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Servitrons and my theory why they don't work with AAF


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Posted

Hello everyone!

 

I've read a lot of reports that Servitrons don't work with AAF, neither with mods that take advantage of AAF to run the animations (in my case MCG mod). I just ran into the same problem myself with the Servitron that I built at robot workbench.

 

What we all know so far:

 

  1. There's an AAF patch for Servitron
  2. There's an MCG patch that adds support for Servitron
  3. Despite the two things above, it still doesn't work

 

I ran my own investigation in attempt to solve this mystery and I think I finally figured out why it doesn't work. The reason is actually pretty simple, but it's probably hard to fix. :/

 

What I believe is happening is the game thinks the Servitron is actually a regular Automatron which I believe doesn't have support by AAF or even MCG. This is supported by the fact that when I approach the freshly assembled Servitron, MCG identifies it as Automatron, not Servitron. Even the Robot Workbench itself has no option to create new Servitron, it lets you create new Automatron which then can get any robotic parts you wish including parts of Servitron. So what I did was that I opened the Robot DLC in FO4Edit and looked up for Automatron and I found it in the Non-Player Character (Actor) list. Its internal name is DLC01CompWorkbenchBot, name visible in game is Automatron. Examining the data inside reveals that the default race for this Automatron is set to ProtectronRace "Protectron" [RACE:000DFB33]. So my theory is that while the game allows you to change the parts of it, its race actually stays as it was - Protectron, so even if you change all the parts to Servitron parts, it will look like Servitron, but its race will be still set to default Protectron, because that's essentially what you've been creating using the base DLC01CompWorkbenchBot on the Robot Workbench... I know this may sound crazy, but my theory is further supported by the fact that Servitron mod contains its own Non-Player Character (Actor) with internal name ServitronDummyNpc which has its race set to Servitron and this Servitron NPC actually works perfectly with AAF and MCG when you manually spawn it in the game. I'm not really a modder, but I think it's pretty obvious, we probably don't need any more proof that this is an issue with the race mismatch.

 

What do you guys think? Can we fix it, please?

Posted

I never really used that mod or looked at it in detail, but it might be set up that way so that robot workbench functions to customize the servitron. IE the game might not allow any other mod added race to work with the robot work bench. If that's not true, then from what you said spawning in servitron NPC working with AAF I am sure their could like be a fix. I also don't know why modders would release a patch for servitrons to work with AAF and it not actually work. Maybe something is overwriting the servitron race so that the patch fails work.

 

Otherwise you could just have a functional servitron NPC , already customized to your liking that you make into a companion to bypass the issue. If building them is causing them to not be recognized by AAF because it's changing their race data or whatever. Someone who knows more might chime in on this.

Posted (edited)
10 hours ago, aghjax said:

I also don't know why modders would release a patch for servitrons to work with AAF and it not actually work. Maybe something is overwriting the servitron race so that the patch fails work.

Yeah, well that's the weird and confusing part of it. The patch DOES work, but it works by adjusting ServitronRace, but not the race used by Automatron by default and therefore your Automatron may not necessarily work with the mods such as AAF and MCG, even with the patch installed, because the patch is simply covering a different race than what is actually being used by your robot. That's why Servitron Test Dummy works with AAF and MCG, it's a proof that the patches actually do work, Servitron DOES work, BUT the game fails to turn your robot into Servitron race...

 

In the meantime, I managed to prepare Servitron model of Automatron changeable on Robot Workbench that was actually working with both AAF and MCG mods. How exactly did I do that? Well, instead of creating a new Automatron from scratch on the Robot Workbench, I simply spawned a new default Automatron through console, I set its race manually to Servitron through console, BUT I changed it by calling Papyrus function Actor.Setrace with the proper ServitronRace form ID rather than using console command Setrace, then I changed its gender to female by typing Sexchange female (not sure if specifying "female" makes difference though, but game engine doesn't complain, so I figured it won't hurt to do so). Then I sent it to Robot Workbench and applied all the modifications to turn it into Servitron. Servitron prepared like this works with AAF and MCG without any problem.

