I am having an issue with removing the ai module from the power armor. The armor will stop, make the sound of the exiting and cause the game to completely lockup. I have the armor assigned to Suit A is that the problem? Loadorder @ http://pastebin.com/6QgNjBfL This is a great mod keep up the good work!
Having a problem where the super bright light remains after removing the AI. anyway to keep the power armor from turning the light on in the first place?
I just forget this mod. When it came to Nexus I didn't used a PA in my play. But now I remembered seeing a video from gopher. I don't know whether you still put work in this mod, but I had some (immersive) suggestions (oh well, another one with some "suggestions" :-) ah well, yes...!)
As your basic idea of a PA delivery system: - remove the AI function. The PA should not walk on their own. - The PA must have a Jet pack to get delivered - Instead of a teleport, the PA should fly to their target location, using the Jet-pack in a "special" delivery mod (Just for immersive explanation why it does not spend 5 Fusion Cores for a delivery from Sanctuary to the Castle ;-... because of the "delivery mod", which spend only 5% of a Fusion Core when you are not in the PA... in fact its your fault ;-) ). You could see a marker on your map like in other mods (e.x. personal pack brahmin where you can see on the map where your pack animals is loitering around;-) - use a holotape in your Pipboy to command a PA-Delivery. - works only outside.
I hope you still work on this mod, even when you just ignore the suggestions.
Hello, at first very nice mod! I have FO4 version 1.9. If i give Power Armor a weapon the game crashes. You have 29 other bugs in bug report, can you tell us if and when you go to fix them?
Optional step: Sort your mods using LOOT or whatever method you prefer, before going in game.
Pro tip: If power armor recipes are installed, craft a new PA frame at a settlement workbench, to skip the salvage and scrapping steps completely.
OK, once in game, find a Power Armor frame you want to salvage into a companion and bring it back to a settlement.
Warning: Don't install the AI module into a salvaged PA frame till after it's been scrapped or the PA frame will disappear upon module removal! (Lost the Quantum Power Armor from Nuka-World figuring this out)
Once you are back at a settlement, strip the salvaged PA frame of everything you wish to keep (important step!)
Now, activate workshop mode and scrap the salvaged PA frame (do not store it).
Under the Special Menu, look for a power armor frame that you can build from the one you just scrapped, then I advise crafting it near a Power Armor Workbench.
Now exit out of workshop mode, activate the PA workbench and customize your new Power Armor frame to taste.
Once you are done making your new frame look awesome, hop in and walk it a few paces away from the PA workbench (enough space to give the AI room to get in).
Now hop out, walk up to the PA suit, activate transfer mode and install the AI module. Pick a grenade slot, close the menu and watch as the AI module takes over your Power Armor.
Go up to your AI companion, activate transfer mode again and this time give your AI companion a weapon, plus plenty of ammo. As a backup plan, I recommend you put a good melee weapon in their inventory for when they run out of ammo.
By doing the above steps, you can have an entourage of PA suits protecting you as you comb the corners of the map.
As an added bonus, I can pull the AI module out of a frame at any time to reclaim the Power Armor for my protection as it no longer disappears or CTD when I do that. YMMV, but so far I have had no issues.
Addendum: Another mod that I recommend using is: No Aggro Impact Landing (Power Armor) by mm137 Now I can use the signal grenades inside settlements and not cause a frenzy when my PA companion makes an explosive landing.
For those willing to mod a mod, I opened PowerArmorAutopilot.esp in FO4Edit and added the following two keywords to the Non-Player Character (Actor) CompanionAI under the 'KWDA - Keywords' section
PowerArmorPreventArmorDamageKeyword [KYWD:001EDF43] and TeammateDontUseAmmoKeyword [KYWD:0023F1CA]
As one might expect from the names, this adds Unbreakable Power Armor and Infinite Ammo effects to the PA Autopilot Companion.
Some might consider this a cheat, but I felt it was sucking all the fun out of the game having to constantly feed my companion ammo and repair its broken Power Armor pieces after practically every other encounter.
