2022-03-27: i am up and running again (for some time already), so i may eventually get to updating or remaking the mod, maybe also making it playable, but i have so many other things to do, that there is no telling when i may get to it. So, my previous advice still applies: do not hold your breath, do not wait for it.
2020-12-15: To all the geniuseless brainiacs complaining about a crumpled body: READ THE WHOLE DESCRIPTION PAGE!
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Yet again, somebody posted a comment about it, mentioning a fix they figured out (congratz! you win ze prize, come pick it up here) - A FIX WHICH IS WRITTEN ON THE DESCRIPTION PAGE (for those that may still find this confusing, it is the page otherwise known as "Da page he made coz bored or sumthin". Not to be confused with the page "Ooooh! Shiny!", or the page known as "Eeek! Me no liek goo :(" which some of you i heard call "Eeew! Run! Kweepykwawlies ewywer!"). And don't forget that bit about NOT EVEN TOUCHING THE FREAKING WORKBENCH UNTIL YOU USE THE INSTALL HOLOTAPE - it is not an exaggeration, YOU MUST NOT TOUCH THE WORKBENCH UNTIL YOU USE THE INSTALL HOLOTAPE!
2020-12-09: i run into some computer troubles (already some time ago), unlikely to be fixed any time soon, so the update is not going to happen any time soon either. Don't wait for it. Sorry.
Some troubleshooting tips:
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Is Ada having strange blue lights or sparks? (like this or this)
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You can try using the Robot Workbench to swap around some things on Ada, especially the hands, which may fix the problem temporarily for your current session, but next time you load your save, the lights/sparks will be back. I suspect the script (AssaultronShockHandScript.psc attached to the magic effects "abRobotShockHandLeftFX" and "abRobotShockHandRightFX") that takes care of adding/removing this visual effect has some bug in it, or maybe it isn't doing what it should due to some other bug in the game.
I managed to fix the problem with the following steps: (there may be some easier solution, if yes, let me know in comments)
1. Give Ada both Assaultron Shock Claws Use the Robot Workbench to give her both the right and left Assaultron Shock Claw. Before you use the Robot Workbench - if you do not have the shock claw mods in your inventory, the workbench, or in the workshop, and have no ability to build them, use player.additem 1001a8d 1 and player.additem 1001a8f 1 to add the left and right shock claws to your inventory. Install both left and right shock claws.
2. Make Ada unconscious Still in the Robot Workbench, do not leave yet. Open debug console, click on Ada to select her (make sure you selected her and not something else), use the console command SetUnconscious 1, and close the debug console. After you close the debug console, the sparks should disappear - this is because AssaultronShockHandScript.psc received the OnConsciousnessStateChanged event and stopped the visual effect from playing.
3. Remove the Left Shock Claw Notice how the right hand sparks appear again the moment you click on the Assaultron Left Shock Claw in order to change it to No Left Hand. IMPORTANT: do not remove the hand while the sparks are back on - Stay in the left hand category with No Left Hand hilighted (not installed yet!), and use the console command SetUnconscious 1 on Ada again to switch the spark effect OFF. Only after the sparks are OFF again, remove the shock claw by clicking on No Left Hand or pressing whatever key/control makes you install the hilighted item.
4. Remove the Right Shock Claw Do it the same way as the left hand in step 3, and make sure you use SetUnconscious 1 on Ada before installing the No Right Hand (even if you dont see any sparks after you open the right hand category, because the preview of hilighted No Right Hand removes the whole hand and thus hides the effect, the effect is still ON).
5. Install the hands you want Now you can give her whichever hands/claws you want her to have, but make sure to avoid even hilighting the shock claws! - even if you do not actually click on the shock claws to install them, but merely hilighting the shock claw will make the workbench show its preview which adds that spark effect again (if that happens, you will need to repeat the whole process). I recommend to first hilight the item you want, then using SetUnconscious 1 on Ada to make any effect stop (maybe while scrolling down to the item you want to install, you hilighted one of the limbs with the spark effect, which could trigger the bug again), and then clicking on the item or using E) key or whichever control to "build" or "attach" the highlighted item without hovering over anything else - same as when you were removing the claws in step 3. After that, try to avoid hilighting any other items before you exiting the category (if you happen to trigger the bug again, you will have to start the whole process from begining).