 

So... My conclusion is that Servitron mod actually DOES work for what it was originally meant for - simple companion. If you want to turn it into your pleasure bot, it's possible, but it requires some extra work on your part and just patches for AAF and MCG don't seem to be enough. Therefore I think it could use some sort of add-on mod that would automate this process for user's convenience. A mod that would make sure that your Servitron will extend its services to you... ;)

Edited by MrFuturehope
Posted
3 hours ago, MrFuturehope said:

Yeah, well that's the weird and confusing part of it. The patch DOES work, but it works by adjusting ServitronRace, but not the race used by Automatron by default and therefore your Automatron may not necessarily work with the mods such as AAF and MCG, even with the patch installed, because the patch is simply covering a different race than what is actually being used by your robot. That's why Servitron Test Dummy works with AAF and MCG, it's a proof that the patches actually do work, Servitron DOES work, BUT the game fails to turn your robot into Servitron race...

 

In the meantime, I managed to prepare Servitron model of Automatron changeable on Robot Workbench that was actually working with both AAF and MCG mods. How exactly did I do that? Well, instead of creating a new Automatron from scratch on the Robot Workbench, I simply spawned a new default Automatron through console, I set its race manually to Servitron through console, BUT I changed it by calling Papyrus function Actor.Setrace with the proper ServitronRace form ID rather than using console command Setrace, then I changed its gender to female by typing Sexchange female (not sure if specifying "female" makes difference though, but game engine doesn't complain, so I figured it won't hurt to do so). Then I sent it to Robot Workbench and applied all the modifications to turn it into Servitron. Servitron prepared like this works with AAF and MCG without any problem.

 

So... My conclusion is that Servitron mod actually DOES work for what it was originally meant for - simple companion. If you want to turn it into your pleasure bot, it's possible, but it requires some extra work on your part and just patches for AAF and MCG don't seem to be enough. Therefore I think it could use some sort of add-on mod that would automate this process for user's convenience. A mod that would make sure that your Servitron will extend its services to you... ;)

Have you tried this?

AAF_actorTypeData_servitron.xml (7 line)

<actorType form="2CB73" id="ActorTypeRobot" raceList="ServitronRace"/>
Posted
20 minutes ago, Indarello said:

Have you tried this?

AAF_actorTypeData_servitron.xml (7 line)


<actorType form="2CB73" id="ActorTypeRobot" raceList="ServitronRace"/>

Thanks, I will try this adjustment, but here's the thing. Automatron spawned through console can be approached with MCG mod, so I can easily use it with both AAF and MCG. Automatron created at Robot Workbench can't be approached with MCG mod. This boggles my mind. What's the difference between them and more importantly, how can I make sure that my created Automatrons will act the same as the ones spawned through console? I guess I'm missing something here, I just don't know what it is.

Posted

@Indarello, so I tried your adjustment and now AAF can find them and adds them to the list. However, I still can't approach them through MCG, more specifically, I can initiate MCG dialogue with them, but the dialogue option which opens the MCG features that eventually lead to AAF animations with the NPCs is not present. Interestingly, I was able to initiate AAF animation with Servitron even before AAF was able to properly list it (before applying your adjustment) and ironically it was thanks to MCG mod itself when the Servitron approached me instead of the other way around, so clearly MCG is compatible, but for some reason doesn't allow me to initiate the dialogue with them. I investigated this further using a mod called Better Console to get more information about both Automatron spawned through console (the one fully compatible with MCG) and Automatron crafted at Robot Workbench (the one not fully compatible with MCG) and it turns out the difference between them is in the base id, they are practically two different things even though they look identical. I compared them in FO4Edit and there's quite a lot that's missing in the one that is spawned through the console compared to the one crafted at Robot Workbench, but there's also some data that is present on the one spawnable through the console but the same data is not present on the one crafted at Robot Workbench. I guess one or more of these differences in their data is what makes one work with MCG while the other doesn't work with it, but I have no idea how this can be fixed.

  • 4 months later...
  • 1 year later...
Posted (edited)
On 7/1/2023 at 11:43 AM, dragon13 said:

 

Actually I don't think that patch is available anymore, but the information on how to edit to get the race included is also in this thread.  But if anyone is reading this and doesn't have a Moddingham account, please be sure to update AAF from there as the version on the Nexusmods website is no longer being updated.

 

 

And of course make sure you read The Fucking Manual :)

Edited by Sgt. Marge
added link
  • 7 months later...
Posted
On 7/9/2023 at 11:57 AM, Sgt. Marge said:

 

but the information on how to edit to get the race included is also in this thread.

 

I'm not OP, though I've hit a similar snag. I know it's been half a year since you posted this, so the situation over on the Moddingham page might be different, but I'm not that great at reading... Could you give some pointers? Any help at all would be much appreciated!

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