While I was at it, I was inspired to alter the 'Full - Name' record from 'Power Armor' to 'Juggernaut' as it seemed (to me at least) a more fitting name and a lot less... boring. As a side note, Colossus was my 2nd name choice behind Juggernaut.
>> If you find this information to be helpful, toss me a kudo to say thanks and remember to support the Mod Authors that spend their time making this stuff! <<
I realize this last version came out like.... Well a long time ago...
But is there any way to just automate the process so that say... When you approach the power armor it still has the "enter" option and triggering it automatically dismisses the "dummy actor while exiting the powered armor calls the dummy actor back?... I'd really love to play this game like titan fall or something where I can just summon in my powered armor when things get hairy, and if things get really bad I can just jump strait in instead of having to fish around for the module first...
Kentington wrote: Version 1.11 has been released, fixing an occasional bug where the dummy actor inside the armor would not despawn after removing the AI module.
PXN wrote: I am having an issue with removing the ai module from the power armor. The armor will stop, make the sound of the exiting and cause the game to completely lockup. I have the armor assigned to Suit A is that the problem? Loadorder @ http://pastebin.com/6QgNjBfL This is a great mod keep up the good work!
PXN wrote: Workaround is remove fusion core then remove ai module in next trade. game does not lockup then
DreadVVolf wrote: Having a problem where the super bright light remains after removing the AI. anyway to keep the power armor from turning the light on in the first place?
00pimpin wrote: How are you able to remove the fusion core? It doesnt even appear in my listing when trading to remove the power ai
crazyman158 wrote: everytime i take out the AI module my game instantly crashes with no error message after. just straight to the desktop
Michele Magus wrote: This mod has not been working properly since the 1.3.47.0 patch went official.
syvernsycor wrote: Exactly what I was going to say. After placing the AI Module, and then a Core to power it, the Core disappears. So, no...
SmeeMcGee wrote: I can't even load the game with this mod. Is it because I have more than 1 "follower" with me?
JetStrange wrote: I hope you update the fast travel crashing
luis1lb wrote: yea I have an issue where if I activate the armor I cant load the game or it shuts the game down
pg29 wrote: Same issue.
SnertTheDog wrote: Hi Kentington,
I just forget this mod. When it came to Nexus I didn't used a PA in my play. But now I remembered seeing a video from gopher. I don't know whether you still put work in this mod, but I had some (immersive) suggestions (oh well, another one with some "suggestions" :-) ah well, yes...!)
As your basic idea of a PA delivery system: - remove the AI function. The PA should not walk on their own. - The PA must have a Jet pack to get delivered - Instead of a teleport, the PA should fly to their target location, using the Jet-pack in a "special" delivery mod (Just for immersive explanation why it does not spend 5 Fusion Cores for a delivery from Sanctuary to the Castle ;-... because of the "delivery mod", which spend only 5% of a Fusion Core when you are not in the PA... in fact its your fault ;-) ). You could see a marker on your map like in other mods (e.x. personal pack brahmin where you can see on the map where your pack animals is loitering around;-) - use a holotape in your Pipboy to command a PA-Delivery. - works only outside.
I hope you still work on this mod, even when you just ignore the suggestions.
Keep on the good work
durundallives wrote: +1 any time I pull out, the game ctd's
kraag wrote: .
kraag wrote: I managed to remove the AI module from the power armor by first removing all other AI modules I had in my inventory.
Nintenfan81 wrote: Same here, instant CTD when the ai module is removed.
kraken035 wrote: same issue
kraken035 wrote: cannot remove the fusion core in trade...
GerRusSoldier wrote: Hello, at first very nice mod! I have FO4 version 1.9. If i give Power Armor a weapon the game crashes. You have 29 other bugs in bug report, can you tell us if and when you go to fix them?
Optional step: Sort your mods using LOOT or whatever method you prefer, before going in game.
Pro tip: If power armor recipes are installed, craft a new PA frame at a settlement workbench, to skip the salvage and scrapping steps completely.
