File information

Last updated

Original upload

Created by

Athelbras

Uploaded by

Athelbras

Virus scan

Safe to use

About this mod

Mr. Medic robot which provides medical aid within a Settlement

Requirements
Permissions and credits
Translations
  • Russian
  • French
Mirrors
Changelogs
Settlement Medic Bot

Version 2.3


Description:

Mr. Medic robot which provides medical aid within a Settlement.


Key Features:

• Automatic Operation
• Limited to One per Settlement
• Provides medical aid where needed for the Settlement
• Provides a workshop rating Happiness Bonus (25)
• Activate a Station Pod to modify global default settings
• Created using a WorkShop within STRUCTURES>MISCELLANEOUS

This mod provides a "lore friendly" approach for automatically providing medical aid for treating injuries within a Settlement by enabling you to assign that task to a RobCo Mister Medic Protectron robot.  Simply place the 'bot in a central area, and then feel free to resume your adventures. The robot will perform a sensor scan periodically to find potential patients in the surrounding area whenever you revisit that settlement, and returns to its station pod when those treatments are completed.

Activate a Station Pod to modify the default settings that apply to all Mister Medic robots. Humans and your Teammates are healed automatically; others can be selectively enabled for healing by interacting with a Station Pod.

There is a brief initial mission / quest.  It normally begins after escaping from Vault 111.  For those using an "alternate start" mod, it begins while outdoors in the Commonwealth (the main game area) -- or try visiting Sanctuary Hills and stand near the Workshop for a few minutes.


Medical Treatment:

Mr. Medic's medical treatments restore the following: Health, Endurance Condition, Right Attack Condition, Left Attack Condition, Right Mobility Condition, Left Mobility Condition, Brain Condition, Perception Condition, and Rads (radiation poisoning).

Mr. Medic can provide medical aid to the following inhabitants of a settlement as long as they are not "hostile" to the player character.  Humans and Player Teammates are healed automatically; the others can be selectively enabled for healing by interacting with a Station Pod. Settings are global and apply to all Mr. Medic robots.

• Humans
• Robots
• Animals
• Creatures
• Super Mutants
• non-Feral Ghouls

Note: robots are only repaired if they are not yet Destroyed / Dead.


How To Build:

Mister Medic is placed in a settlement by using a WorkShop to build a Station Pod. The station pod can be found in the STRUCTURES>MISCELLANEOUS section of the WorkShop's building menu when an initial quest ("Need a Bandaid?") is completed. The quest appears shortly after leaving Vault 111 for normal play, or when outdoors in the Commonwealth when using an "alternate start" mod. If the quest does not appear when expected, then double-check to confirm that this mod has been enabled.

When opening a workshop to build something, you initially see the user interface positioned at a wooden building with "Structures" as a label above it. Go upwards one row from there, and then go over to the right along that row until you see "Structures>Miscellaneous" as a label; in the base game that label is above a bloodied super mutant pole but may be something different depending on the mods you installed. Now go up one row from there. Everything you then see horizontally in that row is the "Structures>Miscellaneous" subcategory. In that row will be the Mister Medic Station Pod; perhaps as the very first item.

It is best to position the Station Pod on the ground (not in a building and not on a platform) in the central area of a settlement in such a way that Mister Medic will have easy access to places within the settlement's boundaries. If positioned above ground, be sure to build appropriate ramps and stairways that can be easily used for leaving and returning to the pod.

If you are not able to find the"Structures>Miscellaneous" subcategory, then you installed a mod that alters the basic construction categories of the game. In which case you may not be able to build the Station Pod, and hence will not be able to use this mod -- if you are lucky, the conflicting mod may have simply rearranged items, with the Station Pod now residing elsewhere in some other category or subcategory instead of where it was intended to be.


Installation:

Install using a mod manager, or unpack the mod and copy the .ESP/.ESL and .BA2 files into the game's \DATA folder, then enable the mod.

Position this mod's .ESP/.ESL file to be as low as it will go in your "Load Order" sequence. This helps to ensure that the robots perform as best they can by overriding any conflicting mods. If you know with absolute certainty that there are no conflicting mods, then this mod can be positioned anywhere your installer normally allows.


Install ESP or ESL?

If you are reaching the maximum allowed number of .ESP installs, and want to install more mods, then install the .ESL versions of those new mods ...

Back-in-the-day, many players were reaching the maximum number of allowed .ESP installs, so Bethesda introduced a way to permit more via .ESL files.

The Light Master (.ESL) file is an optimized file format introduced in the Fallout 4 v1.10 update. Using Light Master files allows more plugins (mods and patch mods) to be installed than previously possible with .ESP files. For .ESP files there is a limit of 255, whereas a maximum of 4096 .ESL files can be loaded (but in practice is difficult to achieve due to other technical constraints).

Both file types can be used together, which means you can install just .ESP files if your install count remains below the .ESP maximum, or just .ESL files if your count remains below the .ESL maximum, or some of both such as using .ESP files initially and then adding .ESL files thereafter when the maximum for .ESP has been reached.


