фоллаут 4 мод автоматрон девушка
Автоматрон Секьюритрон / AutomatronSecuritron
Автор:m150
Версия:1.2
Перевод:русский
Описание:
Данный мод добавит в Fallout 4 всем известного автоматрона «Секьюритрон» из предыдущей части игры Fallout: New Vegas.
Обновление:1.2 (опция)
— По доп.ссылке добавлен опциональный вариант лиц для «Секьюритрона» (от tigeril), которые будут заменены на альтернативные (читайте ниже описание в разделе Установка и скриншоты к этой опции).
Обновление:1.2
— Добавлен шприц «Удаление мода ‘Автоматрон Секьюритрон'», который можно изготовить на химическом верстаке (в разделе лекарства).
— Исправлены модели (meshes) покрышек (колес) Секьюритрона.
Где взять:
Может быть создан на Верстаке Роботов.
Вам нужен перк «Наука!» Ранг 2 и «Эксперт по роботехнике» Ранг 1.
Что имеется:
— Куча различных модификаций и улучшений для ног, туловища, лица, плеч, поножей
Требования:
Fallout 4
DLC Automatron
Установка:(можно вручную или через NMM менеджер)
1. Скачать «Основной мод» 1.2 по основной ссылке (кнопка СКАЧАТЬ). Берем все содержимое из папки Data в архиве и кидаем в папку Data в игре, активировать мод.
2. Если вы захотите чтобы изменяемые лица для «Секьюритрона» были другими, то по доп.ссылке скачайте «Опциональные варианты лиц для Секьюритрона» 1.2. Заменены будут 7 стандартных лиц из основного мода на: (скриншоты смотрите ниже)
— Полиция Нравов
— Джейн
— Зайка
— Бендер
— Робот АВС
— Волт Герл
— Солдат Неудачи
* Установить опцию поверх основного мода с заменой всех файлов.
3. Как устанавливать моды читаем в данной теме.
Как отключить мод:
1. Удалите части этого мода у всех автоматронов.
2. Сделайте шприц «Удаление автоматрона «Секьюритрон»» на химическом верстаке (лекарства).
3. Используйте шприц «Удаление автоматрона «Секьюритрон»».
4. Удалите мод из игры.
Основной мод
Опциональные лица
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Automatron Randomized Bots
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About this mod
Ever feel that Mechanist and Rust Devil robots are all the same? That’s because they are. This mod changes all of that, and allows modded automatron parts to appear on «wild» robots.
DLC requirements
Nexus requirements
Mod name | Notes |
---|---|
Assaultron Combatron | Optional Patch |
Assaultron Miscellaneous Armor | Optional Patch |
Automatron Expanded Weapons System | Optional Patch |
Automatron EyeBot Companions | Optional Patch |
AutomatronWheelLegs | Optional Patch |
Industrial City Sim Settlements Add-On | Optional Patch |
M’sAutomatronPartsCollection | Optional Patch |
Mods requiring this file
Credits and distribution permission
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This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
This mod is not opted-in to receive Donation Points
Translations available on the Nexus
Language | Name |
---|---|
Russian Author: sweddd | Automatron Randomized Bots (RU) |
Version 1.1
*WHAT DOES IT DO?*
Have you ever felt like all of the mechainst and/or rust devil robots are all the same? Does it seem like all the Doom Protectrons have the same armors and armament? Do they feel all alike?
Well, that’s because they are. Instead of randomized armors and weapons like the game leads you to believe, all Mechanist and Rust Devil robots are static. Instead of randomizing the armors and weapons on those bots, the bots have about 5-7 leveled variations of each type (Protectron, Handy, Assaultron, Sentry, Robobrain) and they aren’t randomized in the slightest. All Servomech Scrapbots have the same armor and weapon configurations. Not only does this make them feel samey, it also makes it difficult, if not impossible for modders of custom automatron parts to make mechanist/RD robots have those parts.
This mod seeks to change all of that. How does it accomplish this? First of all, it provides a collection of OMOD Modcols to randomize robot weapons, armors, etc, and overrides the NPC robots themselves to use them. That Doom Protectron is not the same as the last one you fought anymore, it’ll have a different set of armors and weapons. More importantly, it provides a framework for authors to insert their own work into this pool, allowing for even more variants. It can also allow other types of authors to use this framework to create randomized bots. IE Faction Packs for SimSettlements Conqueror with randomized bots, or Warlike/FCOM/ETC things.
It also introduces a few new weapons that you can not only put on your bots, but also that wild bots will be able to use as well.
This comes in two parts, the Framework, and the Overrider.
The Framework is an ESM that goes at the top of your load order below Automatron and Unofficial Patch. This contains all the Modcols and new weapons.