OK, once in game, find a Power Armor frame you want to salvage into a companion and bring it back to a settlement.
Warning:Don't install the AI module into a salvaged PA frame till after it's been scrapped or the PA frame will disappear upon module removal! (Lost the Quantum Power Armor from Nuka-World figuring this out)
Once you are back at a settlement, strip the salvaged PA frame of everything you wish to keep (important step!)
Now, activate workshop mode and scrap the salvaged PA frame (do not store it).
Under the Special Menu, look for a power armor frame that you can build from the one you just scrapped, then I advise crafting it near a Power Armor Workbench.
Now exit out of workshop mode, activate the PA workbench and customize your new Power Armor frame to taste.
Once you are done making your new frame look awesome, hop in and walk it a few paces away from the PA workbench (enough space to give the AI room to get in).
Now hop out, walk up to the PA suit, activate transfer mode and install the AI module. Pick a grenade slot, close the menu and watch as the AI module takes over your Power Armor.
Go up to your AI companion, activate transfer mode again and this time give your AI companion a weapon, plus plenty of ammo. As a backup plan, I recommend you put a good melee weapon in their inventory for when they run out of ammo.
By doing the above steps, you can have an entourage of PA suits protecting you as you comb the corners of the map.
As an added bonus, I can pull the AI module out of a frame at any time to reclaim the Power Armor for my protection as it no longer disappears or CTD when I do that. YMMV, but so far I have had no issues.
Addendum: Another mod that I recommend using is: No Aggro Impact Landing (Power Armor) by mm137 Now I can use the signal grenades inside settlements and not cause a frenzy when my PA companion makes an explosive landing.
Thank goodness for the ingenuity of others.
MardukNT wrote: For those willing to mod a mod, I opened PowerArmorAutopilot.esp in FO4Edit and added the following two keywords to the Non-Player Character (Actor)CompanionAI under the 'KWDA - Keywords' section
PowerArmorPreventArmorDamageKeyword [KYWD:001EDF43] and TeammateDontUseAmmoKeyword [KYWD:0023F1CA]
As one might expect from the names, this adds Unbreakable Power Armor and Infinite Ammo effects to the PA Autopilot Companion.
Some might consider this a cheat, but I felt it was sucking all the fun out of the game having to constantly feed my companion ammo and repair its broken Power Armor pieces after practically every other encounter.
While I was at it, I was inspired to alter the 'Full - Name' record from 'Power Armor' to 'Juggernaut' as it seemed (to me at least) a more fitting name and a lot less... boring. As a side note, Colossus was my 2nd name choice behind Juggernaut.
>> If you find this information to be helpful, toss me a kudo to say thanks and remember to support the Mod Authors that spend their time making this stuff! <<
agentlovac wrote: THANK YOU!!!
Aur0raGa1e wrote: I realize this last version came out like.... Well a long time ago...
But is there any way to just automate the process so that say... When you approach the power armor it still has the "enter" option and triggering it automatically dismisses the "dummy actor while exiting the powered armor calls the dummy actor back?... I'd really love to play this game like titan fall or something where I can just summon in my powered armor when things get hairy, and if things get really bad I can just jump strait in instead of having to fish around for the module first...
darkconsole wrote: sadly following marduk's process, they still vanish sometimes when removing the ai core :'(
dragonborns20 wrote: Hello This is really gr8 mod.But i am having a CTD problem when I try to transfer any weapon to Power armor. Here is my mod list
Better Body Physics-30227-2-1 Unassigned Caliente's Beautiful Bodies Enhancer -CBBE- Karna Tattered Vault Suit and Ripped Shirt CBBE - Karna Tattered Vault Suit CBBE LooksMenu v1-6-8-12631-1-6-8 U PA Airdrop - VIS Patch-31744-1-0 Power Armor Autopilot Fix-11768-1-11a Power Armor Autopilot-8262-1-11 Power Armor Delivery-7809-1-0 PowerArmorAirdrop v1.00-18591-1-0
Can you or anyone pls. shade some light on this?