6. Leave Robot Workbench, and make Ada conscious When you exit the workbench, Ada should be unconscious, standing still with torso bent forward - if she isn't unconscious, you probably didn't do things right, but before you go repeat everything from the beginning, give it a chance and see this to the end first, because there could be some other factors in play that brought her out of her unconscious state. In any case, use the SetUnconscious 0 on Ada to make her conscious again (use it even if she looks already conscious - it wont hurt anything).
7. Make a new Save, and then Load it Make a new save, and then load it (no need to quit the game in between, but feel free to do so if you are superstitious - after all, this is a Bethesda's game where things are known to happen where the only explanaion is... "magic" ;)). After you load the new save, Ada should have no strange lights or sparks - if she does, maybe you made some mistake during the process, not following the steps exactly, or maybe you are just unlucky and it wont work for you (but i think that would be rather unlikely - as far as you are having the same problem, caused by the same effect - maybe your glitch came from a different type of limbs?).
As an alternative to this lengthy process, you can try the fix Fix stuck Shock Claw sparks in Misc Files, made to fix the spark visual effect that got stuck after removing/previewing the Assaultron or Protectron Shock Claw. To use the fix, select the robot in console and then use cgf "Mors:Fixes.StopShockClawSparks" to call the function that should fix the problem. (altered accordingly, this process may also help fix other issues with strange lights - like the one with the Sentry Head light - but i didn't have a chance to test it, as that bug didn't happen to me yet)
Anybody having problems with the meshes: Make sure you are using latest version of both CBBE and Outfit Studio.
Using Servitrons with AAF: Use the misc file "Servitron - XML files for AAF" to add support for Servitrons into AAF. NOTE: If you want AAF to treat particular servitron as a female, you need to use the SexChange console command (use GetIsSex female/male to check what the current sex is).
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Added a FAQ setion to the description page Please, read it before asking your questions.
INSTALL / UPDATE INSTRUCTIONS !!! Follow the instructions on the Description page !!!
WEARABLE ARMORS Recently added, allows the Servitrons wear some armors and items normally meant for humans. If you want your Servitron wear full Combat Armor or the Elephant mask from Nuka World, now you can. Not all armors, outfits, and items are available though - i will post a list of the available ones soon. Adding or removing the Wearable Armors plugins does NOT require the update/installation procedure. Build the meshes from BodySlide (group "Servitron WA", etc.), using the same preset you used to build normal Servitron meshes, or download the pre-built default meshes ("Servitron - Wearable Armors - Default Meshes - CBBE Curvy"). Not compatible with Armorsmith Extended - alternative compatible version is still in the making. Look into the Articles section for lists of wearable armors/items. (More vanilla/DLC outfits will be added when i finish making or adjusting their BodySlide files)
IF SOMETHING DOESN'T WORK Here is what you should do if the mod appears broken in any way:
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1.) Read the INSTALLATION instructions on main page, or the UPDATE instructions in this sticky topic. If you didn't do all the required install/update steps in correct order, then you need to install the mod again correctly. If you need to reinstall, and want to use the mod in an existing save, you'd better load the save from BEFORE you messed up the installation (you can try the "UNINSTALL" option from the holotape, but it may not always help - it will be safer to use older save).
2.) Use the "Debug Dump" option from holotape, and post the results. Make sure Debug Logging is enabled in your game (here is how: https://www.creationkit.com/fallout4/index.php?title=Enable_Debug_Logging). The "Debug Dump" will print content of some important formlists into a user log created at "C:\Users\YOUR_USERNAME\Documents\My Games\Fallout4\Logs\Script\User\Servitron_Debug.0.log". Post the contents of this log file somewhere and post a link to it here (you can use pastebin.com or similar site).
