363rdChemicalCompany Posted March 10 Share Posted March 10 The first time fine. But my 30th playthrough no. I been managing mechanical menace with DLC timing mod and its been working fine. I have it set so it does not trigger until level 300 (which I never reach since I use a level cap mod to cap me at level 60) and thats been working swimmingly for many playthroughs. But suddenlyt on this new computer and with the GOG version of the game it simply doesnt work. I even added "institutionalized" as an additional condition in the mod as a requirement milestone for starting it , that also did not help. I even tried uninstall and reinstalled of an older version of the mod, DLC timing, but right now it simply doesnt block it. Vanilla it triggers at level really too low for this much heavy combat in this DLC , (at level 15 i doubt many could make it through without save scumming or console commanding themselves better weapon and armor) Anyway, its not something I want to do more than once, and if I did , I would really want to kill Jezebel but that would mean going back on my word. its all very tedious but I dont want those robots out there killing the populace, either, so when MM starts, I feel an urgency to put a stop to this murder orgy. So I absolutely loathe re-playing this DLC, even an attempted speedrun would be tedious because of all the dialogue gating progress markers.  Would it be safe if I simply deleted: DLCrobot DLCrobot.esm and DLCrobot-geometry from my game files? Remember this is the GOG version thats only on my computer, no steam option to untoggle the DLC. Cheers. Link to comment Share on other sites More sharing options...
363rdChemicalCompany Posted March 10 Author Share Posted March 10 OK after some more looking into it, I belive I can simply avoid listeing to the caravan distress call . The robot patrols rampaging thru the commonwealth will not starts until that first automatron quest at the caravan site is complete . Link to comment Share on other sites More sharing options...
Karna5 Posted March 10 Share Posted March 10 Most play throughs I ignore Mechanical Menace (mostly because it's kind of a pain to turn Ada to human so she becomes less annoying). But I also always wander into Ada by accident while travelling, so I talk to her and let her join then tell her to leave and go to Sanctuary. I don't do any of her quests most play throughs. I still have bands of mechanical menace wandering the roads, but I don't mind that since I just murder them when I see them. If your concern is dying in combat when you're still weak, you could consider installing AAF Violate from Loverslab. That has a feature to make your character Essential which means you don't actually die in combat. When you hit zero health you fall to the ground in a bleed out state and then can get up. As I play with 10x damage against me (20x against my head), and as I made a mod for myself which reduces my maximum hit points by 1500, I "die" a lot which really means I get knocked into a bleed out state a lot. It gives me the fun of tough battles without the need to reload a save if I die. Â Post Script: In the 2 minute 22ish second point of the following film I was "killed" by an explosion from an aggressive UFO. You see I just fall down but then get up in a bit. Â 1 Link to comment Share on other sites More sharing options...
363rdChemicalCompany Posted March 10 Author Share Posted March 10 23 minutes ago, Karna5 said: Most play throughs I ignore Mechanical Menace (mostly because it's kind of a pain to turn Ada to human so she becomes less annoying). But I also always wander into Ada by accident while travelling, so I talk to her and let her join then tell her to leave and go to Sanctuary. I don't do any of her quests most play throughs. I still have bands of mechanical menace wandering the roads, but I don't mind that since I just murder them when I see them. If your concern is dying in combat when you're still weak, you could consider installing AAF Violate from Loverslab. That has a feature to make your character Essential which means you don't actually die in combat. When you hit zero health you fall to the ground in a bleed out state and then can get up. As I play with 10x damage against me (20x against my head), and as I made a mod for myself which reduces my maximum hit points by 1500, I "die" a lot which really means I get knocked into a bleed out state a lot. It gives me the fun of tough battles without the need to reload a save if I die. Karna,  thanks for the sage advice. It just rubs me the worng way to let all those people die in battles. Yes the automatron battles are all tough (thougher than most level 15 PCs can handle without savescummming) but my main beef with the DLC is, its just so tedious but if I dont do it , it means all these robot patrols are rampaging around, murdering NPCs in the background. Yes, its just a game, but i like to play "for real", so as the only character in the wasteland anointed with true free will, I feel an obligation to put a stop to it. And finish that DLC is just so tedious if you are already done it. I would like to delete the DLC "action quest path but without deleting the assets ( as htis DLC is often listed as a requirement for some mods)  PS: as for AAF Violate I am familiar with it and used it before (which took some effort) when I experimented with a female character for realism. It was very entertaining the first few times. But I have not used it since, I otherwise am always a male character and as that it just feels a bit odd and I have otherwise not delved too deeply into the sex mod scene. 1 Link to comment Share on other sites More sharing options...
