I tried, but for some reason I'm getting buggy meshes. From weird shadows on the helmet's mesh, to the mesh of the headlamp being stretched into oblivion(fully obstructing the third person vision). I'm sorry, I can't.
idk if this is a bug or not but how do i fix this? after fixing the mod the faceplates from the assaultron helmet are stuck on my guys head regardless if i have the helmet on or off
I don't know what happened and why it happened. Maybe you can try with commands in the console.
player.unequipall <-- this will unequip all your gear, including pip-boy. player.equipitem 21b3b <-- this will equip the pip-boy again. Not sure what to do if using pip-boy replacer.
Or try with: player.recycleactor Just in case backup your face preset. Inventory and stats seem to remain unaffected by this.
Edit: for the manual toggle, the animated plates are equipped through magic effect. The magic effect is added to enchantment, not a spell, but you can still try with this: player.dispelallspells
Edit2: Something that didn't occur to me at first. Type slm 14 in the console, this usually unequips all head gear.
I'm having the exact same problem. The moving plates from the assaultron helmet are stuck to my head, even with everything unequipped. slm 14 doesn't work, and player.recycleactor crashed my game. player.dispelallspells didn't work either.
Recycleactor shouldn't crash the game, unless maybe a mod doesn't like it. For me it just unequips everything and equips the vault suit, doesn't even mess with the face preset. I have no idea what the deal is with this bug, it's gonna haunt me in my sleep.
I have a suspicion on the cause, maybe the magic effect archetype, but I can't confirm this in any way. I can update the mod, but that will not fix the issue, just may prevent it in the future. I still want to know if this happened for the version with the manual toggle of the plates. And on which modification of the helmet?
Another thing comes to my mind, to try and remove those plates stuck on the head. First save the face preset. Then type in the console: setrace ghoulrace setrace humanrace Switching between races can fix some stuff, like bringing back the gobo effect for non-PA flashlights.
@baliant5972 I don't think the problem described above has anything to do with Robot Armor Modifications Overhaul. You can use it together with my mod, just make sure you put the plugins in the following order:
Have there been any new developments on this? It happened to me recently, and I'd rather not have to start a new character because something is stuck to my character's face.
EDIT: I figured it out! And it was frustratingly simple. The faceplates will remove themselves if you unequip the helmet with your weapon drawn. Apparently, they only stick if the faceplates are retracted.
Have there been any new developments on this? It happened to me recently, and I'd rather not have to start a new character because something is stuck to my character's face.
EDIT: I figured it out! And it was frustratingly simple. The faceplates will remove themselves if you unequip the helmet with your weapon drawn. Apparently, they only stick if the faceplates are retracted.
Honestly, I got no idea. Some time ago, I made a post on my other mod about the assaultron helm, after doing some quick google search. I found at least two links, where people discuss this bug, and the topics were dated before my mods were released. So I'm not sure I should be looking for this bug in my mods, I mean it could be some sort of a common bug (or a known issue). Also in one of the links(from Nexus forums) they mention the bug section of Robot Armor Modifications Overhaul mod. I have seen the nif file of their non-animated variant of the helmet, the plates do not have properly added bone weights, so this could potentially be a reason for them being buggy. That's why if using said mod, I advise to load my mod after it, so it wins any conflicts. Here are the links I found: https://www.reddit.com/r/fo4/comments/odjqhe/assaultron_helmet_bug/ https://forums.nexusmods.com/topic/12158938-assaultron-helmet-always-closed/ If you managed to get rid of this bug in your game, that's great. Hopefully it will work for others as well.
So, for some reason the visor mod slot isn't showing up. There's the normal slot to upgrade the helmet, the slot to add the glass visor and control how the panels work, but the slot for where the mod to pick between NV and spotlight is missing. there is a 3rd category of installable mods, but it's the one added by the legendary modification mod. Anyone else have this issue?
er..another thing i hate to be a bother but what mods can stop the extra options for the assaultron helmet from appearing? is it something to do with load order or is there a mod that interferes with it?
I still want to confirm if you were using the mod version with manual toggle, when the assaultron plates got stuck on your character.
is it something to do with load order or is there a mod that interferes with it?
Probably both. Another mod could be overriding the Armor and Armor Addon records for the assaultron helm. For example, if you are using the AWKCR version of the Robot Armor Modifications Overhaul. You have to put my mod after/below the Robot Armor Modifications Overhaul mod, to make sure mine wins the conflict. In this case no patch is necessary, since the metal materials from Robot Armor Modifications Overhaul will work. Edit: Another example, could be a mod which adds tag for item sorting and icons. This could also mess with assaultron helm options if put after my mod. In this case some sort of patching is required.
If nothing changed, then it's something else. The best way to find out what's conflicting, is with FO4Edit. That's why I often suggest to people to learn how to use it. Because it's very difficult to troubleshoot someone else's load order. Do you know how to use it? If not, can you at least tell me all the mods, which are below/after "Automatron Helmets - Visors And Headlamps" in your load order?
Would it be possible to make a version with the always glowing visor to only have the bottom open? As a second request, could you make a compatibility patch with this mod? :https://www.nexusmods.com/fallout4/mods/29298
Would it be possible to make a version with the always glowing visor to only have the bottom open?
Yes.
As a second request, could you make a compatibility patch with this mod? :https://www.nexusmods.com/fallout4/mods/29298
In the description it says that the animation of assaultron helm is removed, meaning that the plates are added to the helmet cowl. I will take a look inside the mod, to know more. I'll have to override the helmet again to get the plates back to being animated. Probably won't be a problem to make a patch.