3.) Have you ever used any other Automatron mods? List ALL automatron mods you used on this save, including those you may already uninstalled.
It is very important for Automatron mods to be installed and uninstalled correctly - if you just remove the plugin one day, without running some "uninstall" procedure provided by that mod (if it provides one), then some leftover data (or empty, null, None entries) may get stuck in some of the formlists used by Automatron, and break the functionality of the Robot Workbench. This can be usually seen from the debug dump.
Things may also go wrong when installing any Autmatron mods that inject data into any of the order-critical formlists, it has to happen undisturbed and in correct order, otherwise it will break functionality of the Robot Workbench. Some mods may inject their data automatically when you start/load a game after you installed the plugins - typically, these mods do not know of each other's existence, and if they happen to perform their injection procedure at approximately same time, it may result in data injected in wrong order (can be determined from the debug dump), and that too breaks the functionality of the Robot Workbench.
You can minimize the risk of parallel injection procuders by installing each of the mods one at a time (eg. install plugin1, load save, let the mod do the injection procedure, save, exit game to desktop, install plugin2, load save, let the mod do the injection procedure, save, exit game to desktop, install plugin3 ...) - the annoying part about this is, that you must remember to actually REMOVE the plugins before starting a new game, and then ADD them back again like this into the new game, but you must do that after the game intro finishes (after you leave Vault 111) as some of those mods may postpone their injection procedure until that happens, and then you could again end up with several mods running their injection procedures in parallel.
The best way to solve this, would be via some Automatron Mods Installation Framework, utilized by these mods, but such framework doesn't exist (i may get to make one if nobody else does, but i am currently busy with this thing enough already).
UPDATE 1.1.0 Finally, after much struggle, the new update has been deemed worthy of release. Too many things have been changed, so i bumped up the version number all the way to 1.1.0. For details, refer to the Changlogs on the Description page. Before reporting any issues, please make sure you followed the update/installation instructions, otherwise you just piss me off and that is not healthy, and you do not want me to get unhealthy, do you? :)
Combat Style Presets
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This is a new thing in 1.1.0, allowing you to set the robot's combat style according to a chosen preset. I would like to know how that works for you - how it affects the combat, or which preset seems to be the best and why, and if there is anything odd happening.
NOTE: I looked at the companion presets, and almost all are using same settings! - Valentine has few different values when it comes to avoiding danger - Hancock has more different values (but both Hancock preset's are the same) - Fahrenheit has few different values - Kellogg has few different values ..the rest are different from those above, but same as each other. That is rather disapointing. Anyway, you definitely should use SOME preset on the robot.
I have done everything. Used the holotape before- installed it and still the Servitron chest shows up all crumpled like a ball. even completely uninstalled and reinstalled from Vortex and still it shows up in a ball. is there a fix or am i doing something very wrong? i've been following the instructions very carefully.
Annnnd i fixed it. Turns out all i had to do was build the Legs first and then the Torso loads in perfectly (no limbs including head attached) then you just build her as normal lol. its always a simple fix i swear...
Thanks 5133p39 for the wearable armors update. Since i use AE as well as AWKCR, i've done an amended version for AE if anyone wants. may save others some time. (These are based on the ESL version but renamed to esp to accommodate loading after AE.) EDIT: here's a merged version.
For anyone unsure how to make a custom body shape using the provided bodyslide files: Preview the body using the "Servitron --- PREVIEW (DO NOT BUILD!)" with the preset set to "Servitron" Start making your changes to the body shape and when you're done overwrite/save the "Servitron" preset (tbh I did this to be thorough) Then patch build all and only Servitron related options, except for the "Servitron --- PREVIEW (DO NOT BUILD!)"
Pro tip: mass uncheck/recheck options in patch build window by left-clicking + shift to highlight a section and press spacebar to check.
So i have run into the issue that despite doing everything correctly: installing before building, starting w the legs then torso etc., the Servitron is straight up invisible and no amount of game reloading or mod reinstalling fixes it.
have any of you encountered this before and can help me out?
