Fallout 4

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Walter C Barrett

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WalterCBarrett

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43 comments

  1. breen01786
    breen01786
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    This is an excellent mod! I hope it would be updated to support the usage of X-02 and hellfire power armor from the next-gen update for those automatrons. Thank you for this awesome mod.
  2. Averageskryimenjoye
    Averageskryimenjoye
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    I now have an army of walking red shift power armor to take over the commonwealth and probably other areas added by mods 
    1. Pantheress
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      how did you add mod added power armor parts? And would that work for paints too? Really want an Enclave squad :P Much appreciated for the advice and help ^^
  3. wheresmyandere122333
    wheresmyandere122333
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    Am I able to use power armor mods or modded power armor frames for this? I want to make an Elite or space marine or gundam lol
    1. wakeboy3
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      Anyone know how to add modded power armor parts?
  4. PyroTheHornyFurry6
    PyroTheHornyFurry6
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    It says in needs Nukaworld, which is problably for the PA bits from that, but will it still work without that dlc?
  5. Robobrown
    Robobrown
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    I think i ran into a problem. i downloaded and no longer have anything showing up in the robot workbench for modifications
    1. bhupla
      bhupla
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      Me too did you find a fix?
  6. Starsickle
    Starsickle
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    Seems to work well enough, but the cost of building this should be at least the same as creating an Automatron, if not greater - as power armor is very strong.

    Perhaps also gated behind the armorer and robot expert perk?
  7. KOUSEN105233
    KOUSEN105233
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    I found that he could be a companion, but not disbanded.
  8. MaxwellAndersen
    MaxwellAndersen
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    Hm, the power automatrons seems to have a problem with being assigned to guard posts. They aren't accepting commands by the Workshop Mode. Im trying to use them as caravaneers for the Sim Settlements 2 mod, but they are not assuming their positions. Not even on the vanilla guard posts.
  9. MardukNT
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    First off, thank you WalterCBarrett for taking your time to create and share Power Automatron with the modding community!
    I got to admit, this mod reminded me of Power Armor Autopilot by Kentington https://www.nexusmods.com/fallout4/mods/8262 but without the bugs that plagued that one.

    The one general downside I've experienced so far, is all the Sentinels make idle robot noises.  It's not a sound I'm expecting to hear coming from a suit of Power Armor. Granted, I did just create this Sentinel on the robot workbench, so maybe it's intentional, but I personally don't care for it.

    So, to save my sanity I created a personal patch that removes that sound from all of them, and now I can wander the Commonwealth with a semi-quiet companion (IE: Power Armor still makes noises when moving, plus idle chit-chat, but no more robotic humming/clicking).

    If anyone else is interested in making the same changes, you will need to use FO4Edit.
    As a sidebar, this idle robot audio fix should work on other robotic companions like Ada, Curie and Codsworth.  Although you will need to copy their NPC records into a new mod first, and then make your changes there.
     
    Steps I used to silence the idle noises on the Sentinels:
    Spoiler:  
    Show


    • Using FO4Edit, open PowerAutomatron.esp (this mod).
    • Find the branch called "Non-Player Character (Actor)", right-click and choose "Deep copy as override into..." and create a new mod.
    • (In the new mod) Expand out the branch called "Non-Player Character (Actor)" by clicking on the plus symbol.
    • Select any of the Sentinel NPCs listed in the left pane (like DLC01CompWorkbenchBotPA_Dummy for example)
    • Scroll the right pane all the way to the bottom and look for record header "CSCR - Inherits Sounds From"
      Note: it should contain the value of "DLC01AudioTemplatePlayersCompanion [NPC_:010108B0]".
    • Right-click on the value "DLC01AudioTemplatePlayersCompanion [NPC_:010108B0]" and choose 'Remove'.
      Note: if prompted click Yes/OK to accept the changes.
    • Repeat the sound removal steps on all remaining NPCs listed.
    • Save your changes, then get back into your game and enjoy the idle silence.

    Edit: As a follow-up on making robot companions quieter; Instead of editing NPC records one by one and hoping not to create conflicts with other mods, I figured there must be a global audio setting they all use that could be 'adjusted' to lower the idle noise, and sure enough a couple of modders thought of that too and uploaded mods that do exactly that (love the modding community)!

    Kindly check out Robos Sem Ruidos - Robots No Noises by Gabedds https://www.nexusmods.com/fallout4/mods/33338
    Their mod was inspired by Quiet Robots by mic773 https://www.nexusmods.com/fallout4/mods/24860 
    Gabedds just felt the robotic sound effects were still too loud, so they raised the 'Static Attenuation (db)' values (aka lowering the volume) a bit more, and in doing so made all the in-game robots damn near silent killers. Way more challenging now!

    Hope this helps!
    --Cheers!
  10. Arbite92
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    yesssss, I was a longtime user of Valkyrie AI mod, a good mod for making companions out of PA... but your mod, well, more immersive for me. so, great mod, and thank you, hope for more updates :)