I'd rather edit base health or player-only parts to be of very high health, and in case of overflow, a 8888 would be a more safer bet in case health buffs apply. Speaking of overflow, even merchants in Skyrim can't exceed like 30000 gold or something before it loops back or refuse adding or subtracting from player's own gold list.
The mod killing the robots might be a health overflow error. As in, by putting it's health so high it's looping back around to the maximum negative value and instantly killing them. To fix this I think just removing one of the decimals on the health buff would help. As that would still be an impossible amoung of damage for npcs to do on them, but would also be impossible for other health increasing modifications to instantly kill them.
(Edit: I am almost certain this is what is causing the automotons to all die. I might test having robots use no armor or health increasing upgrades to see if i'm right.) (Last Edit: I think a solution would be to put it at a reasonably high level. I checked and Liberty Prime has 5 million hp. That should be more than enough to keep automatrons from dying, while also not having the roll over issue.)
Please read the description before reporting issues as your suggested fix (copying Liberty Prime) is how the mod already works and this mod is no longer supported.
Back when I still used it, I was able to remove and attach the mod (As I would do so when recruiting a bot as a follower) But this mod is no longer supported as the bug/oversight it tries to work around can be fixed by the methods in the mod description.
I ran into a weird situation. Upon adding Unkillable Specialty to my automatron, it lauches itself upward to the sky, then falls down to the ground...TO ITS DEATH. Not sure if anyone met a similar bug like i did?
Another user had this problem as well, I was never able to replicate it. I genuinely don't know what causes it or why, my mod was made as simply as humanly possible (I just added an item that gives robots a bunch of HP, no scripts or anything.) however bear in mind that Automatron is extremely buggy and always will be unfortunately.
However this mod is no longer supported, check the description for a method to make robot settlers essential without needing the mod at all, it's far less buggy and even more lightweight.
for me its really bugged, it makes it so when i try to customise my robot it just removes that part i was trying to customise i.e the head would be missing then when i go out of the robo crafting station the robot needs a repair kit and then when you go back into the station you can customise it...
What? why? this mod? you do not need this mod. yo can turn your settlement automatrons essential by TALKING TO THEM AND ACTIVATE PERSONALITY MOD IT SETS ROBOTS AUTOMATICALLY UN KILL-ABLE! Do you even play this game WTF?
That does not work, it is bugged, hence this entire mod, and the countless, countless threads on the problem, and even workarounds posted on the fallout wiki itself. Robots "essential" status does not persist when they are dismissed to a settlement and are no longer your active follower, something I, and the many other commenters on this mod with the exact same issue, have encountered the hard way.
So its very easy to ask, Do YOU even play this game? ;)
"Didn't stick"? Did you set up the command to run the bat file every time you start up the game? I just did so today so I don't have much experience to go on, but over an hour or so of gameplay I didn't have any of my provisioner robots break whereas before some of them only went a few minutes before they were reduced to a bare Protectron frame
Well, the 'unkillable' mod isn't preventing my provisioner robots from getting busted/glitched back to the basic naked body. I'll try the bat file mentioned in the spoiler section of the description and see if that'll solve the problem.
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The author has locked this comment topic for the time being(Edit: I am almost certain this is what is causing the automotons to all die. I might test having robots use no armor or health increasing upgrades to see if i'm right.)
(Last Edit: I think a solution would be to put it at a reasonably high level. I checked and Liberty Prime has 5 million hp. That should be more than enough to keep automatrons from dying, while also not having the roll over issue.)
However this mod is no longer supported, check the description for a method to make robot settlers essential without needing the mod at all, it's far less buggy and even more lightweight.
If it is caused by this mod, sorry to say that this mod is not being supported anymore as the workaround posted in the description works better.
...what I needed.
Thank you.
So its very easy to ask, Do YOU even play this game? ;)