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zetabyte27

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Everything posted by zetabyte27

  1. So the few paintjob mods that exist for the Robot Workbench from the Automatron DLC often talk about how it's a simple mod. I thought I'd give it a shot and modify a skin in an existing mod I've installed to my liking but then the complexity of it made me feel like a chimp banging on a typewriter. So if you find it simple, or even if you could tell me how to do it, I'd love a paintjob for Mr.Handys like the ones from Fallout 3 and Fallout New Vegas; a not shiny silver chassis (rust free though please) and solid yellow eyes that you can't see through. Any idea how this may be done? Because at the moment all those bgsm and nif and dds files escape my two brain cells. Pic: https://vignette.wikia.nocookie.net/fallout/images/8/8c/Mister_Handy.png/revision/latest?cb=20110125223357
  2. So for some reason my reply never got posted I had basically confirmed I'd sent it over. On Feb 7th. Hope it works fine for you.
  3. Yeah I've seen you around on almost all the mods I got for myself. Nice to see someone else absolutely obsessed with robots in the Fallout Universe. If you want, I could send over my very slightly modified version of the MoreRobotVoices mod you asked for as a patch. As a thanks of sorts. It's not something substantial at all but it's the most relevant form of thanks I can give.
  4. Preston Gravy. Net weight 80gms. Do not open until all settlements have been dealt with.
  5. I thought I might run into you! But I did not expect that! Holy crap. I've gone through all mod pages for the search result "Automatron" and never found this. But thank you! This is literally exactly what I wanted! Thank you so very much! So, do I close this thread now somehow or what. Also, thank you again lol. How did I never find this.
  6. No no lol. That's for normal robots around the Commonwealth. I mean the robots you can create yourself with the Automatron DLC. You can't hack them or, yep, disable them. That seems like rather an oversight..... Of course, I suspect their reasoning would be "you built it, why would you WANT to deactivate it?"..... I think you can scrap them though, can't you? Yeah we can scrap them. But I want to just be able to turn off and store some companion robots in a warehouse when they're not in use. For role-playing purposes as well as lessening the traffic jams due to the brilliant pathing A.I of the settlers. Do I sense a touch of sarcasm there??? Nah. Gotta be my imagination. :) I am not finding a mod that does that..... I wonder though, if you shot him once, so he went hostile, could you THEN deactivate him? (assuming you had the correct perk?) But, would the rest of the settlers go hostile as well???? I doubt it. And yep, the whole settlement turns on you.
  7. No no lol. That's for normal robots around the Commonwealth. I mean the robots you can create yourself with the Automatron DLC. You can't hack them or, yep, disable them. That seems like rather an oversight..... Of course, I suspect their reasoning would be "you built it, why would you WANT to deactivate it?"..... I think you can scrap them though, can't you? Yeah we can scrap them. But I want to just be able to turn off and store some companion robots in a warehouse when they're not in use. For role-playing purposes as well as lessening the traffic jams due to the brilliant pathing A.I of the settlers.
  8. No no lol. That's for normal robots around the Commonwealth. I mean the robots you can create yourself with the Automatron DLC. You can't hack them or, yep, disable them.
  9. Much like the Disable option with Robotics Expert Rank 3. I want that for all robots in the game, especially ones created in the Robot Workbench. Hoping someone can do this. Or if you have an idea of how it might be done, let me know. I'm willing to try to create it myself. Thanks.
  10. I finally did it... Oh God yes. And thank you taryl for all your help :D . For any future madman like me wanting to add the Graygarden Robots' beeping somewhere, Bethesda - in their ever-present and ever-frustrating ingenuity - put the real sound files in the Mr. Handy folder under "IdleBeep". The files in the actual folder for "RobotGraygardenWorker" are a farce. And now I can die in peace.
  11. Gotcha. Let's do this then. Thanks again. Edit: Both are "N". But so are all the other files that do play.
  12. This was helpful yes but, the thing is, I have .fuz files (which are a mix of audio and lip files) extracted straight from the game. Surely they should play. Heck, the mod's audio files don't even show "Y" for the lip file field. Edit: By that what I mean is there is no xwm or wav file there. Just .fuz. But they all play except the ones I added.
