TheGadget1945 Posted August 11, 2018 Share Posted August 11, 2018 I've recently downloaded "All Settlements Expanded" and, since it gives you all of Jamaica Plain as a build site, decided to restore the whole town. I thought it would be useful to have the two Protectrons on patrol so I released them, deleted their charge pods and off they went killing ghouls. However after a couple of days they shut down and even if I spawn ghouls they don't wake up. Is there any way , possibly via console command, to make them permanently powered up ? Link to comment Share on other sites More sharing options...
bbiller Posted August 11, 2018 Share Posted August 11, 2018 One idea that may work and is not a cheat:Things you need or need to do:1. Have the Automatron DLC installed.2. Have completed said DLC.3. Have a robot workbench set up somewhere (can use the Mechanist's Lair one if you like).4. Have plenty of build material to make said bots. If all of the above is good, once you make the bot, send it to your settlement. I would advise tagging along to get them out of any jams, as the basic Protectron (I assume your aiming to recreate the YMCA reference) are pretty weak. If all goes well, your new bot will make it to the settlement and do settler things (patrols are on the list. I think). Do keep in mind there are reports of robots capping a settlements happiness at 50 (see Oxhorn's video on the topic on Youtube), your mileage may vary. After that, repeat for any others. I don't think we can build charging pods, but checking a past save may help get you the ID to spawn the pods back in (don't have experience there, but others should be able to fill that in). Hope that helps, and as far as I know, robot settlers don't have a power requirement. Link to comment Share on other sites More sharing options...
TheGadget1945 Posted August 11, 2018 Author Share Posted August 11, 2018 One idea that may work and is not a cheat:Things you need or need to do:1. Have the Automatron DLC installed.2. Have completed said DLC.3. Have a robot workbench set up somewhere (can use the Mechanist's Lair one if you like).4. Have plenty of build material to make said bots. If all of the above is good, once you make the bot, send it to your settlement. I would advise tagging along to get them out of any jams, as the basic Protectron (I assume your aiming to recreate the YMCA reference) are pretty weak. If all goes well, your new bot will make it to the settlement and do settler things (patrols are on the list. I think). Do keep in mind there are reports of robots capping a settlements happiness at 50 (see Oxhorn's video on the topic on Youtube), your mileage may vary. After that, repeat for any others. I don't think we can build charging pods, but checking a past save may help get you the ID to spawn the pods back in (don't have experience there, but others should be able to fill that in). Hope that helps, and as far as I know, robot settlers don't have a power requirement. Thanks, I have both Automatron and the mod which allows you to modify Deezer and other embedded robots but at the moment I am just concentrating on making Jamaica Plain a major base before tackling missions like the long and, to me, rather boring Ada missions. I will have a look at your idea for the pods but failing that I suppose I will just have to wait till I have completed Automatron. I just liked the idea of having a robot police force ! They looked pretty cool walking around warning settlers to "move along citizen". Link to comment Share on other sites More sharing options...
TheGadget1945 Posted August 16, 2018 Author Share Posted August 16, 2018 Well I actually found the solution myself. When I scrapped the pods I left the terminal in place on the wall so if I go to it they reactivate wherever they are. Long term when I complete Mechanical Menace I will try to have them permanently activated of course. Link to comment Share on other sites More sharing options...
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