The Overrider goes on the bottom, it is meant to override things like overhaul mods or other things that alter the Automatron NPCs, this is what actually inserts the Modcols into the automatron NPCs. There are two versions of the overrider: the regular one, and the unleveled one. The regular one tries to keep some ballance by locking certain weapons behind certain levels. IE a Tankbot won’t appear with a fatman launcher until you’re in a level 60+ area. The unleveled version will make it so wild bots can use any weapon at any level. Pick only one Overrider, do not use both!
Finally are also a variety of patches for popular robot part mods out there. They go below the overrider. They all count as ESLs, so you won’t have to worry about it taking up precious load space. The patches can be found in the optional files section.
Unfortunately the parts patches will conflict with one another, and so if you wish to use multiple at once, you will need to create a merged patch for them to work together. While there is more than one method to accomplish this, the best method for doing so is through the use of matortheeternal’s Merge Plugin Utility. Keep in mind only some of the patches need to be merged this way. Do NOT merge the main files, the base mods, or the overrider into your merged patch! only merge the patches!
Update: I have included a pre-merged patch for those who don’t mind downloading all of the mods in the requirement section (minus Industrial City) and just want the «full randomized experience» with little hassle. Includes a Nuka-World version (That injects nuka world parts into RD/Mechanist robots) and a non-Nuka World version. Unfortunately if you want your randomized experience to be a little more custom (IE you don’t want AEWS or Assaultron Comatron) you will still need to create your own merged patch.
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Automatron Randomized Bots
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Last updated
Original upload
Created by
Uploaded by
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Tags for this mod
About this mod
Ever feel that Mechanist and Rust Devil robots are all the same? That’s because they are. This mod changes all of that, and allows modded automatron parts to appear on «wild» robots.
DLC requirements
Nexus requirements
Mod name | Notes |
---|---|
Assaultron Combatron | Optional Patch |
Assaultron Miscellaneous Armor | Optional Patch |
Automatron Expanded Weapons System | Optional Patch |
Automatron EyeBot Companions | Optional Patch |
AutomatronWheelLegs | Optional Patch |
Industrial City Sim Settlements Add-On | Optional Patch |
M’sAutomatronPartsCollection | Optional Patch |
Mods requiring this file
Credits and distribution permission
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
This mod is not opted-in to receive Donation Points
Translations available on the Nexus
Language | Name |
---|---|
Russian Author: sweddd | Automatron Randomized Bots (RU) |
Version 1.1
*WHAT DOES IT DO?*
Have you ever felt like all of the mechainst and/or rust devil robots are all the same? Does it seem like all the Doom Protectrons have the same armors and armament? Do they feel all alike?
Well, that’s because they are. Instead of randomized armors and weapons like the game leads you to believe, all Mechanist and Rust Devil robots are static. Instead of randomizing the armors and weapons on those bots, the bots have about 5-7 leveled variations of each type (Protectron, Handy, Assaultron, Sentry, Robobrain) and they aren’t randomized in the slightest. All Servomech Scrapbots have the same armor and weapon configurations. Not only does this make them feel samey, it also makes it difficult, if not impossible for modders of custom automatron parts to make mechanist/RD robots have those parts.
This mod seeks to change all of that. How does it accomplish this? First of all, it provides a collection of OMOD Modcols to randomize robot weapons, armors, etc, and overrides the NPC robots themselves to use them. That Doom Protectron is not the same as the last one you fought anymore, it’ll have a different set of armors and weapons. More importantly, it provides a framework for authors to insert their own work into this pool, allowing for even more variants. It can also allow other types of authors to use this framework to create randomized bots. IE Faction Packs for SimSettlements Conqueror with randomized bots, or Warlike/FCOM/ETC things.
It also introduces a few new weapons that you can not only put on your bots, but also that wild bots will be able to use as well.
This comes in two parts, the Framework, and the Overrider.
The Framework is an ESM that goes at the top of your load order below Automatron and Unofficial Patch. This contains all the Modcols and new weapons.
The Overrider goes on the bottom, it is meant to override things like overhaul mods or other things that alter the Automatron NPCs, this is what actually inserts the Modcols into the automatron NPCs. There are two versions of the overrider: the regular one, and the unleveled one. The regular one tries to keep some ballance by locking certain weapons behind certain levels. IE a Tankbot won’t appear with a fatman launcher until you’re in a level 60+ area. The unleveled version will make it so wild bots can use any weapon at any level. Pick only one Overrider, do not use both!
Finally are also a variety of patches for popular robot part mods out there. They go below the overrider. They all count as ESLs, so you won’t have to worry about it taking up precious load space. The patches can be found in the optional files section.
Unfortunately the parts patches will conflict with one another, and so if you wish to use multiple at once, you will need to create a merged patch for them to work together. While there is more than one method to accomplish this, the best method for doing so is through the use of matortheeternal’s Merge Plugin Utility. Keep in mind only some of the patches need to be merged this way. Do NOT merge the main files, the base mods, or the overrider into your merged patch! only merge the patches!