  13. First, let me just thank you for replying. Second, what was that about implementing? Maybe that's what I'm missing. As for the form list business. The way the mod works is, as far as I could tell in my copy-paste spree, that it sets up an enchantment for the voice effect, some form thing, a dummy NPC and so forth. But there are also two extra form lists among the form lists being used by Automatron. These form lists contained the "VTYP"s of the robots whose voices were being used. Once I added "RobotGraygardenWorker" (the entity whose voice module I want) in these two lists it appeared among the other voices in the screenshot above, pathing and all. But when I double click the other voices they play fine. Mine is silent. The .fuz files placed in the directory for RobotGraygardenWorker were extracted from Fallout4.esm and I manually renamed them all to the format being followed by the mod. This is where I'm stumped. If you'd like to go above and beyond the call of duty (please do I only have a limited amount of hair to pull out) and look at the mod as well as the changes I've made yourself, please email me at [email protected] and I'll send over the files. Again, thank you for helping.
  14. Total newbie to CK. Just started using it a few hours ago for the sole purpose of adding something in a mod. The mod in question add additional voice modules to the Automatron DLC. All I'm trying to do is add one more. I have (through much pain and suffering) gotten to the point where the option for the voice module shows up in the Robot Workbench and I have even procured the required .fuz files and literally renamed them manually according to what the mod is using. All that is left is adding their path in the dialogue option. The dialogue option's audio box is set up in a way that it links to multiple voice files, depending on what voice module you have. The name gotten through a condition determines which voice file plays. This is where I'm stuck. How do I add just one more option there. CTRL+N or something doesn't work. The record option completely overwrites all the other files and I have to literally do everything again. Like, literally everything. From a fresh .esp file. Because Creation Kit for some reason saves its f*** ups even if you tell it not to. I've attached a screenshot of the box where I need to add a new option. Please help, this is clawing at my brain. Edit: Figured it out. Simply needed to add existing in-game voice file of entity to form lists the conditions ran on. I've now path-ed correctly. Only problem is...it doesn't play them. Just silence. Last hurdle. Someone knowledgeable pls jump in at any time.
  15. Welcome. New here myself. Hopefully it's a nice time.
  16. Hi all. Newbie to modding. Playing Fallout 4 for the first time and instantly took to Automatron. Love it. Only thing I downloaded some mods for to add in stuff Bethesda should have added anyway. So there's this mod for a few additional voice modules. I have been going through the mod in Creation Kit (first time using it) and cannot for the life of me figure out how to add one more. The mod author is unlikely to respond. All I want is the voice module of those dead Mr. Handy workers at Graygarden that sound like a dial-up connection. So that would be literally all they say. Bonus points if it's possible for their dialogue to not show any subtitles and if they don't say anything unless you explicitly press 'E'. I can tell this is something really simple to do but I just can't figure out the connections in the .esp file of all those weird objects and stuff. Thanks for reading. Fingers crossed someone steps up. Also, not sure if it would be legal to attach the mod on this post so I'll wait for a person willing to help. Edit: I've been messing around and have got to the point where the Graygarden voice module option shows up in the workbench but no audio plays when a bot speaks with that. I extracted the five .fuz files of the RobotGraygardenWorker entity and copy pasted them over and over and renamed them manually like all the others the mod adds lol. Someone more knowledgeable pls help. Edit 2: I'm so close. I've found where to link the sound files. Only problem being I can't understand how to add a new sound file to the Audio Box. Apparently you have to record first and then replace it manually but this archaic piece of s*** software overwrites all the preexisting sound files and I have to start all over. God Bethesda is f***ing horrible at making stuff. Edit 3: I did it :P .
  17. Very late reply but no. My bot is a provisioner from its settlement of origin and it still magically changed race from a f*#@ing Sentry Bot to a f*#@ing stripper Protectron. f*#@ Bethesda. My only motherf*#@ing respite from my reality is a colossal f*#@up of a code.
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