fallout 4 мод на новые детали для роботов

Fallout 4 «Скины для роботов»

Автор:TheLaurent
Версия:2.0
Перевод:русский

Требования:
Faloout 4
DLC Automatron

Установка:(можно вручную или через NMM / MO менеджеры)
В архив берем все содержимое из папки Data и помещаем в папку Data в игре, активировать мод.

amita-i-sabal Но не нужно.

Чебуратор Каннибал Лорная ржавчина не надоела?

amita-i-sabal Я могу покрасить прямо на верстаке в любой цвет.

В описании мода сказано:

— Чистые варианты различных цветов.

amita-i-sabal Да мне пофиг.Я не разглядываю роботов они у меня supply lines обеспечивают.Кстати все мои железяки покрашены в сугубо черный цвет.

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Robot Model Kit 2K Retextures and Collectible Boxes (RUS)

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Мод добавляет новые 2K-текстуры для каждой упаковки модели робота. Каждая модель имеет уникальный дизайн, вместо однотипных коробок от Бетезды.

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Мод добавляет новые 2K-текстуры для каждой упаковки модели робота. Каждая модель имеет уникальный дизайн, вместо однотипных коробок от Бетезды.

Дизайн основан на винтажных упаковках 1950х и 1960х. В частности, автор вдохновлялся упаковками модели «Аврора» и другими из его личной коллекции.

В дополнение к самим текстурам, мод добавит вам в инвентарь упаковку модели, после того, как вы найдете или сконструируете саму модель.

Установка:
* Ввиду того, что автор категорически против размещения своих модов где-либо, кроме Нексуса, а ресурсов к ним, где-либо, кроме оригинальной страницы, то:

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Moddable Robot Settlers Compilation (Automatron)

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A compilation of my earlier mods that make robot settlers customizable at the Robot Workbench with the Automatron DLC and fixes things like Codsworth not being moddable or Professor Goodfeels’ inevitable disappearance from the game.

It’s also a framework enabling bot NPC’s for other mods like EyeBot Companions or Securitron

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Language Name
Portuguese Author: Blog G Simples Assim Modificar Qualquer Robo PT-BR

Version 1.16

Version 1.15

Straight donations accepted

WHAT IT DOES

Makes all the robots in Graygarden, the Drinkin Buddy, Professor Goodfeels in Sunshine Tidings co-op and Deezer in Covenant fully moddable as Automatrons. Also fixes multiple bugs like Codsworth not being moddable and Goodfeels’ auto-disappearance.

This is a much requested compilation of my earlier mods:
— Moddable Buddy
— Moddable Graygarden
— Moddable and FIXED Goodfeels
— Codsworth Automatron Fix
— Moddable Deezer

For further details watch the video!

HOW TO INSTALL

Extract the contents of the rar file to your Fallout4/data folder.

Enable ModdableRobotSettlers.esp using a mod manager or manually.

Ensure these lines appear in either your Fallout4Prefs.ini or Fallout4Custom.ini:

[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal=

COMPATIBILITY

Needs Fallout 4 Automatron DLC.

There is also a patch available to fix Handy Hats and Armors: Handy Hats for Companions Patch by SpicedSuit / Electrosus912

HOW TO USE IN THE GAME

GENERAL
If you have the appropriate settlements you can mod the resident robot settlers in the Robot Workbench like any other Automatrons. General rule of thumb is to change the mods designated as «Non-Automatron» first.

CODSWORTH
If you can’t customize Codsworth in the workbench, simply install this mod, start the game, and he should be fixed.

GOODFEELS
1) For fixing Goodfeels install the mod, start the game, and if you’ve already visited Sunshine Tidings, and Professor Goodfeels is gone, open the console and type:

prid 000d5221
player.moveto 000d5221
enable
prid

You will be teleported to the location of Professor Goodfeels. Now he won’t disappear anymore.

2) For making him commandable on a settlement and stopping him from wandering away
— travel to a settlement you own other than Sunshine Tidings co-op, for example Starlight Drive In
— enter console, select Goodfeels by entering prid d5221
— move Goodfeels to your position by entering moveto player
— exit the console, enter workshop mode, highlight Goodfeels and use the Move command to attach him to the settlement properly
— after that he can be commandable to do tasks, he can also be moved to other settlements

3) For making him moddable have Sunshine Tidings as a settlement, have Goodfeels fixed as described above, and you can mod him at the Robot Workbench like any other Automatrons. Just change the mods designated as «Non-Automatron» and you’re golden.

KNOWN ISSUES

There’s an odd bug with Deezer’s Mr. Handy arms. If you experience multiple weapons in one arm or having an arm misplaced there’s a solution posted by SamusKnight2K in the comments: remove all the parts, reset him back to using the non-automatron parts and then open the console. Click on him then type «recycleactor» and it resets his body. This fixes the odd arm bug.

FUTURE PLANS

None at the moment.

TOOLS USED

CHECK OUT MY OTHER MODS

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Automatron Randomized Bots

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Ever feel that Mechanist and Rust Devil robots are all the same? That’s because they are. This mod changes all of that, and allows modded automatron parts to appear on «wild» robots.

