![]() ![]() Unfortunately, even after play-testing, an Automatron Ive built still seems to be able to die (as I shoot it with a shotgun) even though I tagged it as essential in. Thank you foe answers, and I am sorry for my stupidity. HELP Making a mod that makes Automatrons 'essential' by default - posted in Fallout 4 Creation Kit and Modders: Im working on a mod on Creation Kit that theoretically should make all player-built Automatrons essential by default. But I am wondering, do regular settlers have same "flags" as robots created in robotics workbench from Automatron DLC? I was wondering, was this intended feature, or its impossible, or very hard for algorithms to see the difference between regular, human settler and a robot? I am an idiot when it comes to technical side of modding, and know very little about it, even less when it comes to Fallout and Elder Scrolls technical side. Its movements are controlled by three separate mechanisms designed by John Joseph. And small farming bot, ended up in charge of mines. A beautiful musical automaton built in 1773, this life-size swan appears to swim, preen itself, and catch a fish. I found it amusing that large, heavily armed Sentry Bot, ended up in charge of recreational plot. There are a few differences (automatrons arent protected like settlers are, automatrons have the script and keywords to allow them to be companions, and they have a different set of races. As soon as I sent my robots to Sanctuary, they got auto assigned to advanced factory, and recreational plots. Ive done a fair bit with the automatron robots, and yes, they are basically normal settlers. Built few robots, to handle vanilla crop farming, and running supply lines. Finished Automatron DLC, and shortly after finishing it, I decided that my settlers needed some help. Hi, let me begin saying that I really love the mod and having lots of fun with it. ![]()
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