For users who are trying(and probably failing to) convert the Servitron body to 3BBB, I'd recommend you all try and follow these steps. I did a bit of digging and found a Japanese mod forum with intructions to covert the Servitron body to 3BBB.
Link to the forum - https://fallout4.2game.info/detail.php?id=32801
There also exists a step by step video on how to do it, though it's not the same as the forum steps provided that I found(the video steps didn't work for me, but maybe it's because of my mod load order)
Link to the video tutorial I found(sorry, no audio) - https://www.youtube.com/watch?v=GE2SzRWg6Js&t=345s
Requirements
Servitron's main files(optional bodyslide files if too lazy to build your own, lazy)
Skeletal Adjustments for CBBE
OCBP and 3BBB and any preset of your choice that you can find(obviously needed, silly)
Nifskope(to view and edit skeleton data)
Workbase(to patch the .ba2 file)
IMPORTANT ↓ ↓ ↓ you must rewrite Installer.bat as belowArchive2.exe "%cd%\WorkingFiles\textures" -f=DDS -c="%cd%\PatchedBa2\%%~nxf" -r="%cd%\WorkingFiles" ↓ Archive2.exe "%cd%\WorkingFiles" -c="%cd%\PatchedBa2\%%~nxf" -r="%cd%\WorkingFiles" -compression=None
Steps from the forum I found :D A translation from the steps on the forum
↓The steps below are necessary↓(②③④ are just to confirm the description required for the skeleton to be used and the difference between each skeleton, so if you understand it, you can skip them)
①First, convert each part of the Servitron to 3BBB with bodyslide (this is the same as converting CBBE equipment to 3BBB, so please look it up yourself)
②Output skeleton.nif from Servitron - Main.ba2 included in this MOD(take the skeleton.nif from Skeletal Adjustments for CBBE)
③Open the 3BBB compatible skeleton.nif and the output in Nifskope
④Open 0NiNode and click on the "BSConnectPoint::Parents" item to display the detailed items.Comparing them, the normal skeleton has 6 ConnectPoints, while the Servitron has 8. Looking at the names of the bottom two ConnectPoints, they are "P-BotLegs" and "P-BotCore" (this data seems to have been necessary for the 3BBB skeleton to be replaced)
⑤Double-click the number (6) of NumConnectPoints of the skeleton for 3BBB, and enter 8 as it becomes editable. After that, click the cycle icon below to make the ConnectPoints 8
⑥ Change the description of the two additional items at the bottom to be the same as those of Servitron (to be precise, change the Parent's Value to Root for both, and set one of the Names to P-BotLegs and the other to P-BotCore)
⑦ When you're done, output the nif, overwrite meshes\Servitron\skeleton.nif, and start the game (double check to make sure the new ConnectPoints were added and saved PROPERLY, I had wasted two days until i figured out it didn't save the 8th ConnectPoints root and name data)
That's it! It depends on the OCBP.ini settings, but the whitelist function didn't work even after adding race information, so I recommend useWhitelist=0
If there's anything I possibly missed, then tell me! Maybe I could help... maybe...
Anyways, I would make this into a patch mod, but I'm too big stupid to try atm. If anyone does make this as a patch mod... uhh... credit me or the others that figured it out. IDK.
have an issue where yesterday I got it working normally, but I couldn't equip any armor on the servitron. I was reading around and found that people were grabbing the armor from qasmoke and I figured I would give it a try today, however when I loaded up today, the servitron is invisible. In the screenshot from my save, it is front and center as it was when I left it yesterday.
I didn't change anything, no mods, nothing. I shut down and went to sleep only to have this invisible gremlin appear today. Any thoughts? Or has anyone had this happen to them?
It is impossible to happen the way you describe. That is not how the game works. You MUST have done something to get this outcome. Maybe you let the robot enter a power armor. Maybe you messed up the installation, or you are using some incompatible/broken mods (at the beginning you mention you "got it working", which implies you had problems before).