Hi durundallives, your post on 22 June 2016, 11:00PM: ·+1 any time I pull out, the game ctd's. ·...made me laugh inside, like a teenager, but I'm middle-aged. Yep, I know you meant "when I remove the AI module, there is a CDT ( Crash To Desktop )". ·Also, for you and any who have not used the following ( if needed ), here is a "Fix mod" calledPower Armor Autopilot Fix, made by LanceOfEden. Here is most of it's description : ·"This is a patch for Kentington's fantastic mod, Power Armor Autopilot V1.11. It requires Power Armor Autopilot V1.11 to be installed prior to installation! ·There seems to be something wrong with the model included with 1.11. Power Armor Autopilot V1.11 to be installed prior to installation! I re-made the model as Kentington envisioned using NifSkope, and there are no more CTDs. ·Please overwrite anything this may need to for Power Armor Autopilot V1.11. If Power Armor Autopilot has been updated past 1.11, probably don't install this patch. · All credit for Power Armor Autopilot goes to Kentington. I re-made the model as envisioned using NifSkope, and there are no more CTDs." ·Notes from me, BorderXer: As is the case with any mod that you notice has mention of issues, use might use Ctrl+F to "Find" text in posts that relate to your issue(s) with PPA 1.11. First in PPA's posts, then in the posts for LanceOfEden's Fix. Also, skim carefully thru the posts if needed, as well. Don't forget looking in the "Bugs" tab. ·Maybe, consider making a plain text file, or word pro file (that way you can include Profile image. BTW, sometimes a member's nexusmods.com profile avatar is different from their forums.nexusmods.com avatar.), list of your to top 10(or+) most knowledgeable & helpful Nexus members, and consider their user-name when you use Ctrl+F for "Find". ·Especially, pay close attention to the content of the[ STICKY ]top post since often important news, work-arounds, "do's & dont's", "best practices", and, often as valuable: posts from members about the[ STICKY ]'dinfo that follows inside the, (sometimes quite long), dark pink outlined[ STICKY]section(s) box (if there is aSTICKYsection for the particular mod in question).
When ever I put the AI module into the power armor with a fusion core in it it does nothing the power armor stays the same it does not become a companion I don't even get the A,B,C select screen and I'm at a lose so can u please tell me how to fix it or put a patch/update out to fix this please.
Sorry if you already figured it out, if it's just SUPER late and future updates to the game itself fixed the issue, or you just stopped playing Fallout 4 altogether...but have you checked your character themselves in a suit of power armor? I tried it and the head is there, but I HAVE had issues where Power Armor heads disappear entirely. Maybe it's the same with you?
I'm posting this as I was scared of this, but when I have my own power armor helmets working on my own character, then it doesn't seem to appear to happen...so if you ARE having this problem: check your own character in power armor. If it appears fine, then it should be alright...If it doesn't then fix THAT and try it...
My power armor went missing, and not even fast-traveling solved the problem. Maybe I told it to stay, I don't know. So I thought I'd craft a grenade to see what happened. I threw it, and a few seconds later the armor dropped from the sky and hilariously just crumbled on the ground, dead. Or non-functional. Could be a side effect from another mod, I'm not sure. I reloaded the last save and I'll try again near my base.
How does mods that add radiation/toxic damage to power armors with missing limbs work with this mod? .. I don't suppose an AI would get hurt by radiation and poisons...
I can't interact with the bot. Dialogue pops up for two seconds before disappearing and I can't select anything. This would be one of my favorite mods otherwise. I know it's old but please fix!!! <3
Such a shame This modder dissapeared. I understand. But they had such great unique idea's. I would have loved it to have vertibirds drop off allied AI power armor. Sadly the sentinel power armor on CC sucks and is not worth the price.
hey, man, i was just wondering if you had any plans to revamp or improve this? i love the mod, but i find it too awkward to use by probably 5%. something hilariously insignificant, but awkward enough that i usually end up uninstalling the mod and using the armor as is. i keep glancing at the "pack up armor" and "teleport armor" mods on the nexus, but they just don't have the same feel. papa wants his Titan and waifu AI, armed with a rotary grenade launcher!