Update: I have included a pre-merged patch for those who don’t mind downloading all of the mods in the requirement section (minus Industrial City) and just want the «full randomized experience» with little hassle. Includes a Nuka-World version (That injects nuka world parts into RD/Mechanist robots) and a non-Nuka World version. Unfortunately if you want your randomized experience to be a little more custom (IE you don’t want AEWS or Assaultron Comatron) you will still need to create your own merged patch.
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Automatron Pre-war Paints
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About this mod
Tired of wandering the wasteland with robots covered in rust? Wish you’d see it back at its prime? Look no further, with this mod, a simple stop at your nearest Robot Workbench is all you need!
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Version 1.3
Both straight donations and premium membership donations accepted
Tired of wandering the wasteland with robots covered in rust?
Wish you’d see it back at its prime?
Look no further!
VERSION 1.3 AVAILABLE!
News
November 21st 2017
Core features of update 1.4 are complete, but, as I want to add more textures and decals before uploading it I’ll be delaying the release. Currently busy with University as well.
November 14th 2017
The construction Protectron is completed! Work on the firefighter Protectron is underway and progressing well.
I’ve begun slowly working on this project once again. The construction Protectron is
nearing completion although I’m having some hard drive issues and have
to back up my files and the whole Windows re-installation process is lurking about.
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Automatron EyeBot Companions
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Adds EyeBots to the Robot Workbench as proper constructible, customizable companion robots as they should’ve been, including Sonya and ED-E’s frames, tonnes of paint jobs and loads of other unique modifications! Includes optional Far Harbor addon with The Thing You’re Thinking Of from Far Harbor! Fly Far Fly Fast!
This mod does not have any known dependencies other than the base game.
Mods requiring this file
Credits and distribution permission
Author notes
Feel free to make compatibility patches for this and your mods to resolve conflicts without asking permission first, though if you let me know you have it’d be cool (always neat to see what other people are working on, especially in Automatron).
You may absolutely not use this mod or any part of it in any way, shape, or form (including as a reference on how to achieve something) for a mod that requires payment for purchase, support, updates, or anything like it. Accepting donations is fine (as long as it is done in line with the Nexus rules on the topic), but that’s the limit.
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Version v1.6a
Fixed:
-Fixed issue causing new game start freezing when used with certain other mods (eg WoTC)
-EyeBots now explode and turn to ash on death rather than the previous somewhat glitchy method. This does mean they can’t be revived, though.
-YK42B firing sound is no longer in Deafening Stereo, instead it is now in Deafening Mono.
-Junker Frame should now increase the damage of bullet weapons as intended.
-Maybe some other things I’ve forgotten.
Changed:
-Improved the Duraframe Model (vents, again)
-Added conditions to the two remaining non-DLC weapon types that required weapons to be present in the inventory to show up (to avoid spoilers) which will now make them appear permanently in the weapons menu once met.
-Headlamps are now higher (on the base of the centre antenna) to avoid blocking the decals. I don’t like it as much as their previous position but a couple of people asked for it and I feel like just as many people are avoiding using them because of that as will stop using it because of the reposition.
-Prototype Frame’s antennae are now a little less stiff.
-Buffed defenses of all frames to bring them a bit closer to other automatrons, narrowed the gap between non-duraframes and duraframes.
-New Venom Launcher mesh (previously named Acid Launcher).
Far Harbor Addon
New:
-8 new Vim! Decals (two for each flavor)
Changed:
-Completion of certain quests will now cause the two DLC weapons to permanently show up in the workbench regardless of whether or not they’re in the inventory.
NEW! Nuka-World Addon
-2 New Frames
-10 New Paintjobs (6 DLC-Related, 4 non-DLC related but DLC-Asset-Based)
-7 New Decal Families + 2 additional standalone Decals with regular and worn variants.
-20 New Hat slot mods
-1 New Radio Tuner
-22 New Weapons
NEW! Nuka World + Far Harbor Addon
-1 New Frame (Requires the ability to craft Vim! )
-4 New Weapons (All require the ability to craft Vim! )
-2 New Paintjobs (Vim!/Vim! Refresh)
Version v1.5a
Version v1.4BETA
Version v1.3a
Version v1.2a
Version v1.1a
Version v1.0a
Version v0.99
Version v0.9b
Version v0.9a
Version v0.1c
Version v0.1b
Version v0.1
Note: If you were using the Passive/Pacifist AIs on any of your Automatrons prior to v1.5, please get them into the Robot Workbench, open up the Behavior Protocols (new name for AIs) category and hover over the various options in there to update to the new versions of the effects. It’s also a good idea to do this with any EyeBots nearby when you load the game, and go visit any others you have (loading the cell they’re in will update their effects).
AUTOMATRON EYEBOT COMPANIONS
When Automatron was announced, I was ecstatic at the prospect of travelling once more with my favourite little buddy from the Mojave. I raced through it because I was told there were buildable EyeBots at the end, only to be bitterly disappointed by what were basically fetch quest bots that wouldn’t accompany me on my journey into the bowels of hell (especially when the first one sent me to Medford Bloody Memorial Hospital for the hundredth time).
