to impliment.