I think this mod should get another mod that gives you the opportunity to play for Servitron, that is, as a full-fledged new playable Assaultron race, but at the same time be able to use any human weapon and armor (☆▽☆). It sounds great 👍 ✪ ω ✪ 👌
Excuse me, I'm using FG along with Family Planning Enhanced Redux, the clothes morphs normally according to the pregnancy, but not the body, both with and without the armor.
Do you have any suggestion to make it function properly? I have tried the outfit studio with the slider, the body morphs along with the clothes as you have designed, but it seems that the something doesn't recognize the pregnancy, therefore, doesn't apply the morphing adjustments to the servitron body. Also which Family Planning do you use? The normal Family Planning Enhanced or Family Planning Enhanced Redux? And does it matter? Or it works the same for both?
What you did to enable pregnancy for servitron? I use family planning redux, but no message's no confirmation no body morph's, and no reactions in looks menu bodyslides. But sliders we have... Tri file exists. And trying to finding solution with race settings in fo4edit, still looking with no results. Thinking about settings in family planning to add servitron race. Any idea?
I don't think that someone will help me with my sittuation but il say anyways
Whenever i try convert clothes for Serviton (Its a VtawGothicDress) my plugin works only once, then "Selfdestruct" cuz all Armor, keywords and recepies disapeare when i checked it with Fo4edit or Creation Kit
If anyone who know how to convert clothes for Servitons, tell me how to do it correctly
when I build robo or change robo parts it's turn out to be big red block for example likes legs or like when I chose torso But it didn't appear. how to fix?
1327 comments
So, my previous advice still applies: do not hold your breath, do not wait for it.
2020-12-15: To all the geniuseless brainiacs complaining about a crumpled body:
READ THE WHOLE DESCRIPTION PAGE!
And don't forget that bit about NOT EVEN TOUCHING THE FREAKING WORKBENCH UNTIL YOU USE THE INSTALL HOLOTAPE - it is not an exaggeration, YOU MUST NOT TOUCH THE WORKBENCH UNTIL YOU USE THE INSTALL HOLOTAPE!
2020-12-09: i run into some computer troubles (already some time ago), unlikely to be fixed any time soon, so the update is not going to happen any time soon either. Don't wait for it. Sorry.
Some troubleshooting tips:
I suspect the script (AssaultronShockHandScript.psc attached to the magic effects "abRobotShockHandLeftFX" and "abRobotShockHandRightFX") that takes care of adding/removing this visual effect has some bug in it, or maybe it isn't doing what it should due to some other bug in the game.
I managed to fix the problem with the following steps:
(there may be some easier solution, if yes, let me know in comments)
1. Give Ada both Assaultron Shock Claws
Use the Robot Workbench to give her both the right and left Assaultron Shock Claw.
Before you use the Robot Workbench - if you do not have the shock claw mods in your inventory, the workbench, or in the workshop, and have no ability to build them, use player.additem 1001a8d 1 and player.additem 1001a8f 1 to add the left and right shock claws to your inventory.
Install both left and right shock claws.
2. Make Ada unconscious
Still in the Robot Workbench, do not leave yet.
Open debug console, click on Ada to select her (make sure you selected her and not something else), use the console command SetUnconscious 1, and close the debug console.
After you close the debug console, the sparks should disappear - this is because AssaultronShockHandScript.psc received the OnConsciousnessStateChanged event and stopped the visual effect from playing.
3. Remove the Left Shock Claw
Notice how the right hand sparks appear again the moment you click on the Assaultron Left Shock Claw in order to change it to No Left Hand.
IMPORTANT: do not remove the hand while the sparks are back on - Stay in the left hand category with No Left Hand hilighted (not installed yet!), and use the console command SetUnconscious 1 on Ada again to switch the spark effect OFF.
Only after the sparks are OFF again, remove the shock claw by clicking on No Left Hand or pressing whatever key/control makes you install the hilighted item.
4. Remove the Right Shock Claw
Do it the same way as the left hand in step 3, and make sure you use SetUnconscious 1 on Ada before installing the No Right Hand (even if you dont see any sparks after you open the right hand category, because the preview of hilighted No Right Hand removes the whole hand and thus hides the effect, the effect is still ON).