Anyways, I really, really wanted to hang with my little buddy again so I decided that if Bethesda weren’t going to do the right thing, I’d do it myself. And here we are.
Fly Far, Fly Fast!
v1.6a: Nuka-World! (Finally)
Who has time for fancy update images? Not me! (No, really, I don’t).
-Base Mod-
New Security Frame!
New Diagnostic Frame!
New Outcast Paint and Decals!
New Minutemen Blue Paint!
New DC Guard Paint + Diamond Decals!
New Bronze Finish!
New Mod Category: Duraframe Vent Glow!
New Day/Night Offense/Defense Increasing/Decreasting EyeBot Misc. Mods!
7 New Hat-Slot Glasses!
Further Improved Duraframe Mesh!
-Far Harbor Addon-
8 New Vim! Decals!
-NEW: Nuka-World Addon-
2 New Frames!
22 New Weapons!
10 New Paintjobs!
7 New Decal Types + 2 Standalone Decals!
20 New Hat Slot Mods!
1 New Radio Tuner!
-NEW: Far Harbor + Nuka World Bonus Content-
1 New Frame!
4 New Weapons!
2 New Paintjobs!
. Plus bugfixes and balance tweaks to make EyeBots more competitive!
v1.5a: I Was Actually Just Going To Do Some Bugfixing
There’s too much here to make a graphic for so I’m going to list the new features and put the less important stuff in a spoiler. Sorry for being boring!
-Sonya Bonanza-
Face Paint and Decal Compatibility for Excavation Frames (Sonya’s paint is now a separate option available for all EyeBots under the name Excavation Paint).
New Excavation Frame MKI: Close-range, huge damage, wide area explosion with diminishing damage over range and randomised knockback chance dependent upon distance, no player damage.
New Excavation Frame Addons: Various addons with similar effects to the base frame variants.
New Excavation Duraframe: Less defense than a regular Duraframe as it’s more exposed, similar weapon to MKI but less powerful.
New Excavation Duraframe Variant mod type: Similar to Duraframe Misc Mods, but for the Excavation DuraFrame
Uninstallation holotape Utility Functions to help mitigate some issues caused by bad uninstalls. Very strongly suggest reverting to a prior save though, and you should still be just as careful when uninstalling. See changelog further down for details.
-M.I.L.A. Frame Customization-
17 Screen/Glass options (4 Glass, 12 Glow, 1 Mr. Handy Iris), 34 Body Paint options and 34 Accent Paint options.
Plus a tonne of fixes, tweaks, and other minor things!
v1.2a: Polish, Polish, Nostalgia, Polish
New EyeBot Headlamps: Let EyeBots bring a little light into your life!
New EyeBot Junker Frame: A Real Scrapper!
New EyeBot Charging Frame: The Added Power of Tubes!
New EyeBot Prototype Frame: New Vegas Nostalgia with 12 Different Screen Tints!
New EyeBot Nailgun and EyeBot Needler Weapons: Turn your opponents into pincushions!
New EyeBot PPK12 Gauss Weapon: In case the Needler wasn’t enough nostalgia for you!
New EyeBot Classic Laser: Even more FO3/NV Nostalgia!
New Large Militia Hat: Yee-haw!
New Thruster Mesh: Improving your immersion!
New One-Time Warning Message: Sorry For the Inconvenience But It’s Clearly Necessary!
Bugfixes/Rebalances/Improvements: Lots of ’em! No more endless falling!
Far Harbor Optional Addon: Fresh modifications from The Island!
No Fancy Update Image This Time: I’m Exhausted From Adding All This Cool Stuff!
WHAT IT DOES
Adds EyeBots to the Robot Workbench. They work like any other Robot companion, and have a broad range of customisation options including copious aesthetic options and radio playback, numerous effects and the ability to be used with other robot legs (though it looks a little odd). Yes, it includes Sonya’s frame (Excavation Frame + Excavator Paint), and yes, thanks to thanks to the generous texturing of mkdo40 (whose mod Wasteland Imports you should definitely check out if you’re finding yourself missing the Mojave) there is now a Duraframe (ED-E!), with optional numberplate and sticker. AEC aims to feel like a regular part of the game without forcing itself on you.
Obviously, AEC requires Automatron.
INSTALLATION INSTRUCTIONS
Most important thing: if you haven’t already, please follow THIS GUIDE RIGHT HERE to properly enable mods.
If you get crashes when selecting EyeBot mods, make sure you have (or still have) the following three lines in your Fallout4Custom.ini in
My Documents\My Games\Fallout4\
Now onto mod installation instructions:
Install the mod manually or through your mod manager as you would any other (I’ve tried to name the fomod folders sensibly for the former group). I use NMM and test stuff with it, for what it’s worth.
Before you install it, back up your save manually (I’m not sure if survival detects this or not but if not I’d very suggest it for AEC and any other mod you install.)
