I have been suuuuuper busy lately with my PhD and that kinda comes first. I'm fixing up the various bugs in my other mods, then I'm going to take a stab at AUTOMATRON!
RE: Robot wander issues.
Version 1.42 reverts robots back to the v1.0 wander packages. They're more reliable, albeit the robots will occasionally cluster in places- uh, sometimes those places are in the sea. I'm giving up at this point- changing the AI further will have to wait for the GECK.
RE: Everything else.
Make sure you've read the FAQ. Don't post FO4Edit logs unless you understand them.
So for some reason I cant find any of the bots in the build menu. Cant seem to figure out why that would be either. Have no errors or anything saying it shouldnt be working so im not entirely sure what im doing wrong. Anyone know if there are any requirements im not thinking of? To be clear I dont have many mods that add categories so I dont think that is the issue.
Interesting mod idea, but it didn't work for me. I couldn't build any robots, tried uninstalling and reinstalling, but didnt work. Left the mod running and it caused a bug where NPC's in interiors would be frozen in place. Thankfully removing the mod fixed the issue.
Definitely disagree. Automatron is about customising. This is about churning out the same type quickly. Automatron bots also don't add 50 points to defence, or add food/drink, or happiness. It has problems, sure, but if another modder had a look, I am sure it could be updated to use injection for menus etc.
Very great mod ! Does anyone know if xedit can be used to make synths have weapons, ammo, and armor ? I know where to edit how many components needed to construct, and the health and armor points, but cant find where to set weapon and ammo.... I only have some experience with xedit, and adding these to synths one by one is too much time....
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I have been suuuuuper busy lately with my PhD and that kinda comes first. I'm fixing up the various bugs in my other mods, then I'm going to take a stab at AUTOMATRON!
RE: Robot wander issues.
Version 1.42 reverts robots back to the v1.0 wander packages. They're more reliable, albeit the robots will occasionally cluster in places- uh, sometimes those places are in the sea. I'm giving up at this point- changing the AI further will have to wait for the GECK.
RE: Everything else.
Make sure you've read the FAQ.
Don't post FO4Edit logs unless you understand them.
Definitely disagree. Automatron is about customising. This is about churning out the same type quickly. Automatron bots also don't add 50 points to defence, or add food/drink, or happiness. It has problems, sure, but if another modder had a look, I am sure it could be updated to use injection for menus etc.
Oh, it was already, neat! Have a look at the magpie patch. https://www.nexusmods.com/fallout4/mods/43818?tab=description
P.S: If this problem is in the FAQ, then please excuse me and let me know about it.
EDIT: Don't pay attention, I just had to reinstall the mod. Everything is great! The mod works!
EDIT: Yeah... dumb question. Pressing R on the robots...
Does anyone know if xedit can be used to make synths have weapons, ammo, and armor ?
I know where to edit how many components needed to construct, and the health and armor points, but cant find where to set weapon and ammo....
I only have some experience with xedit, and adding these to synths one by one is too much time....