Regarding the Robot Armor Modifications mod, in my opinion no patching is necessary. I tried only "vanilla" version of the mod, because I don't use AWKCR anymore. There is actually a problem with the mod, it is supposed to override the Armor and Armor Addon records of the Assaultron Helmet. But currently it is not. Just in case, you can load my mod after Robot Armor Modifications Overhaul, to make sure my override of the Assaultron Helm wins the conflict and is working. Otherwise for the paints, there is definitely no need for patching, because my mod doesn't touch the metal armor materials. Edit: For the Eyebot helmet, you should choose either material or paint, not both. Actually, decide for yourself, but know that most of the paints win over the materials. I think you can have the highest material protection with the Mechanist paint for example.
That's my guess. I jumped in the game with the latest mod version and doublechecked all helmets and variations on a female character, just in case. Everything works on my end.
Make sure everything is installed properly and also you have enabled modding in your game: Howto: Enable Modding - Archive Invalidation Think about other mods you have installed, which possibly change the same helmets or overhaul a lot of equipment, including the DLCs. Learn how to use FO4Edit, it will help you check for conflicts and patch them where necessary.
Now it is. But in order to fix some compatibility issues, first I updated the main file. Download the new version, then the optional file and overwrite the plugin. My mod should be loaded after RoboArmorPaints.esp.
While I have always admired the robot-part armors,especially the robot-head helmets,I could never put any of it on. (I even have a couple of nice mods for the color and etc. of these armors. The Rust devils are stylin'!) Why? Because my companion is an assaultron. A Servitron,to be specific. The wearing of another robot's body parts as some kind of body armor would offend her. Like using her severed head as a helmet after she died. Nope. ;) (Hehe) Nice mod tho.
38 comments
https://www.nexusmods.com/fallout4/mods/84259?tab=description
Also,
player.unequipall <-- this will unequip all your gear, including pip-boy.
player.equipitem 21b3b <-- this will equip the pip-boy again. Not sure what to do if using pip-boy replacer.
Or try with:
player.recycleactor
Just in case backup your face preset. Inventory and stats seem to remain unaffected by this.
Edit: for the manual toggle, the animated plates are equipped through magic effect. The magic effect is added to enchantment, not a spell, but you can still try with this:
player.dispelallspells
Edit2: Something that didn't occur to me at first. Type slm 14 in the console, this usually unequips all head gear.
I have a suspicion on the cause, maybe the magic effect archetype, but I can't confirm this in any way. I can update the mod, but that will not fix the issue, just may prevent it in the future. I still want to know if this happened for the version with the manual toggle of the plates. And on which modification of the helmet?
Another thing comes to my mind, to try and remove those plates stuck on the head. First save the face preset. Then type in the console:
setrace ghoulrace
setrace humanrace
Switching between races can fix some stuff, like bringing back the gobo effect for non-PA flashlights.
I don't think the problem described above has anything to do with Robot Armor Modifications Overhaul. You can use it together with my mod, just make sure you put the plugins in the following order:
The Assaultron helmet can be upgraded with metal materials, but only the non-animated plates will receive the paint.
EDIT: I figured it out! And it was frustratingly simple. The faceplates will remove themselves if you unequip the helmet with your weapon drawn. Apparently, they only stick if the faceplates are retracted.
Honestly, I got no idea. Some time ago, I made a post on my other mod about the assaultron helm, after doing some quick google search. I found at least two links, where people discuss this bug, and the topics were dated before my mods were released. So I'm not sure I should be looking for this bug in my mods, I mean it could be some sort of a common bug (or a known issue). Also in one of the links(from Nexus forums) they mention the bug section of Robot Armor Modifications Overhaul mod. I have seen the nif file of their non-animated variant of the helmet, the plates do not have properly added bone weights, so this could potentially be a reason for them being buggy. That's why if using said mod, I advise to load my mod after it, so it wins any conflicts.
Here are the links I found:
https://www.reddit.com/r/fo4/comments/odjqhe/assaultron_helmet_bug/
https://forums.nexusmods.com/topic/12158938-assaultron-helmet-always-closed/
If you managed to get rid of this bug in your game, that's great. Hopefully it will work for others as well.
Edit: Another example, could be a mod which adds tag for item sorting and icons. This could also mess with assaultron helm options if put after my mod. In this case some sort of patching is required.
As a second request, could you make a compatibility patch with this mod? :https://www.nexusmods.com/fallout4/mods/29298
Edit: For the Eyebot helmet, you should choose either material or paint, not both. Actually, decide for yourself, but know that most of the paints win over the materials. I think you can have the highest material protection with the Mechanist paint for example.
- DLC01_Armor_Robot_Helmet_Assaultron "Assaultron Helmet" [ARMO:0100864A]
- DLC01_Armor_Robot_Helmet_Eyebot "Eyebot Helmet" [ARMO:0100864C]
- DLC01_Armor_Robot_Helmet_SentryBot "Sentry Bot Helmet" [ARMO:0100864E]
That's my guess. I jumped in the game with the latest mod version and doublechecked all helmets and variations on a female character, just in case. Everything works on my end.Make sure everything is installed properly and also you have enabled modding in your game:
Howto: Enable Modding - Archive Invalidation
Think about other mods you have installed, which possibly change the same helmets or overhaul a lot of equipment, including the DLCs. Learn how to use FO4Edit, it will help you check for conflicts and patch them where necessary.
https://www.nexusmods.com/fallout4/mods/68935
(I even have a couple of nice mods for the color and etc. of these armors. The Rust devils are stylin'!)
Why? Because my companion is an assaultron. A Servitron,to be specific. The wearing of another robot's body parts
as some kind of body armor would offend her. Like using her severed head as a helmet after she died.
Nope. ;) (Hehe) Nice mod tho.