File information

Last updated

Original upload

Created by

Athelbras

Uploaded by

Athelbras

Virus scan

Safe to use

About this mod

Mr Law robot which provides law enforcement services for a settlement

Requirements
Permissions and credits
Translations
  • Russian
  • French
Mirrors
Changelogs
Settlement Police Bot

Version 2.2


Description:

Mr Law robot which provides law enforcement services for a settlement.


Key Features:

• Automatic Operation
• One or more can be constructed per Settlement
• Optionally marks enemies visually with a red diamond
• Clobbers "hostile" humans, ghouls, mutants, robots, and creatures
• Adjustable default settings to tailor Mr Law behavior for a settlement
• Five models available as the player character advances in level and skills
• Provides a defense value of 8 to 20 depending on the model constructed
• Mr Law's Protectron Police Pod is constructed using a WorkShop within DEFENSE>TURRETS
• A functional Protectron Pod can be crafted using a WorkShop within DECORATIONS>MISCELLANEOUS

This mod provides a "lore friendly" approach for automatically providing law enforcement services within a Settlement by enabling you to assign that task to a RobCo Mister Law Protectron robot.  Simply position the Protectron Police Pods on the ground in areas where there is the highest risk of encroachment by outlaws and dangerous wildlife. The robots will perform a sensor scan periodically to find potential threats in the surrounding area, and return to their pods whenever peace and quiet is re-established once more.

Activate a pod to modify default settings. See the included HoloTape (Mr Law's User Guide) for details.

There is a brief initial mission / quest.  It normally begins after escaping from Vault 111.  For those using an "alternate start" mod, it begins while outdoors in the Commonwealth (the main game area) -- or try visiting Sanctuary Hills and stand near the Workshop for a few minutes.

NOTE:  These robots are not able to detect the presence of Synths pretending to be Settlers.  It is intentional, in order to ensure that this "surprise" game feature can still happen.

WARNING: Not compatible with "bad guy" Player Characters; e.g. when allied with Nuka-World Raiders.


Model Variants:

There are five (5) model variations of the Mr Law protectron police robot. They are constructed using a Workshop and require successive increases in Player Character level and Science skill. Each "Mark" unit is more powerful than the preceding units, and provides an improved "Defense" rating for settlements.

Mark 1  Level 1   --
Mark 2  Level 10  Science 1
Mark 3  Level 20  Science 2
Mark 4  Level 30  Science 3
Mark 5  Level 41  Science 4


Pod Placement:

It is usually best to place pods on the ground (not in a building and not on a platform), and in areas where there is the highest risk of harassment by potential enemies. If positioned above ground, be sure to build appropriate ramps and stairways that can be easily used by Mr Law when leaving and returning to the pod.

For enclosed settlements with walls and barricades, be sure to have a sufficiently accessible entry / exit portal that enables Mr Law to get beyond the settlement's defenses in order to fight distant enemies.

Note that there is a slight delay after positioning a Pod before it can be interacted with to adjust settings.


Status Indicator:

Mr Law's protectron police pod will have a Blue light when Mr Law is functioning normally.  The light is Yellow when Mr Law has been damaged and needs to be repaired.  The light is Red when Mr Law has been destroyed.

Mr Law can be repaired when damaged (Yellow indicator on the Pod) by interacting with its Protectron Police Pod.  There is no resource cost for repairs.

If Mr Law is destroyed (Red indicator on the Pod), a new Mr Law must be created by using the Workshop to reset ("repair") its Pod; i.e. the bot is not restored by interacting with the Pod, since the Pod becomes non-functional until reset.  There is a resource cost, but that cost is less than scrapping and reconstruction.


Command & Control:

There are two special functions which can be selected when interacting with a Pod:

• Repair Mr Law -- repair Mr Law if it has been damaged (e.g. crippling effects, low health)

• Reset Mr Law -- restore Mr Law if it no longer functions correctly (e.g. stuck or confused)

NOTE: Use the Workshop to repair the Protectron Police Pod if Mr Law has been destroyed.

The following settings can be adjusted by interacting with a Pod. They are disabled by default.

• Warning Siren -- an audible alert activates when potential threats have been discovered by that Mr Law

• Threat Markers -- a visual indicator is placed on potential threats in the form of a red diamond by all Mr Law robots

• Extended Range -- potential threats are looked for with a range of 5,000 game units instead of 3,000 for that Mr Law


How To Build:

Mister Law is placed in a settlement by using a WorkShop to build a Protectron Police Pod. The Pod can be found in the DEFENSE>TURRETS section of the WorkShop's building menu when an initial quest ("The Law Bringer") is completed. The quest appears shortly after leaving Vault 111 for normal play, or when outdoors in the Commonwealth when using an "alternate start" mod. If the quest does not appear when expected, then double-check to confirm that this mod has been enabled.

Note that there is a slight delay after building a Pod before it can be interacted with to adjust settings.

A functonal Protectron Pod (for use by other protectrons) can be crafted using a WorkShop within DECORATIONS>MISCELLANEOUS.


Repair & Reconstruction:

When Mr Law is damaged (injured), the indicator light on the Pod will be Yellow instead of Blue. Interact with the Pod and select the Repair option to restore Mr Law to normal operation. There is no resource cost for performing repairs.

When Mr Law is destroyed (killed), the indicator light on the Pod will be Red. When this occurs the Pod will be disabled and no longer functional. To restore Mr Law and the Pod to normal operation, use the Workshop to "repair" the Pod. There is a resource cost for doing this reconstruction, but the cost is less than scrapping and rebuilding them.


Installation:

Install using a mod manager, or unpack the mod and copy the .ESP/.ESL and .BA2 files into the game's \DATA folder, then enable the mod.