Once in game, you just need to wait a few seconds so that the formlist updater script can run before you use the robot workbench (it runs on every load but checks if it needs to make each change so on later loads the wait shouldn’t be necessary unless something messes up the formlists). In the meantime, read the one-time warning message about uninstallation: it’s suuuuper important as if you uninstall without following specific instructions you WILL break your Robot Workbench nigh-irreparably!
Once you get a message in the top left corner of your screen saying the installation is done, you’re good to go.
MISC NOTES/ADVICE
IMPORTANT NOTES:
Behavior Protocols/Proximity Mods: If you have another mod that controls Aggression, Confidence, Follow Distance or Follow Behavior, don’t use those effects and the equivalent functions of AEC mods on any NPC simultaneously, or odd behavior may occur. AEC does it in the conventional manner, using a SetValue script (necessary for aggression to prevent random robot resets), so any issues aren’t from doing weird stuff on my end.
COMPONENT LISTS:
The component lists for many of these items don’t fit on Bethesdas gigantic console-focussed interface without scrolling. If you think you have all the ingredients and perks and the recipe is still grayed out, please try scrolling.
Various Paint/Decals:
A lot of the Paints/Decals, especially those for factions from this game and others, have minimum level or quest requirements (usually completion of the first quest in that faction’s quest line). The cool yellow frame with the lightning ball in the pictures above requires completion of a quest called The Big Dig.
Atomic Radio Tuner:
For this tuner to work you’ll need the Atomic Radio mod, found on Bethmods or here (download link is in the menu at the top). It’s great and I heartily recommend it. Note that while I’ve managed to stop OWRB and vanilla stations from skipping, Atomic Radio still does when changing mods on a robot. Depending how other Radio Mods do things, the Custom Tuner may or may not cause skipping.
Custom Radio Tuner:
As its description states, it will play whatever your pipboy radio is playing at the time it is built. If the pipboy radio is off, it will be off. You can change what any companions equipped with it are playing to what your pipboy is playing via the [AEC Uninstallation/Utility Holotape]. It will play back anything you can tune into via your pipboy, including mod-added radio stations and limited-range vanilla broadcasts so yes, that means you can have your pipboy, the in-game announcement system, AND an EyeBot all playing the dulcet tones of Emergency Frequency RJ1138 simultaneously! Wonderful!
Q&A
>My game freezes when starting a new game
>>This shouldn’t happen any more, but if it does, disable the mod until you’ve got control of the character and accept my apologies for the inconvenience.
>Why are some of these mods so expensive/hard to get?
>>Recipes have been made significantly cheaper as of v1.3a, so if you were put off by it before it may be worth giving it another shot now.
As for requirements, EyeBot tech in the Commonwealth is kinda limited aside from groups/people that would know a bit about robotics, science etc, and I felt perk requirements were kinda underused by the DLC, given the subject matter (especially Robotics Expert).
If it’s still too much, the Cheat Recipes addon can help.
>My EyeBot runs away instead of fighting!
>>Poor little fella is scared, it doesn’t understand violence. If you wish to shatter its illusion that the world of Fallout is one in which a small, orb-like robot can survive without resorting to casual brutality, give it an EyeBot Weapon and maybe change its AI package. If that doesn’t work let me know what weapon it’s using and also open the console, click on the robot, type «showinventory» and post what it returns, if you can.
>Does doubling up on Hacking, Lockpicking, or Recon Sensor mods do anything?
>>Nope. You should probably avoid it in case clashes occur, but I’ve not had anything really bad happen as a result of it.
>What about the others?
>>Yeah, should do. Numbers say it does.
>My EyeBot weapons don’t work!
>>This is likely a conflict with another mod that allows the use of arms with parts that otherwise wouldn’t allow them. This shouldn’t happen with vanilla parts but changing from mod added parts can cause it. For those affected, the solution should be to go back to the workbench, change to non-EyeBot legs, select no arms and no hands for both arm slots, make sure you don’t have any Shoulder Launchers attached either, then change back to the EyeBot Propulsion System (and re-add any other mod types linked to it (EyeBot weapon etc)). The EyeBot is trying to use the hand weapon and doesn’t have the animations for it. This should remove those weapons, fixing the issue.
>Modification options aren’t showing up!
>>Probably an installation or download issue.
1: Make sure the mod is active in the in-game mod menu (th1nkEyebot.esp)
2: Make sure you waited at least a minute before using the robot workbench.
3: Double check the INI edits in the install instructions are present, this has been the cause for a few people now!
4: Delete the mod (no need to use the uninstaller, just don’t load and save the game without the mod active in the meantime), redownload it, read the installation instructions thoroughly and try again.
5: If you previously uninstalled without removing AEC’s files from your directory but did follow the instructions correctly, fully remove AEC’s files (especially the scripts, all of which are prefixed by «th1nk»), load the game, wait a few minutes, save the game, exit, try installing again on the save you just made.
