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.
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....
Using the most recent version and have the following errors in FO4Edit:
<Warning: Unused data in: \ [01] Robot Home Defence.esm \ [9] GRUP Top "NPC_" \ [10] a0aRHD_NPC_ProtMedic01 "Medical Protectron" [NPC_:01000819] \ [19] Object Template \ [1] Combinations \ [0] Combination \ [2] OBTS - Object Mod Template
a0aRHD_MGEF_Holdup "Command - Recruit Script" [MGEF:0100087D] MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ Alias -> <Warning: Could not resolve alias>
a0aRHD_OMOD_Prot_Hand_R_Laser01 "Right Hand Laser" [OMOD:010008D7] OMOD \ DATA - Data \ Properties \ Property \ Value 1 -> [010008E3] <Error: Could not be resolved>
a0aRHD_OMOD_Prot_Hand_R_Laser02 "Right Hand Laser Mk 2" [OMOD:010008F6] OMOD \ DATA - Data \ Properties \ Property \ Value 1 -> [010008F9] <Error: Could not be resolved>
a0aRHD_OMOD_Prot_Hand_R_Laser03 "Right Hand Laser Mk 3" [OMOD:010008F7] OMOD \ DATA - Data \ Properties \ Property \ Value 1 -> [010008FA] <Error: Could not be resolved>
I checked the records for lasers and the error is for the Enchantment property. For Command - Recruit Script, I changed the Alias for "CommandVictimAlias" from 0 to None (matching all the other Property aliases", and the error cleared. For the unused data, AFAIK I should be able to ignore that error.
Is the mod missing data or is there something I can do to fix this? I'm trying to create a Bashed Patch but it won't do it with these errors.
I downloaded without doing my basic rundown of the mod page... The mod's ancient, dead and abandonned. It doesn't work properly and causes severe script stacking. Best bet's to avoid it at all costs, but if you want to keep your save just avoid using it's features otherwise you'll lose the save.
Hello! I noticed that robots (and other guards with mods) fall through the foundation (homemade towers), can you tell me if there is a fix or mod that will fix this?
1882 comments
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.
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....
<Warning: Unused data in: \ [01] Robot Home Defence.esm \ [9] GRUP Top "NPC_" \ [10] a0aRHD_NPC_ProtMedic01 "Medical Protectron" [NPC_:01000819] \ [19] Object Template \ [1] Combinations \ [0] Combination \ [2] OBTS - Object Mod Template
a0aRHD_MGEF_Holdup "Command - Recruit Script" [MGEF:0100087D]
MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ Alias -> <Warning: Could not resolve alias>
a0aRHD_OMOD_Prot_Hand_R_Laser01 "Right Hand Laser" [OMOD:010008D7]
OMOD \ DATA - Data \ Properties \ Property \ Value 1 -> [010008E3] <Error: Could not be resolved>
a0aRHD_OMOD_Prot_Hand_R_Laser02 "Right Hand Laser Mk 2" [OMOD:010008F6]
OMOD \ DATA - Data \ Properties \ Property \ Value 1 -> [010008F9] <Error: Could not be resolved>
a0aRHD_OMOD_Prot_Hand_R_Laser03 "Right Hand Laser Mk 3" [OMOD:010008F7]
OMOD \ DATA - Data \ Properties \ Property \ Value 1 -> [010008FA] <Error: Could not be resolved>
I checked the records for lasers and the error is for the Enchantment property. For Command - Recruit Script, I changed the Alias for "CommandVictimAlias" from 0 to None (matching all the other Property aliases", and the error cleared. For the unused data, AFAIK I should be able to ignore that error.
Is the mod missing data or is there something I can do to fix this? I'm trying to create a Bashed Patch but it won't do it with these errors.