1359 comments
-
LockedSticky2022-03-27: 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!Spoiler:ShowYet 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:Spoiler:ShowIs Ada having strange blue lights or sparks? (like this or this)Spoiler: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.ShowYou 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?).
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).Spoiler:Show
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:Spoiler:Show
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 PresetsSpoiler:Show
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. -
LockedStickyI 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... -
LockedStickyso I'm using Mod Organizer 2 and the mod will not work, it says "No valid game date" and it will not let me even turn the mod on, can some one help me
-
StickyThanks 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. -
LockedStickyFor 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.
Hope this helps!
-
For whatever combat style I seem to unable to make the Servitron to equip a gun, and when I make it equip a melee weapon it doesn't seem to use it. It only ever block and kick the enemy in the case of some combat styles for some reason.
I am using the Ada Servitron mod I don't know if it further complicated things.-
"Ada Servitron mod" is a mod that turns ADA into a Servitron.
I even tired giving it a sword,and the Servitron has it in its hand but it doesn't attack with it to attack, only block for some reason. -
Thanks, will try build another Servitron bot first.
I am not familiar with xEdit, is there anything I need to be aware of? -
Welp I took apart Ada and rebuilt it to something else then a servitron again, then things seems to fixed by itself. Thanks for your time.
-
-
Why is the XML file download for AAF archived?
-
so,
servitron can't wear power armor, yes?
can someone write addon for this?
i (probably) can drop a few coins for this.
*sigh*
why comment search disabled for so long..... i'm sorry if i asked a common question. -
Ok, so I know i've already posted about this on the bugs section, but I have figured out exactly what is causing my issue. I just havent figured out an easier way of fixing it.
Current mods installed:
BodySlide and Outfit Studio
CBBE
Servitron
Servitron - BodySlide FIles
Servitron - Servitron - Wearable Armors (ESP)
Servitron - Servitron - Wearable Armors - BodySlide Files
+ the rest of my modlist (which to my knowledge isn't conflicting with any of this)
NOTE: I have tried running BodySlide, CBBE, and the 4 servitron files only. It didn't work.
Anyway, here's my issue: when I go to build the meshes for the Servitron WA all of them except some vanilla and Nuka World clothes spit out 1kb .tri files. Any item that does this also isnt affcted by sliders in BS's preview window. I have only managed to solve this by building my desired mesh on the regular vanilla meshes, copying them to the relevant Servitron WA directories, and then reverting my regular vanilla meshes to what they were before.
Also, ive noticed that my Servitron files dont conflict with each other. I could have sworn that they did at one point.
If anyone would be willing to help, TYSM.
PROBLEM HAS BEEN FIXED
apparently CBBE 2.7 was pitching a fit, downgraded to 2.6.3 and it all works fine now. -
so what to download for servitron to be able to wear armor, there are too many files
-
I have read the description thrice. Is the mod compatible with Mod Organizer? I'm finding no information. The installation section is too vague for my tiny mind.
-
I couldn't figure why I had a big red triangle instead of a physical body , than I realized that I had the body slide file and the wearable armor file but not the main file . Now I feel dumb , oh well .
-
About Servitron get damaged by explosion and lost it torso/ floating weapon and a pair of leg/ invisible body...
Open a "Trade" option. This will make the Servitron or in my case "Ada" remember that she had following me for a while now and not cut out the speech options.
Open console (~) and point to the Servitron in question, type"recycleactor". This will return the Bot to it's first edition body. Type "Moveto Player" to get it to move to you.
Now you can changed them to Servitron parts again!
-
is there twb
-
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?