6: Failing all of the above, try the Force Install option in the utilities submenu of the [AEC Uninstallation/Utility Holotape]
7: At this point I’m basically out of ideas. Maybe it’s some esoteric mod clash from someone who has added a bunch of bad edits to the order-critical formlists (see Compatibility and Notes For Other Mod Authors below) or done something odd in an install script or you’ve badly uninstalled another Automatron mod (try the Robot Workbench Fixer in the Uninstallation/Utility Holotape).
8: If you don’t even have the holotape, download the Holotape adder addon, if that doesn’t give you anything then you’ve definitely done something wrong with activating the mod.
>Meshes aren’t showing up!
>>Double check your INIs for the edits in the installation instructions (I do mean double check, people have been certain of it only to find that they’ve magically disappeared!). Failing that, Uninstall and Reinstall the mod in your mod manager (no need to follow the full uninstall guide in this readme/description as long as you don’t load and save the game without the mod active), the files possibly haven’t unpacked right. If you’re updating from v0.1c or earlier this will probably happen due to the significant changes made to the underlying mechanisms of AEC. Take your EyeBot to the Robot Workbench, remove and readd the modifications you want, and it should be fixed.
In more recent cases, this has been caused by the lines to allow non-archived files being missing from FalloutCustom.ini. Check the installation instructions, the info on that is at the top! 🙂
If you’re talking about EyeBots being invisible after uninstalling, you didn’t uninstall right or check it properly afterwards! Reload a save from beforehand and follow the instructions carefully or attempt to salvage what you can with the [AEC Uninstallation/Utility Holotape]!
>I used the Standard AI mod in V1.2a and now my EyeBot is more passive than it should be!
>>Yeah, I messed this up, I’m sorry. It’s fixed in 1.3a, but to fix already affected robots you’ll need to change the Torso to a non-EyeBot Core Torso and back. Again, apologies for the inconvenience. If you’ve skipped 1.3a, the same applies, AIs are now called Behavior Protocols.
>I don’t like [thing] about hats/other clearly not 100% serious thing!
>>Please do not take the optional hats/optional other clearly not 100% serious things seriously. Ignore them. Or remove the ap_th1nkEyebotHatKYWD from the Object Modification th1nkEyeBotTorsoTorsoOM «EyeBot Core» (02000803)
>I like hats, can you make them for other robots?
>>The way I did it isn’t directly transferable to other robots and also takes a fair bit of tedious work. I also think someone was working on it already and I don’t really have much interest in (or time for) doing so myself.
>Can you make paint for other Automatrons?
>>Paints are a TONNE of work, and other Automatron parts use Palette mapping which I don’t fully understand, so it would be difficult for me to apply the paints there even if I were willing to put in that much work into something I’m not all that fussed about. Also I don’t really have the upload speed to be managing another mod with lots of texture files.
>Can you do x mod?
>>I probably won’t, I tend to focus on one thing at a time and work really hard on it, then move on to something very different. I don’t really want to do anything else in terms of significant fallout 4 mods, would rather get back to designing/building guitar effects pedals. I may be able to give vague, cluttered, stream-of-consciousness pointers on how to go about doing things if you really need it, I’m not a very good teacher though as I do most things as I go.
>Can you add a Lonesome Road ED-E Frame?
>>Believe me, I’d love to, but while I’ve improved drastically at texturing while making this mod, I’m still only capable of working on small objects and my normal and specular mapping skills aren’t really good enough to make a large model look right. However, if you are interested in texturing an LR ED-E model (requiring diffuse, normal, and specular maps, quite possibly for the entire EyeBot due to the different shape of LR ED-E), then I can probably finish a model of it to make it happen, and obviously provide whatever support I can, as well as credit on the page, credits tab, update note, and wherever else relevant that I can fit it.
>I can’t rename my robot(s)!
>>Base game bug. Finish remaining quests involving Kellogg and you’ll be able to do so.
>My Automatron reset to an armorless Protectron, WHAT HAVE YOU DONE?
>>Assuming the robot didn’t have the outdated Passive/Pacifist Behavior Protocols from v1.3a, this isn’t AEC’s fault! There was a bug with the Unofficial Fallout 4 Patch and Patch 1.6 which causes settlers, including automatrons, to reset (and maybe some other things with settlements). While UFO4P has been updated to fix this since, the fix apparently isn’t retroactive (though Bethesda are supposedly looking into that). In addition, I believe the cell reset bug also affects Automatrons, so there’s that too. It’s also very possible that the issue with those AIs on Provisioners was also related to this.
>The Inferno/Frostbite unit VFX are HUGE
>>This happens with headlamps. Nothing I can do about that, just don’t use them together.
>My EyeBot exploded! How do I get it back?
>>Reload your save. This is necessary due to some annoying stuff with skeletons/collision data etc and my previous workaround was glitch-prone.
>The holotape is ruining my immersion please delete it
>>Open it up. Select Holotape Management. In there you can make it removable, just don’t lose it because you will need it if you decide to uninstall.