Karna5 Posted March 10 Share Posted March 10 8 minutes ago, 363rdChemicalCompany said: PS: as for AAF Violate I am familiar with it and used it before (which took a lot of work) when I experimented with a female character for realism. But I have not used it since I otherwise I am always a male charatcer and it just feels a bit odd and I have not delved too deeply into the sex mod scene *Nods* You can disable the surrender in the MCM settings of AAF violate but keep the Essential flag for yourself. It's a relatively new feature in AAF Violate, so you probably didn't have that option when you last used it. It's also possible to use AAF Violate without any sex mods simply by disabling automatic surrender. Also, I know what you mean about not wanting friendly NPCs to die on the road. I resurrect NPCs from time to time if I witness them getting killed. 1 Link to comment Share on other sites More sharing options...
363rdChemicalCompany Posted March 10 Author Share Posted March 10 5 minutes ago, Karna5 said: Also, I know what you mean about not wanting friendly NPCs to die on the road. I resurrect NPCs from time to time if I witness them getting killed. I also do this, I just headcanon that he/she was not quite yet dead just still bleeding out and that I used an advanced trauma kit from my FO4 doctors bag. Most people that die from GunShotWounds simply bleed out (since head or heart outright killshots are rare), some suffocate as the lungs full up with fluid if its a lung penetrating GSW, but this also takes some time. So when I resurrect an NPC, I always tell myself I got there "just in time". 1 Link to comment Share on other sites More sharing options...
sattyre Posted March 11 Share Posted March 11 I created an esp that should eliminate the Mechanical Menace quest from the game. It simply blanks out all the quest alias's and scripts that make that quest run, so when the game tries to initialize that quest it won't get any information. I believe that is how bethesda dealt with some of their cut content.   I haven't tested it yet, but it shouldn't hurt a playthrough or be an issue. if you try it, please let me know how it works, I published it to my catch all page for FO4. 1 Link to comment Share on other sites More sharing options...
363rdChemicalCompany Posted March 11 Author Share Posted March 11 1 hour ago, sattyre said: I created an esp that should eliminate the Mechanical Menace quest from the game. It simply blanks out all the quest alias's and scripts that make that quest run, so when the game tries to initialize that quest it won't get any information. I believe that is how bethesda dealt with some of their cut content.   I haven't tested it yet, but it shouldn't hurt a playthrough or be an issue. if you try it, please let me know how it works, I published it to my catch all page for FO4. Great. when I try to DL the file it lists some other requirements but those are for the other patches of course yes? Link to comment Share on other sites More sharing options...
Ondrea Posted March 11 Share Posted March 11 I've been avoiding this DLC for years using No Quest Autostart Automatron. As long as you don't listen to the caravan radio, it won't start. If you already have it started, I used a batch file from Impatient Mechanist Quick Finish a few years ago and it worked fine for me to quickly complete it. And then I used Decreased Automatron BS Encounters so they're not showing up everywhere. 1 Link to comment Share on other sites More sharing options...
sattyre Posted March 11 Share Posted March 11 1 hour ago, 363rdChemicalCompany said: Great. when I try to DL the file it lists some other requirements but those are for the other patches of course yes? yeah, it doesn't have any requirements. All of Nexus does that when unrelated patches are on the same page. it simply lists all the requirements listed in the requirements tab, even though they aren't related to a specific esp. 1 Link to comment Share on other sites More sharing options...
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