5. Install the hands you want
Now you can give her whichever hands/claws you want her to have, but make sure to avoid even hilighting the shock claws! - even if you do not actually click on the shock claws to install them, but merely hilighting the shock claw will make the workbench show its preview which adds that spark effect again (if that happens, you will need to repeat the whole process).
I recommend to first hilight the item you want, then using SetUnconscious 1 on Ada to make any effect stop (maybe while scrolling down to the item you want to install, you hilighted one of the limbs with the spark effect, which could trigger the bug again), and then clicking on the item or using E) key or whichever control to "build" or "attach" the highlighted item without hovering over anything else - same as when you were removing the claws in step 3.
After that, try to avoid hilighting any other items before you exiting the category (if you happen to trigger the bug again, you will have to start the whole process from begining).
6. Leave Robot Workbench, and make Ada conscious
When you exit the workbench, Ada should be unconscious, standing still with torso bent forward - if she isn't unconscious, you probably didn't do things right, but before you go repeat everything from the beginning, give it a chance and see this to the end first, because there could be some other factors in play that brought her out of her unconscious state.
In any case, use the SetUnconscious 0 on Ada to make her conscious again (use it even if she looks already conscious - it wont hurt anything).
7. Make a new Save, and then Load it
Make a new save, and then load it (no need to quit the game in between, but feel free to do so if you are superstitious - after all, this is a Bethesda's game where things are known to happen where the only explanaion is... "magic" ;)).
After you load the new save, Ada should have no strange lights or sparks - if she does, maybe you made some mistake during the process, not following the steps exactly, or maybe you are just unlucky and it wont work for you (but i think that would be rather unlikely - as far as you are having the same problem, caused by the same effect - maybe your glitch came from a different type of limbs?).
To use the fix, select the robot in console and then use cgf "Mors:Fixes.StopShockClawSparks" to call the function that should fix the problem.
(altered accordingly, this process may also help fix other issues with strange lights - like the one with the Sentry Head light - but i didn't have a chance to test it, as that bug didn't happen to me yet)
Anybody having problems with the meshes:
Make sure you are using latest version of both CBBE and Outfit Studio.
Using Servitrons with AAF:
Use the misc file "Servitron - XML files for AAF" to add support for Servitrons into AAF.
NOTE: If you want AAF to treat particular servitron as a female, you need to use the SexChange console command (use GetIsSex female/male to check what the current sex is).
Added a FAQ setion to the description page
Please, read it before asking your questions.
INSTALL / UPDATE INSTRUCTIONS
!!! Follow the instructions on the Description page !!!
WEARABLE ARMORS
Recently added, allows the Servitrons wear some armors and items normally meant for humans.
If you want your Servitron wear full Combat Armor or the Elephant mask from Nuka World, now you can.
Not all armors, outfits, and items are available though - i will post a list of the available ones soon.
Adding or removing the Wearable Armors plugins does NOT require the update/installation procedure.
Build the meshes from BodySlide (group "Servitron WA", etc.), using the same preset you used to build normal Servitron meshes,
or download the pre-built default meshes ("Servitron - Wearable Armors - Default Meshes - CBBE Curvy").
Not compatible with Armorsmith Extended - alternative compatible version is still in the making.
Look into the Articles section for lists of wearable armors/items.
(More vanilla/DLC outfits will be added when i finish making or adjusting their BodySlide files)
IF SOMETHING DOESN'T WORK
Here is what you should do if the mod appears broken in any way:
1.) Read the INSTALLATION instructions on main page, or the UPDATE instructions in this sticky topic.
If you didn't do all the required install/update steps in correct order, then you need to install the mod again correctly.
If you need to reinstall, and want to use the mod in an existing save, you'd better load the save from BEFORE you messed up the installation (you can try the "UNINSTALL" option from the holotape, but it may not always help - it will be safer to use older save).
2.) Use the "Debug Dump" option from holotape, and post the results.