Does anybody know how to like, effectively give the suit a weapon that isnt melee? Is there some sort of patch to make them compatible with companion infinite ammo?
387 comments
I just forget this mod. When it came to Nexus I didn't used a PA in my play. But now I remembered seeing a video from gopher.
I don't know whether you still put work in this mod, but I had some (immersive) suggestions (oh well, another one with some "suggestions" :-) ah well, yes...!)
As your basic idea of a PA delivery system:
- remove the AI function. The PA should not walk on their own.
- The PA must have a Jet pack to get delivered
- Instead of a teleport, the PA should fly to their target location, using the Jet-pack in a "special" delivery mod (Just for immersive explanation why it does not spend 5 Fusion Cores for a delivery from Sanctuary to the Castle ;-... because of the "delivery mod", which spend only 5% of a Fusion Core when you are not in the PA... in fact its your fault ;-) ).
You could see a marker on your map like in other mods (e.x. personal pack brahmin where you can see on the map where your pack animals is loitering around;-)
- use a holotape in your Pipboy to command a PA-Delivery.
- works only outside.
I hope you still work on this mod, even when you just ignore the suggestions.
Keep on the good work
By using a combination of Buildable Power Armor Frames by Lapdragon along with Power Armor Autopilot Fix by Lanceofeden These Mod Authors have addressed the majority of the issues I encountered when running this mod. No more CTD, no more vanishing PA frames either.
What worked for me:
First, I Installed Buildable Power Armor Frames
Then I installed Power Armor Autopilot (This Mod)
Finally, I installed Power Armor Autopilot Fix, overwriting all files
Optional step: Sort your mods using LOOT or whatever method you prefer, before going in game.
Pro tip: If power armor recipes are installed, craft a new PA frame at a settlement workbench, to skip the salvage and scrapping steps completely.
OK, once in game, find a Power Armor frame you want to salvage into a companion and bring it back to a settlement.
Warning: Don't install the AI module into a salvaged PA frame till after it's been scrapped or the PA frame will disappear upon module removal! (Lost the Quantum Power Armor from Nuka-World figuring this out)
Once you are back at a settlement, strip the salvaged PA frame of everything you wish to keep (important step!)
Now, activate workshop mode and scrap the salvaged PA frame (do not store it).
Under the Special Menu, look for a power armor frame that you can build from the one you just scrapped, then I advise crafting it near a Power Armor Workbench.
Now exit out of workshop mode, activate the PA workbench and customize your new Power Armor frame to taste.
Once you are done making your new frame look awesome, hop in and walk it a few paces away from the PA workbench (enough space to give the AI room to get in).
Now hop out, walk up to the PA suit, activate transfer mode and install the AI module. Pick a grenade slot, close the menu and watch as the AI module takes over your Power Armor.
Go up to your AI companion, activate transfer mode again and this time give your AI companion a weapon, plus plenty of ammo. As a backup plan, I recommend you put a good melee weapon in their inventory for when they run out of ammo.
By doing the above steps, you can have an entourage of PA suits protecting you as you comb the corners of the map.
As an added bonus, I can pull the AI module out of a frame at any time to reclaim the Power Armor for my protection as it no longer disappears or CTD when I do that. YMMV, but so far I have had no issues.
Addendum: Another mod that I recommend using is: No Aggro Impact Landing (Power Armor) by mm137
Now I can use the signal grenades inside settlements and not cause a frenzy when my PA companion makes an explosive landing.
Thank goodness for the ingenuity of others.
PowerArmorPreventArmorDamageKeyword [KYWD:001EDF43]
and
TeammateDontUseAmmoKeyword [KYWD:0023F1CA]
As one might expect from the names, this adds Unbreakable Power Armor and Infinite Ammo effects to the PA Autopilot Companion.
