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Dashboarderian

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Dashboarderian

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20 comments

  1. fadingsignal
    fadingsignal
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    This kind of little detail is my favorite type of mod, thank you!
    1. Dashboarderian
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      Thank you! I greatly appreciate the comment.
  2. Slagar80
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    The mod seems great but one question:
    Does this only mean the player uses robo repair kits in him instead of stimpak or he himself also doesn’t use stimpaks when having them in his inventory (and repair kits instead) ?
    1. Dashboarderian
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      Companions never heal themselves normally. If you have Pack Attack mod you can make him use repair kit
  3. Qrsr
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    Nice and thanks!
  4. Deimosv
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    This is the best fix for Nick. After he said he's a mechanical synth (Gen 2.5) himself unlike the Gen 3 bio-engineered synth, I instantly looking for this mod. I guess the devs didn't think through before Automatron DLC and forget to fix it.
    1. Dashboarderian
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      Another possibility is that I think since you could use stimpak in vanilla game, the devs didn't want to change it to not 'change the gameplay'. As it would be more difficult for players to get repair kit to heal him in early game. But it makes more sense that he'd use robot repair kit.
    2. DeScruff
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      What Dashboarderian said. Robot companions are fairly difficult to use in the early game of Survival mode.
      I don't think any merchant sells Robot repair kits, nor can you find them as loot, so you have to craft them until Automatron starts. - If you even start Automatron, Ive certainly had characters who I had no interest going through the DLC with.
  5. xenon4ever
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    I tried using the Record version but it was not working for me. 

    Tried the Perk version and it instantly worked. So my question is, will it be okay for me to uninstall the Record version to use the Perk version? I'm way past the save where I first installed the Record version.
    1. Dashboarderian
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      With record version you might have to dismiss nick and hire him again to work.

      Should be safe to uninstall but you need to dismiss nick before uninstalling.
    2. xenon4ever
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      For now I just uninstalled the Record version, but I will try again in another test playthrough. Thanks!
  6. dejunai
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    I think the most common mod the [Record] version will conflict with is "Unofficial Fallout 4 Patch"... It makes a change to all the companions. 'CalcMaxLevel' in Fallout4.esm is set to 99... Which means as Nick levels with you he will cap at 99. "UF4P" sets the 'CalcMaxLevel' to 0, which is no level cap. If you made this edit to your [Record] version, there would be no conflict.

    And anyone who is still playing Fallout4 after all these years is probably using quest mods to extend the game, and thus leveling past 99 is very likely, and it simply can't hurt to remove the level cap on Nick.

    Just my 2 cents. 
    -Dejunai
    1. Dashboarderian
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      I thought I already ported the UFO4P fix into it when I upload it. Turned out I didnt. Let me upload again

      Thank you for the heads up
    2. dejunai
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      Excellent... Thank You!
  7. BigBozat
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    Nice... and thanks for the info on how it differs/fixes from the source inspiration. 

    Wondering: 
    does it functionally differ from LarannKiar's  Stimpak Friendly NPCs at Fallout 4 Nexus - Mods and community (nexusmods.com),
    specifically the 'Repairable Robots and Nick' version? 

    I had been using that mod for a year or so, and am wondering whether there's anything to gain/benefit from switching?
    1. Dashboarderian
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      My mod only changes Stimpak keyword on Nick Valentine into Repair Kit keyword when he's downed.

      That mod allows you to heal them when they're crippled but not downed. I haven't used it before and I'm not sure if it changes stimpak keyword on Nick Valentine to Repair Kit when he's downed or not.
    2. BigBozat
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      Took a look at Larann's .esl plugin in xEdit and poked around in the .ba2s...
      Dunno what I'm really looking at, but it involves a lot more than fairly straightforward KYWD change & script... seems to involve a change to the Robotics Expert perk, and a bunch of scripts discriminating between various races/factions (?), even has a bunch of voice lines...

      Which, now that I think about it, may be an issue? 
      Isn't there some sort of issue with using an .esl with voice assets (skipped/glitchy dialog, etc)? 
      Which may explain some gameplay probs that I had never quite been able to figure out...  Hmmm.
    3. Dashboarderian
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      I updated a new version. Which doesn't use script but edit his record directly. This will work a lot more reliable than scripted version.
    4. BigBozat
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      And now I see you also replaced the scripted version with a perk version (v2.0) <-- which seems closer to how I'm used to interacting with Nick... and doesn't have the risk of voice files + .esl glitchery?  So, cool!  

      Gonna have to wait a til I get thru current play thru, so I redo the load order & start new game all fresh & tidy.
      Thx!
  8. deleted130596243
    deleted130596243
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    Great work!
  9. Bersark93
    Bersark93
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    Finally! :D it always bothered me how this was added in but no way to use it where it made sense