Make sure Debug Logging is enabled in your game (here is how: https://www.creationkit.com/fallout4/index.php?title=Enable_Debug_Logging).
The "Debug Dump" will print content of some important formlists into a user log created at "C:\Users\YOUR_USERNAME\Documents\My Games\Fallout4\Logs\Script\User\Servitron_Debug.0.log".
Post the contents of this log file somewhere and post a link to it here (you can use pastebin.com or similar site).
3.) Have you ever used any other Automatron mods?
List ALL automatron mods you used on this save, including those you may already uninstalled.
It is very important for Automatron mods to be installed and uninstalled correctly - if you just remove the plugin one day, without running some "uninstall" procedure provided by that mod (if it provides one), then some leftover data (or empty, null, None entries) may get stuck in some of the formlists used by Automatron, and break the functionality of the Robot Workbench.
This can be usually seen from the debug dump.
Things may also go wrong when installing any Autmatron mods that inject data into any of the order-critical formlists, it has to happen undisturbed and in correct order, otherwise it will break functionality of the Robot Workbench.
Some mods may inject their data automatically when you start/load a game after you installed the plugins - typically, these mods do not know of each other's existence, and if they happen to perform their injection procedure at approximately same time, it may result in data injected in wrong order (can be determined from the debug dump), and that too breaks the functionality of the Robot Workbench.
You can minimize the risk of parallel injection procuders by installing each of the mods one at a time (eg. install plugin1, load save, let the mod do the injection procedure, save, exit game to desktop, install plugin2, load save, let the mod do the injection procedure, save, exit game to desktop, install plugin3 ...) - the annoying part about this is, that you must remember to actually REMOVE the plugins before starting a new game, and then ADD them back again like this into the new game, but you must do that after the game intro finishes (after you leave Vault 111) as some of those mods may postpone their injection procedure until that happens, and then you could again end up with several mods running their injection procedures in parallel.
The best way to solve this, would be via some Automatron Mods Installation Framework, utilized by these mods, but such framework doesn't exist (i may get to make one if nobody else does, but i am currently busy with this thing enough already).
UPDATE 1.1.0
Finally, after much struggle, the new update has been deemed worthy of release.
Too many things have been changed, so i bumped up the version number all the way to 1.1.0.
For details, refer to the Changlogs on the Description page.
Before reporting any issues, please make sure you followed the update/installation instructions, otherwise you just piss me off and that is not healthy, and you do not want me to get unhealthy, do you? :)
Combat Style Presets
This is a new thing in 1.1.0, allowing you to set the robot's combat style according to a chosen preset.
I would like to know how that works for you - how it affects the combat, or which preset seems to be the best and why, and if there is anything odd happening.
NOTE: I looked at the companion presets, and almost all are using same settings!
- Valentine has few different values when it comes to avoiding danger
- Hancock has more different values (but both Hancock preset's are the same)
- Fahrenheit has few different values
- Kellogg has few different values
..the rest are different from those above, but same as each other.
That is rather disapointing.
Anyway, you definitely should use SOME preset on the robot.
even completely uninstalled and reinstalled from Vortex and still it shows up in a ball. is there a fix or am i doing something very wrong? i've been following the instructions very carefully.
Annnnd i fixed it.
Turns out all i had to do was build the Legs first and then the Torso loads in perfectly (no limbs including head attached) then you just build her as normal lol. its always a simple fix i swear...
green color = WIN :)
p.s excuse my english is bad <3
EDIT: here's a merged version.
EDIT: Found the culprit, was generating 0kb files from Bodyslide
Preview the body using the "Servitron --- PREVIEW (DO NOT BUILD!)" with the preset set to "Servitron"
Start making your changes to the body shape and when you're done overwrite/save the "Servitron" preset (tbh I did this to be thorough)
Then patch build all and only Servitron related options, except for the "Servitron --- PREVIEW (DO NOT BUILD!)"
Pro tip: mass uncheck/recheck options in patch build window by left-clicking + shift to highlight a section and press spacebar to check.