Position this mod's .ESP/.ESL file to be as low as it will go in your "Load Order" sequence. This helps to ensure that the robots perform as best they can by overriding any conflicting mods. If you know with absolute certainty that there are no conflicting mods, then this mod can be positioned anywhere your installer normally allows.


Install ESP or ESL?

If you are reaching the maximum allowed number of .ESP installs, and want to install more mods, then install the .ESL versions of those new mods ...

Back-in-the-day, many players were reaching the maximum number of allowed .ESP installs, so Bethesda introduced a way to permit more via .ESL files.

The Light Master (.ESL) file is an optimized file format introduced in the Fallout 4 v1.10 update. Using Light Master files allows more plugins (mods and patch mods) to be installed than previously possible with .ESP files. For .ESP files there is a limit of 255, whereas a maximum of 4096 .ESL files can be loaded (but in practice is difficult to achieve due to other technical constraints).

Both file types can be used together, which means you can install just .ESP files if your install count remains below the .ESP maximum, or just .ESL files if your count remains below the .ESL maximum, or some of both such as using .ESP files initially and then adding .ESL files thereafter when the maximum for .ESP has been reached.


ESP/ESL Compatibility:

Saved games that currently use an .ESP mod are not compatible with an .ESL of that same mod. Similarly, saved games that are currently using the .ESL for a mod are not compatible with an .ESP of that same mod. That is a basic game restriction in terms of switching between .ESP and .ESL versions of a mod. There is no "fix" or workaround -- it is inherent in the game's design.

So, to switch from .ESP to .ESL, or from .ESL to .ESP, you must:

1 ) uninstall the mod
2 ) load the current saved game
3 ) create a new saved game (while that mod is not installed)
4 ) install the other download of that mod
5 ) resume play with that newly created saved game

Objects and NPCs provided by the mod will not be there now and must be created once more. Similarly, quests will need to be done again.


Requirements:

No special requirements. DLCs are not needed.


Compatibility Limitations:

This mod and my other mods might or might not work correctly with Sim Settlements and Transfer Settlements. The same is true for mods which adversely affect my mods by altering base-game locations and base-game content which my mods depend upon.

There is no support for compatibility issues with those, and there are no plans to provide compatibility patches.


Known Issues:

• If this mod's initial quest is not starting for you after being installed with the Vortex mod manager, it might be because it has not been properly activated/enabled.  If you click PLUGINS within Vortex, you will then see which mods are truly activated/enabled or not (whereas the MODS section sometimes shows incorrect information). Within that PLUGINS interface you can activate/enable the mods that were not properly set when installed.

• If you are starting a new character and you have quite a few Creation Club mods or patches installed, then you should also install the Creation Club Delayed mod. It prevents too many of those running at the same time, which can block this mod from starting. It can be found here: Creation Club Delayed.

• If this mod's initial quest is not starting for you, and you have quite a few Creation Club mods or patches installed, then you might have too many quests running at once with this mod's quest being blocked. To fix that, try installing the Creation Club Delayed mod which can be found here: Creation Club Delayed.


Known Conflicts:

• The initial quest can be prevented from starting, or become stalled part-way through, when using a buggy "quick start" or "alternate start" mod.  The quest normally begins a short while after exiting from Vault 111 for the first time, or a short while after loading a saved game when already outdoors in the Commonwealth.  Otherwise, it might (or might not) begin when standing for a few minutes outdoors at the Sanctuary Hills workbench.

• If you experience crashes while traveling during the initial quest, or are unable to complete that quest, it is then highly likely some other mod has been installed that "breaks" the Vault 111 area (or possibly the Sanctuary settlement) thereby preventing this mod from working correctly.

• If you are not able to find the DEFENSE>TURRETS subcategory, then you installed a mod that alters the basic construction categories of the game. In which case you may not be able to build the Pod, and hence will not be able to use this mod -- if you are lucky, the conflicting mod may have simply rearranged items, with the Pod now residing elsewhere in some other category or subcategory instead of where it was intended to be.

• Mods which change the boundaries of the game's original settlements will potentially be incompatible and cause the initial quest to fail and/or prevent the robot from functioning correctly.

• Robots look too small or too large? SCOURGE F4SE (available only via Discord) is probably the reason why.


To Uninstall:

Uninstall with the mod manager that was used for the original install, or delete SettlementCopBot files.


Permissions:

This mod may not be reused in part or whole for any purpose other than its original intent.  It may not be uploaded to any other web site.

Get in touch with me if you wish to discuss translation into a non-English language; prior approval is mandatory.


Change Log:

See the Change Log to review what is included in each update.


Credits:

Bethesda Softworks - for the original Models and Textures [I merely provided the ingenuity and scripting to bring Mister Law "to life"]


My Other Mods:

Workshop Menu Fixer can be found Here.

Shield Bubble can be found Here.

Qwirky can be found Here.

Sparky can be found Here.

Silver Streak can be found Here.

Silver Streak UFO can be found Here.

Whirly can be found Here.

Whirligig Sentry can be found Here.

Settlement Radar Station & Drone Defenders can be found Here.

Settlement Medic Bot: "Mister Medic" can be found Here.

Settlement Repair Bot: "Mister Mechanic" can be found Here.

Settlement Tidy Bot: "Mister Tidy" can be found Here.

Settlement Salvage Bot: "Mister Salvage" can be found Here.

Settlement Gardener Bot: "Mister Gardener" can be found Here.

Settlement Delivery Bots: "Mister Caravan / Mister Express / Mister Postman" can be found Here.

Carry-Your-Stuff Robots can be found Here.

Alien Disruptor can be found Here.

Alien Blaster Long-Barrel Fix can be found Here.


In Memoriam:

In memory of my Father (may he Rest In Peace) who was a model airplane maker (gliders & gas powered) and an RC enthusiast.


Enjoy!