>Why can’t I make my EyeBot self-destruct?
>>(Aggressive Bleep)
OPTIONAL ADDONS
I’ve added a couple of optional addons over time (all but the Holotape Re-Adder are included in the FOMOD installer from v1.5a onward), here is what the current ones do:
1. Far Harbor Addon: Adds content from Far Harbor. It’s polite to use spoiler tags when discussing in the thread. Don’t deactivate/uninstall this on a save you’ve used it in without uninstalling the mod in its entirety or bad things may happen!
2. Nuka-World Addon: Adds content based on Nuka-World or using its assets (mostly paint jobs that use the new normal/specular maps). Also polite to use spoiler tags in the thread. Don’t deactivate/uninstall this on a save you’ve used it in without uninstalling the mod in its entirety or bad things may happen!
3. Far Harbor+Nuka-World Extra Content: Adds content based on both Far Harbor and Nuka-World assets (thus can’t be included in the base FH addon). Installed automatically by selecting to install both Far Harbor and Nuka-World DLC Addons in the installer. Don’t deactivate/uninstall this on a save you’ve used it in without uninstalling the mod in its entirety or bad things may happen!
4. Cheat Recipes addons: Lets you make all of the EyeBot modifications at no cost, with no skill requirements, so you can pimp your EyeBot ASAP. The arious DLC ones do the same for their DLC addons, all in one does it for all of them meaning you don’t need the others. Unlike DLC addons, these can be disabled at will.
5. Uninstallation-Utility Holotape Re-Adder (Utility, not included in the FOMOD installer): If you’ve lost your uninstallation holotape and want to uninstall or use the features added in v1.4/v1.5a, you can load this up and it’ll add one to your inventory. You can remove it afterwards, make sure to delete it rather than just disable it so the script doesn’t linger! Should be placed after th1nkEyebot.esp in your load order (it doesn’t have it as a master because that’s a pain in the CK and it was easy to do without requiring that). This is also an option if you are using an alternate start mod or other mod that has prevented you receiving the holotape (make sure to read this page thoroughly in that case, particularly the uninstallation section as you will also not receive the warning popup in that case!)
UNINSTALLATION/UTILITY HOLOTAPE
AEC’s holotape contains numerous functions to attempt to fix issues from bad uninstalls, as well as some other things. It can be made removable via an option inside of it, though you should make sure you don’t lose it.
General Functions:
Holotape Management: Allows you to change the quest item status of the holotape to make it removable. Don’t use it in a terminal, only in your pipboy, or you will get duplicates. You can toggle it via your pipboy again to remove those, though.
Custom Radio Tuner: Allows you to set any followers with a Custom Radio Tuner to play whatever radio station the pip-boy is playing at the time, on the fly.
Bug Fix Functions:
These are intended to fix issues from bad uninstalls or other bugs. They are to be used entirely at your own risk and are not guaranteed.
Robot Fixer Item: This will give you items that can be equipped to Automatrons rendered invisible by mods being left attached when the mod they’re from is uninstalled. It is only intended to allow you to self-destruct robots as it cannot fix AV changes from mods that were nulled by being there while their esp was removed. I tried to get it to do that, didn’t work out (derived stats are The Worst Things). This means that even once this update leaves beta you should still be super careful to remove AEC mods from all bots and ESPECIALLY Ada, Codsworth, Curie and Jezebel and any other non-selfdestruct-able bot before uninstall. All of the debug functions are only intended as last resorts and aren’t guaranteed not to break this mod or other mods.
Attempt Robot Workbench Fix: This option will attempt to fix broken menus and race-leg misalignments in the workbench that are caused by improper uninstallation of AEC (and potentially other scripted automatron mods). While intended to prevent messing up other mods, I can’t guarantee it won’t. You’ll also need to save and reload to make the fixes to AEC take effect. I did a quick test with a couple of list edits from a dummy mod and that worked fine but it was only a very small mod. Make sure to wait for the finished notification, this one takes a little while. It won’t fix issues caused by improper edits to Automatron’s order-critical formlist pairs. If using this to fix a bad uninstall you will need to repeat the uninstallation process, properly this time. Make sure to wait for the completion message!
Combat Detection Module: If your EyeBot has a standard/default protocols package but still isn’t detecting and attacking enemies, this can be equipped to them as a substitute, it uses a script with randomisation of whether it will attack a nearby enemy or help the player, based on distance. Don’t give this to too many robots at once or it could cause script lag, the script is a little complicated (nothing huge but the most complex thing I’ve done for sure).
For the Force Install, Workbench Unborker and Uninstall options, make sure you wait 5 minutes after loading a game before you use them to ensure the game load scripts have wrapped up.
