There aren't any, in-game, robot models for other hats.įallout4\Meshes\actors\robot\parts\MobsterHat.nifįallout4\Meshes\actors\robot\parts\MHistoricNavyHatIronSide.nifĪre the only robot clothing models I was able to find (and a Union Jack side armor part for Whitechapel Charlie).Crits are also useful for taking out the combat inhibitors on the back of mechanical enemies.īut it doesn’t end there! One of the most useful functions of VATS is that your aim will be centred on any enemy you shot at after you’ve exited VATS. nif files for the Bowler hat and Ironside's hat. The "Armor Addon" files of any hat can be altered in the same way as this mod, but they will only display floating a foot over Codsworth's head. While it is possible to add other hats, they will not display correctly. This mod simply adds the other robot types to the allowed list.īoring answer? Kinda. The stock "Armor Addon" entries that provide the ability to add these hats to robots are the "HandyRace" for the Bowler and the "SentryBotRace" for Ironsides. Kind of makes sense as the movement model will be that of a Protectron. Codsworth with Protectron legs becomes a Protectron. For example if you activate the Robot Workbench and select Codsworth, it changes the assigned "Race" to whatever legs you select. When you activate the Robot Workbench and select a robot, the game changes the "Race" of the robot. Having said all that, all this mod really does is add some entries to a list, I don't believe it could cause any actual harm to your save. I can't help if I don't have enough information. If you encounter any of these please let me know. I have not tested every single possible combination in the Robot Workbench, so I wouldn't be surprised if some don't work. I haven't had any major issues that resetting the activation of the Robot Workbench didn't fix, but I'd rather not risk a save and tend to be overcautious. I would recommend you save before doing any robot modification using the Robot Workbench (even without this mod). Switching from Codsworth, to created Mr Handys, to other created robots has caused some jankiness. I've had a lot of issues with Robot Workbench created Mr Handys, the way they are modified is different than that of Codsworth. Conversely, placing Ironside's hat on Codsworth will leave it floating above where a head would go. Codsworth doesn't actually have a head to put a hat on, so it places the hat on top of the torso. Putting the Bowler hat on robots besides Codsworth places the hat too low and has the Mr. Not every combination of robot parts will look correct. If you don't know what an ESL does, you probably don't need to worry about it. Both files are identical except for the ESL flag. There are two versions available A standard ESP (Main File) and an ESL flagged (Optional File). While it is never a good idea to remove a mod in the middle of a playthrough, this is a very simple mod and probably won't hurt anything, that's on you. This mod corrects this glaring and unforgivable oversight by Bethesda. When you modify or create a robot using the Robot Workbench (Automatron DLC) you lose the ability to equip the Bowler and Ironside's hat on them.
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