Some might consider this a cheat, but I felt it was sucking all the fun out of the game having to constantly feed my companion ammo and repair its broken Power Armor pieces after practically every other encounter.
While I was at it, I was inspired to alter the 'Full - Name' record from 'Power Armor' to 'Juggernaut' as it seemed (to me at least) a more fitting name and a lot less... boring. As a side note, Colossus was my 2nd name choice behind Juggernaut.
But is there any way to just automate the process so that say... When you approach the power armor it still has the "enter" option and triggering it automatically dismisses the "dummy actor while exiting the powered armor calls the dummy actor back?... I'd really love to play this game like titan fall or something where I can just summon in my powered armor when things get hairy, and if things get really bad I can just jump strait in instead of having to fish around for the module first...
Here is my mod list
Better Body Physics-30227-2-1Unassigned
Caliente's Beautiful Bodies Enhancer -CBBE-
Karna Tattered Vault Suit and Ripped Shirt CBBE - Karna Tattered Vault Suit CBBE
LooksMenu v1-6-8-12631-1-6-8U
PA Airdrop - VIS Patch-31744-1-0
Power Armor Autopilot Fix-11768-1-11a
Power Armor Autopilot-8262-1-11
Power Armor Delivery-7809-1-0
PowerArmorAirdrop v1.00-18591-1-0
Can you or anyone pls. shade some light on this?
·
Hi durundallives, your post on 22 June 2016, 11:00PM :
· +1 any time I pull out, the game ctd's.
· ...made me laugh inside, like a teenager, but I'm middle-aged.
Yep, I know you meant "when I remove the AI module, there is a CDT
( Crash To Desktop )".
· Also, for you and any who have not used the following ( if needed ),
here is a "Fix mod" called Power Armor Autopilot Fix, made by
LanceOfEden. Here is most of it's description :
· "This is a patch for Kentington's fantastic mod, Power Armor Autopilot V1.11.
It requires Power Armor Autopilot V1.11 to be installed prior to installation !
· There seems to be something wrong with the model included with 1.11.
Power Armor Autopilot V1.11 to be installed prior to installation !
I re-made the model as Kentington envisioned using NifSkope, and there
are no more CTDs.
· Please overwrite anything this may need to for Power Armor Autopilot V1.11.
If Power Armor Autopilot has been updated past 1.11, probably don't
install this patch.
· All credit for Power Armor Autopilot goes to Kentington. I re-made the
model as envisioned using NifSkope, and there are no more CTDs."
· Notes from me, BorderXer : As is the case with any mod that you notice
has mention of issues, use might use Ctrl+F to "Find" text in posts that relate
to your issue(s) with PPA 1.11. First in PPA's posts, then in the posts for
LanceOfEden's Fix. Also, skim carefully thru the posts if needed, as well.
Don't forget looking in the "Bugs" tab.
· Maybe, consider making a plain text file, or word pro file
( that way you can include Profile image. BTW, sometimes a member's nexusmods.com
profile avatar is different from their forums.nexusmods.com avatar. ), list of your to
top 10 (or+) most knowledgeable & helpful Nexus members, and consider
their user-name when you use Ctrl+F for "Find".
· Especially, pay close attention to the content of the [ STICKY ] top post
since often important news, work-arounds, "do's & dont's", "best practices",
and, often as valuable : posts from members about the [ STICKY ] 'd info that
follows inside the, ( sometimes quite long ), dark pink outlined [ STICKY ] section(s)
box ( if there is a STICKY section for the particular mod in question ).
· Reflectively
I'm posting this as I was scared of this, but when I have my own power armor helmets working on my own character, then it doesn't seem to appear to happen...so if you ARE having this problem: check your own character in power armor. If it appears fine, then it should be alright...If it doesn't then fix THAT and try it...
Sentinel power armor at home:
However please note: Settlement Ambush Kit and Sentinel Power Armor are not compatible with one another... (If anyone has found a fix, please share)