Check For AEC Mods: This will go through your settlements, current followers and Ada, Codsworth and Curie and check for AEC mods and remove them (replacing the legs/torso with protectron ones if found). It is not guaranteed to work and you should still check each settlement manually, it’s just intended to potentially save a little time having to manually replace mods on every single EyeBot if you’re going to ignore the warnings below and uninstall. Make sure to wait for the completion message! Also note it won’t work if EyeBots are not assigned to a settlement or otherwise outside the conditions above. It *should* work with mod-added settlements as it uses the list automatically maintained by workshopscript but that’s no guarantee (I don’t have any settlement mods to test with), make sure you double check those.
Uninstaller: See Below.
1. Think VERY hard about whether you truly need to do this. If so, save your game now and if possible back it up externally.
2. Open the [AEC Uninstallation/Utility Holotape]. Make sure to read all information on your pipboy screen from this point on.
3. Select «Uninstallation: Check Settlements For AEC Modded Robots»
4. Select «Check Settlements»
5. Wait for the next screen to come up then exit your pipboy and wait for the completion notifications.
6. Visit each of your settlements and (if they aren’t at settlements) wherever Codswoth, Curie and Ada are and any mod-added moddable robots and check that none of your bots have EyeBot Cores or Propulsion Systems attached (and if you gave any Combat Detection Modules, check for those too). Don’t forget your provisioners!
7. Save your game, then open the Uninstallation/Utility holotape again, go to «Uninstallation: Uninstall Automatron EyeBot Companions». As a side note, don’t run the uninstaller right after loading a game, wait at least 5 minutes (and avoid any eyebots getting into combat.
8: Read the instructions and warnings, then click «Uninstall».
9: Wait for the completion notification to appear, save your game and exit.
11: Load up the game and check the workbench works correctly – menus work right, movement styles change correctly with different legs, parts that shouldn’t be usable together aren’t usable together.
If any of these things happen you’ll have to revert to the save you made before using the uninstaller and try again, reading the instructions more carefully this time.
To be clear, none of this is needed for updates (where you uninstall one version and install a new one without loading/saving a game in between), or when repairing an installation that hasn’t installed all of the files. It is only needed when you are loading a save that was made with the mod installed without having the mod active. If you have to test mods via process of elimination, back up your save first!
VIDEOS
Some lovely people have been kind enough to make some lovely videos about my mod. Here’s a small selection (sorry if yours wasn’t included, it’s not that I didn’t like it, I’ve not seen a video of my mod that I haven’t loved, I just only have so much space)
COMPATIBILITY
Now that I’ve changed to scripted formlist edits, the mod should be compatible with most other Automatron mods in terms of things showing up right, unless their mod’s edit timing clashes with mine. Mods that edit the vanilla assets it references (projectiles, any eyebot files, etc etc) may cause problems if they’re really drastic, but generally shouldn’t.
Also, mods that add arms and hands may cause issues where the hands remain in the inventory after changing to the EyeBot thruster, causing it not to attack due to lacking animations for those weapons. Make sure you manually remove the hands before switching to the EyeBot Thruster if you have mods that do that.
Alternate Start Mods: While I’ve altered my script for v1.6a to attempt to work around this (you should receive the holotape and first install warning a little later) and tested it with the two main alternate start mods, if you don’t receive the warning and holotape, read the uninstallation section here and use the uninstallation-utility holotape re-adder addon to get that.
Other mods that do things at game start: While I think my script should now be pretty safe, it’s always possible that someone will somehow manage to trigger things too early or mess it up. If new games aren’t starting properly and disabling AEC fixes it, post a list of the mods you’re using in the thread (please mark any you think might be doing things at startup or anything with heavy scripting) and then simply disable AEC, start a new game, save, and then install it (or if you’re a new user, wait until you start automatron so you can test it ASAP and decide whether or not you want to use it).
Script Sources:
I’ve included sources for all of my scripts, most of which are annotated to varying degrees. You are welcome to use them without asking permission, as long as said usage is in line with any overarching conditions I place on usage of assets/contents etc (i.e. not for a paid mod). Credit isn’t necessary (aside from the Combat Detection Sub script because it was a lot of work) but I’d definitely appreciate it, even if it’s just a mention in a comment in the script itself (assuming the source is included in your download).
CONSOLE USERS
XB1 Users: This is the official XB1 Version. Now that texture compression works updates should be up not too long after the PC Versions (usually updates are released to the nexus a couple of hours before the Bethmods PC version and then finally the XB1 version).
XB1 Addons: Far Harbor Addon, Cheat Recipes, Far Harbor Cheat Recipes
PS4 Users: Condolences, y’all. 🙁
There is a BethMods PC version, my username there is the same as on here, but I’d prefer people use this version instead and that version is updated noticeably slower and has lower quality textures.
WARNING:
While this mod was made using FO4Edit and the CK, I take no responsibility if this destroys your save, your computer or your life, gets you arrested, causes a nuclear holocaust or anything else. I hope it doesn’t though.
Also don’t download this mod from any site other than this page, Bethmods (my username there is also th1nk, report uploads from other users if you see them, if/when Beth have fixed that functionality), or pages listed in the Translations tab.