ESP/ESL Compatibility:

Saved games that currently use an .ESP mod are not compatible with an .ESL of that same mod. Similarly, saved games that are currently using the .ESL for a mod are not compatible with an .ESP of that same mod. That is a basic game restriction in terms of switching between .ESP and .ESL versions of a mod. There is no "fix" or workaround -- it is inherent in the game's design.

So, to switch from .ESP to .ESL, or from .ESL to .ESP, you must:

1 ) uninstall the mod
2 ) load the current saved game
3 ) create a new saved game (while that mod is not installed)
4 ) install the other download of that mod
5 ) resume play with that newly created saved game

Objects and NPCs provided by the mod will not be there now and must be created once more. Similarly, quests will need to be done again.


Requirements:

No special requirements. DLCs are not needed.


Compatibility Limitations:

This mod and my other mods might or might not work correctly with Sim Settlements and Transfer Settlements. The same is true for mods which adversely affect my mods by altering base-game locations and base-game content which my mods depend upon.

There is no support for compatibility issues with those, and there are no plans to provide compatibility patches.


Known Issues:

• If this mod's initial quest is not starting for you after being installed with the Vortex mod manager, it might be because it has not been properly activated/enabled.  If you click PLUGINS within Vortex, you will then see which mods are truly activated/enabled or not (whereas the MODS section sometimes shows incorrect information). Within that PLUGINS interface you can activate/enable the mods that were not properly set when installed.

• If you are starting a new character and you have quite a few Creation Club mods or patches installed, then you should also install the Creation Club Delayed mod. It prevents too many of those running at the same time, which can block this mod from starting. It can be found here: Creation Club Delayed.

• If this mod's initial quest is not starting for you, and you have quite a few Creation Club mods or patches installed, then you might have too many quests running at once with this mod's quest being blocked. To fix that, try installing the Creation Club Delayed mod which can be found here: Creation Club Delayed.


Known Conflicts:

• Mr Medic is not compatibile with the Live Dismemberment mod, and so will malfunction by continually trying to heal NPCs who have suffered those kinds of injuries.

• There might, or might not, be a compatibility issue when using this mod with the Horizon mod. The potential conflict involves Horizon doctors supposedly not working correctly. So players are advised to either not install this mod with Horizon, or to uninstall this mod if Horizon is being used, or else create a saved game to fall back to before using this mod with Horizon in case problems arise.

• The initial quest can be prevented from starting, or become stalled part-way through, when using a buggy "quick start" or "alternate start" mod.  The quest normally begins a short while after exiting from Vault 111 for the first time, or a short while after loading a saved game when already outdoors in the Commonwealth.  Otherwise, it might (or might not) begin when standing for a few minutes outdoors at the Sanctuary Hills workbench.

• If you experience crashes while traveling during the initial quest, or are unable to complete that quest, it is then highly likely some other mod has been installed that "breaks" the Vault 111 area (or possibly the Sanctuary settlement) thereby preventing this mod from working correctly.

• If you are not able to find the"Structures>Miscellaneous" subcategory, then you installed a mod that alters the basic construction categories of the game. In which case you may not be able to build the Station Pod, and hence will not be able to use this mod -- if you are lucky, the conflicting mod may have simply rearranged items, with the Station Pod now residing elsewhere in some other category or subcategory instead of where it was intended to be.

• Mods which change the boundaries of the game's original settlements will potentially be incompatible and cause the initial quest to fail and/or prevent the robot from functioning correctly.

• Robots look too small or too large? SCOURGE F4SE (available only via Discord) is probably the reason why.


To Uninstall:

Uninstall with the mod manager that was used for the original install, or delete SettlementMedicBot files.


Permissions:

This mod may not be reused in part or whole for any purpose other than its original intent.  It may not be uploaded to any other web site.

Get in touch with me if you wish to discuss translation into a non-English language; prior approval is mandatory.


Change Log:

See the Change Log to review what is included in each update.


Credits:

Bethesda Softworks - for the original Models and Textures [I merely provided the ingenuity and scripting to bring Mister Medic "to life"]


My Other Mods:

Workshop Menu Fixer can be found Here.

Shield Bubble can be found Here.

Qwirky can be found Here.

Sparky can be found Here.

Silver Streak can be found Here.

Silver Streak UFO can be found Here.

Whirly can be found Here.

Whirligig Sentry can be found Here.

Settlement Radar Station & Drone Defenders can be found Here.

Settlement Tidy Bot: "Mister Tidy" can be found Here.

Settlement Salvage Bot: "Mister Salvage" can be found Here.

Settlement Police Bot: "Mister Law" can be found Here.

Settlement Repair Bot: "Mister Mechanic" can be found Here.

Settlement Gardener Bot: "Mister Gardener" can be found Here.

Settlement Delivery Bots: "Mister Caravan / Mister Express / Mister Postman" can be found Here.

Carry-Your-Stuff Robots can be found Here.

Alien Disruptor can be found Here.

Alien Blaster Long-Barrel Fix can be found Here.


In Memoriam:

In memory of my Father (may he Rest In Peace) who was a model airplane maker (gliders & gas powered) and an RC enthusiast.


Enjoy!