How To Repair Robot In Fallout 4
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How To Repair Robot In Fallout 4,
Source: https://www.nexusmods.com/fallout4/mods/20632?tab=posts
Posted by: salaslopeat.blogspot.com
23 comments
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!!Alert!!
This mod conflicts with the "Unlimited Followers" mod (that requires a parent mod, "Robot Dwelling Defence") -- information technology does non allow for the assignment of more than followers (via the Pipboy / X-button).
n11s9
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Something i found out is that if you select your robot in crafting style for some strange reason you can move him like article of furniture. make certain you dont do this considering it will revert him to non regen mode even if you fabricated him with the modernistic installed. Perhaps y'all could fix this problems in a future update?
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Glutinous
Odd question (but relevant non the less)
If I was to build an Automatron, and non use it, but automatically assign it to a supply road, would it be given the tag every bit well, or do I need to use information technology equally a companion, every bit I accept been getting the consequence of my Provisioner bots being destroyed ofttimes.
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Mucilaginous
Firstly, i never seen my robot provs dying, which is very strange.
Secondly, didn't examination it and so thoroughly still, from what i tin tell - you'd better build new robots later on installing the mod to exist certain.
Lost two settlement guard bots non long ago, all of a sudden, this means that "protected" flag is being removed whenever you dismiss your robot and assign it to some settlement related task. Just i changed "protected" to "essential" and they override each other. So i'thousand not sure what to expect when y'all dismiss a robot with mod on.
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Are you thinking of where your robot-PROVISIONERS are "destroyed" and showing up in settlements as "naked" Protectrons?
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That's generally what they become when " Destroyed" as I accept seen it on near every provisioner (Oberland to Greygarden gets off lightly)
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I thought I had some sort of mod-conflict, and so I looked into it, plant out I had four-5 mods that could've been the culprit(s), so I merely permit i go...
Information technology might be a vanilla-issue with them being " protected ", getting their arses handed to them, and itch back dwelling house... I've no thought if this mod will fix that? Doesn't the " naked robot " upshot pop up whenever they are " downed " and no merely injure Real bad? Won't they " get downward " either way? I mean no matter if they are " protected " or " essential " ?
Does any of this fifty-fifty makes sense?
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Whenever i hit my bot hard enough for him to get to unconscious state - he won't move, won't regenerate himself, simply will continue talking to me and regenerete my health if regen field mod has been installed. Problem is - he not supposed to talk or heal me while in this state. And it doesn't happen if some one else keeps "killing" him.
Technically, he should plainy die, because protected, but information technology doesnt happen somehow.
Only interaction i had at this point was to repair him. After this, he won't be able to regen himself back no matter who will put him down next fourth dimension. That's the issues i wanted to fix and information technology seemingly did information technology.
No idea what is meant by "destroyed" naked robots. My guards were apparently expressionless, with empty loot window.
In that location is clearly some spectacular BS involved in all these robotics...
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Gummy
"At that place is clearly some spectacular BS involved in all these robotics..."
Yes, yep at that place is! I've had a look at some of the " Moddable Automatron Robots.. " and all those mods, and every time some fourth dimension has passed (cell-reset?) my Robot-provisioners come dorsum reset/damaged to " naked, base Protectron land " like I've just fabricated them...
Well, next non-FROST play-through I'll try this modern out!
Thanks for the potentially VERY useful mod!
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Gluey
naked automatron can also exist the effect of cell reset bug, to which there is zero we tin can do near information technology.
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Quick question before I dl,
If I were to have a settlement full of newly built automatrons on supply routes, would they all exist 'immortal' while they're doing the supply run thing?
Or will they be killed by a random deathclaw on the manner to sommerville identify?
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Viscid
Exactly this question has been asked already, scoll down please. I don't actually know. Infinite Hulk ate all the fourth dimension.
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Thanks for the release, Multitran! If possible, could you provide regeneration for companions on Survival?
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Been looking onto this, then suddenly realized that buggy robot'south behavior resembles the one from survival style. Like, either you repairing him, or he gets destroyed. The same probably works for "naked" robots appearing in settlements. So i can presume that survival is a bit buggy and messes with it.
Cosmos kit wiki helped a piffling:
bool Function GetNoBleedoutRecovery()
Gets whether this actor tin recover from bleedout or not.
Look like this volition do with both your request and "naked" robots and whatnot. And it tin perchance work on any difficulty. But no thought where to actually put information technology or where to notice it in CK.
LABTECH
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Ha someone has to add Johny v.
For that matter I being an one-time comic volume fan would dearest to see the ABC warrior's recreated in the game and there have been endless players searching for a mod that would allow them to create Cylons, Cybermen and Dalek'south (those second ii from the doctor who universe are technically cyborg'southward but so so is a Robobrain.
Multitran great set that should plug a pigsty in the unofficial patches.
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Pasty
Could you fix the problem with the name of robot companion? It desapear when you travel with your robot follower
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Glutinous
So you're maxim that if I hit Codsworth with a devious bullet, I won't need to waste product a Robot Repair Kit?
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It will work for workbench-built robots. Not certain about Curie\Codsworth, never really used them. Simply since you saying virtually wasted kits, then it probably won't work with them. Different ID's and all.
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Checked them in CK now, both are flagged as essential. Should be no such bug you describing.
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@Jameson Codsworth and Curie are set as essential and then they tin't die, i think they can merely dice if they hate y'all. (Ada is essential because quest line) But automatrons you build are set a "protected" they wont die to npcs only they tin can die if you accidentally hit them with your attacks.