Hope this helps!
have any of you encountered this before and can help me out?
For users who are trying(and probably failing to) convert the Servitron body to 3BBB, I'd recommend you all try and follow these steps. I did a bit of digging and found a Japanese mod forum with intructions to covert the Servitron body to 3BBB.
Link to the forum - https://fallout4.2game.info/detail.php?id=32801
There also exists a step by step video on how to do it, though it's not the same as the forum steps provided that I found(the video steps didn't work for me, but maybe it's because of my mod load order)
Link to the video tutorial I found(sorry, no audio) - https://www.youtube.com/watch?v=GE2SzRWg6Js&t=345s
Requirements
IMPORTANT ↓ ↓ ↓
you must rewrite Installer.bat as belowArchive2.exe "%cd%\WorkingFiles\textures" -f=DDS -c="%cd%\PatchedBa2\%%~nxf" -r="%cd%\WorkingFiles"
↓
Archive2.exe "%cd%\WorkingFiles" -c="%cd%\PatchedBa2\%%~nxf" -r="%cd%\WorkingFiles" -compression=None
Steps from the forum I found :D
A translation from the steps on the forum
①First, convert each part of the Servitron to 3BBB with bodyslide (this is the same as converting CBBE equipment to 3BBB, so please look it up yourself)
②Output skeleton.nif from Servitron - Main.ba2 included in this MOD(take the skeleton.nif from Skeletal Adjustments for CBBE)
③Open the 3BBB compatible skeleton.nif and the output in Nifskope
④Open 0NiNode and click on the "BSConnectPoint::Parents" item to display the detailed items.Comparing them, the normal skeleton has 6 ConnectPoints, while the Servitron has 8. Looking at the names of the bottom two ConnectPoints, they are "P-BotLegs" and "P-BotCore" (this data seems to have been necessary for the 3BBB skeleton to be replaced)
⑤Double-click the number (6) of NumConnectPoints of the skeleton for 3BBB, and enter 8 as it becomes editable. After that, click the cycle icon below to make the ConnectPoints 8
⑥ Change the description of the two additional items at the bottom to be the same as those of Servitron (to be precise, change the Parent's Value to Root for both, and set one of the Names to P-BotLegs and the other to P-BotCore)
⑦ When you're done, output the nif, overwrite meshes\Servitron\skeleton.nif, and start the game
(double check to make sure the new ConnectPoints were added and saved PROPERLY, I had wasted two days until i figured out it didn't save the 8th ConnectPoints root and name data)
That's it! It depends on the OCBP.ini settings, but the whitelist function didn't work even after adding race information, so I recommend useWhitelist=0
If there's anything I possibly missed, then tell me! Maybe I could help... maybe...
Anyways, I would make this into a patch mod, but I'm too big stupid to try atm. If anyone does make this as a patch mod... uhh... credit me or the others that figured it out. IDK.
I didn't change anything, no mods, nothing. I shut down and went to sleep only to have this invisible gremlin appear today. Any thoughts? Or has anyone had this happen to them?
You MUST have done something to get this outcome.
Maybe you let the robot enter a power armor.
Maybe you messed up the installation, or you are using some incompatible/broken mods (at the beginning you mention you "got it working", which implies you had problems before).
For people on mid-game deletion have to live with the consequence that the robots won't work again even if you follow deletion guide
Do you have any suggestion to make it function properly?
I have tried the outfit studio with the slider, the body morphs along with the clothes as you have designed, but it seems that the something doesn't recognize the pregnancy, therefore, doesn't apply the morphing adjustments to the servitron body.
Also which Family Planning do you use? The normal Family Planning Enhanced or Family Planning Enhanced Redux? And does it matter? Or it works the same for both?
Whenever i try convert clothes for Serviton (Its a VtawGothicDress) my plugin works only once, then "Selfdestruct" cuz all Armor, keywords and recepies disapeare when i checked it with Fo4edit or Creation Kit
If anyone who know how to convert clothes for Servitons, tell me how to do it correctly
Read the description page.