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Mod name Notes
Assaultron Combatron Optional Patch
Assaultron Miscellaneous Armor Optional Patch
Automatron Expanded Weapons System Optional Patch
Automatron EyeBot Companions Optional Patch
AutomatronWheelLegs Optional Patch
Industrial City Sim Settlements Add-On Optional Patch
M’sAutomatronPartsCollection Optional Patch

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Language Name
Russian Author: sweddd Automatron Randomized Bots (RU)

Version 1.1

*WHAT DOES IT DO?*

Have you ever felt like all of the mechainst and/or rust devil robots are all the same? Does it seem like all the Doom Protectrons have the same armors and armament? Do they feel all alike?

Well, that’s because they are. Instead of randomized armors and weapons like the game leads you to believe, all Mechanist and Rust Devil robots are static. Instead of randomizing the armors and weapons on those bots, the bots have about 5-7 leveled variations of each type (Protectron, Handy, Assaultron, Sentry, Robobrain) and they aren’t randomized in the slightest. All Servomech Scrapbots have the same armor and weapon configurations. Not only does this make them feel samey, it also makes it difficult, if not impossible for modders of custom automatron parts to make mechanist/RD robots have those parts.

This mod seeks to change all of that. How does it accomplish this? First of all, it provides a collection of OMOD Modcols to randomize robot weapons, armors, etc, and overrides the NPC robots themselves to use them. That Doom Protectron is not the same as the last one you fought anymore, it’ll have a different set of armors and weapons. More importantly, it provides a framework for authors to insert their own work into this pool, allowing for even more variants. It can also allow other types of authors to use this framework to create randomized bots. IE Faction Packs for SimSettlements Conqueror with randomized bots, or Warlike/FCOM/ETC things.

It also introduces a few new weapons that you can not only put on your bots, but also that wild bots will be able to use as well.

This comes in two parts, the Framework, and the Overrider.

The Framework is an ESM that goes at the top of your load order below Automatron and Unofficial Patch. This contains all the Modcols and new weapons.

The Overrider goes on the bottom, it is meant to override things like overhaul mods or other things that alter the Automatron NPCs, this is what actually inserts the Modcols into the automatron NPCs. There are two versions of the overrider: the regular one, and the unleveled one. The regular one tries to keep some ballance by locking certain weapons behind certain levels. IE a Tankbot won’t appear with a fatman launcher until you’re in a level 60+ area. The unleveled version will make it so wild bots can use any weapon at any level. Pick only one Overrider, do not use both!

Finally are also a variety of patches for popular robot part mods out there. They go below the overrider. They all count as ESLs, so you won’t have to worry about it taking up precious load space. The patches can be found in the optional files section.

Unfortunately the parts patches will conflict with one another, and so if you wish to use multiple at once, you will need to create a merged patch for them to work together. While there is more than one method to accomplish this, the best method for doing so is through the use of matortheeternal’s Merge Plugin Utility. Keep in mind only some of the patches need to be merged this way. Do NOT merge the main files, the base mods, or the overrider into your merged patch! only merge the patches!

Update: I have included a pre-merged patch for those who don’t mind downloading all of the mods in the requirement section (minus Industrial City) and just want the «full randomized experience» with little hassle. Includes a Nuka-World version (That injects nuka world parts into RD/Mechanist robots) and a non-Nuka World version. Unfortunately if you want your randomized experience to be a little more custom (IE you don’t want AEWS or Assaultron Comatron) you will still need to create your own merged patch.

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Unkillable Automatron Robots RUSSIAN

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Добавляет модификацию, чтобы сделать Ваших поселенцев-роботов почти неубиваемыми.

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ПРОЧИТАЙТЕ ЭТО ПЕРЕД ЗАГРУЗКОЙ МОДА ДЛЯ ЛУЧШЕГО ПОНИМАНИЯ

(От автора:)
Раздражает, что, несмотря на «Ваши спутники не могут умереть» на E3 Bethesda сделала ваших роботов-компаньонов полностью убиваемыми?

Устали, что от Ваших роботов-фермеров убивают каждый раз, когда атакуют рейдеры?

Хотите, чтобы Ваши роботы могли быть неотъемлемыми персонажами, когда не следуют за Вами, как нормальные поселенцы?

Вот так же и у меня! Но дальше лучше:

Этот мод добавляет новую модификацию в специальный слот для робота. Он дает ему 50 000 ед. урона и 5 000 000 ед. здоровья и не стоит ничего.
Даже модами, которые делают игру сложнее, создают нападения Когтей Смерти, стрелков, или даже БС, Ваш робот-поселенец будет сражаться всеми силами.Намерение этого мода заключается не в том, чтобы «считернуть», а в том, чтобы исправить вопиющую оплошность Беседки с ДЛС.

Рекомендуется, когда Вы используете робота в качестве напарника, удалить из них этот модуль и переоснастить его, прежде чем снова отпустить их.
Это также должно работать с любым модифицированным роботом (если у них всё еще есть специальный незанятый слот)

(От автора:)
Известные проблемы:
Иногда мод создаёт ошибку, когда установка модуля запустит робота в небо и убьёт его, он заменит других в меню. (если честно, эту часть предложения я не понимаю т.к. подобного не было)
У меня есть нулевая подсказка, что может вызывать это (и 1.1 изменения исправили это для меня), однако были найдены обходные пути и сообщены о работе (например, создание робота, выход, приказание ему следовать за вами, а затем изменение его в верстаке), что делает эту ошибку более неудобной, чем ошибка в игре. Я списываю этот вопрос на нестабильность автоматрона, поскольку ничто из этого мода на самом деле не должно вызывать такую вещь. Просто убедитесь, что всегда сохраняете перед использованием верстака робота.

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