Finally got to this cave. First time in awhile my savegame load times are not 5 to 10 minutes long after level 50 (I finally have a good load order I am happy with now). This has caused me to quit in frustration and start over before getting to this cave for the last couple games.
I am pleased to say Gutsy works exactly as promised, and is a great guard. I'm assuming we cannot fix his missing eye stalk?
It would be nice if you did make an update with that feature.
One other thing. If I install this mod after having already acquired him, can I still send him to a settlement? He survived the dungeon with me, with some damage here and there, and is currently following me around outside.
Edit: I just tried out your mod, and noticed that the grammar in the text box that pops up after ordering the robot to a settlement is a bit off.
Fixed the grammar. Thanks for pointing that out. Also made it so he'll now be Protected after you convert him to a settler, but not before.
And, as it seems that you noticed, he can be done after you acquired him. It's the main reason why I made the mod in the first place xD Found him in the cave, but didn't want to neither destroy or to keep him following me around. So came up with this third option :D
You're welcome about the small grammar issue. Thank you for making the Gutsy protected after recruitment.
And your reason for making this mod pretty much sums up how I felt after acquiring the robot. Much as I loved having me help in fights, every battle left him a little more damaged than the last, and I didn't want him to inevitably die, but there wasn't a way to dismiss him. Thankfully your mod came along to fix that.
Also, is there any chance you could make the Gutsy compatible with Automatron's Robot Workbench?
I just tested on my character that has local leader but not robotics expert because I didn't read that I would need both, But I was still able to get him stationed as a security by going to a settlement, then in workshop mode selecting the 'move' prompt, and once I chose the settlement we were at I could then assign him as a security. This is not a problem for me but I just thought I would mention it. Also I was getting the normal hack options (shutdown, self-destruct) again this isn't a problem for me but I mention it in case this is not intended, as I didn't have any robotic expert perk.
The main goal was mainly to add that option and to be honest I'd be fine to not have any perk requirements at all as you technically get "full access". Think I'll just remove them. As for the "leftover" features. I decided to leave those in.
Also the thing you experienced there I think is a vanilla "feature" as Dogmeat also got the "assign" part when I bring him. Then again I'm using "Everyone's Best Friend". Will double-check to make sure it's not causing any issues, if not, I'll just leave it be. (Not that I think I'd be able to fix it without using some kind of npc replacer approach, which is a route I do not wanna go down.)
I'm also using "Everyone's Best Friend" so maybe that's it. And yeah its really not a problem for me because like you say as long as you can get it to be security it doesn't really matter in my opinion.
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Glad I was reading the comments from that mod, to direct me to this mod.
I am pleased to say Gutsy works exactly as promised, and is a great guard. I'm assuming we cannot fix his missing eye stalk?
One other thing. If I install this mod after having already acquired him, can I still send him to a settlement? He survived the dungeon with me, with some damage here and there, and is currently following me around outside.
Edit: I just tried out your mod, and noticed that the grammar in the text box that pops up after ordering the robot to a settlement is a bit off.
Also made it so he'll now be Protected after you convert him to a settler, but not before.
And, as it seems that you noticed, he can be done after you acquired him. It's the main reason why I made the mod in the first place xD
Found him in the cave, but didn't want to neither destroy or to keep him following me around. So came up with this third option :D
And your reason for making this mod pretty much sums up how I felt after acquiring the robot. Much as I loved having me help in fights, every battle left him a little more damaged than the last, and I didn't want him to inevitably die, but there wasn't a way to dismiss him. Thankfully your mod came along to fix that.
Also, is there any chance you could make the Gutsy compatible with Automatron's Robot Workbench?
But I should mention:
Thanks for making this mod!
The main goal was mainly to add that option and to be honest I'd be fine to not have any perk requirements at all as you technically get "full access". Think I'll just remove them. As for the "leftover" features. I decided to leave those in.
Also the thing you experienced there I think is a vanilla "feature" as Dogmeat also got the "assign" part when I bring him. Then again I'm using "Everyone's Best Friend". Will double-check to make sure it's not causing any issues, if not, I'll just leave it be. (Not that I think I'd be able to fix it without using some kind of npc replacer approach, which is a route I do not wanna go down.)