Two part answer:What makes you think they aren't?
I had never even thought of sending Jezebel to HQ. What a great idea!Some testing notes for you from tinkering with the HQ2.0 Beta:
"Standard" Automatrons, or those enhanced by "pra's Automatron mod" (including ADA and Jezebel) are definitely working fine for me. They always did for me, though, so you might have some other issues going on there? Other than the standard issue that most "animation markers" don't work for most robots, of course, but they're definitely wandering about and assigning to Departments as expected.
The Synths spawned from "SKK50's Multiracial Workshop Actors" do not appear to play nice with HQ - they never even showed up in any of the "assignment menus" for Departments, despite the total Population (and Facilities Dept population/energy) going up by the correct amount. Can still send them to HQ where they definitely show up and wander about, but they'd be forever stuck in the Facilities Department. (Realistically that's where you'd probably put them anyway, but their stats don't really line up with that) I swear this worked in the past, but I've no idea... missing keyword, perhaps?
At the very least the "G1" Synths from "Build Synth Automatrons" work perfectly in HQ. They do have the vanilla Settler dialog though, not the Synth Robo-voice, but that might be an acceptable tradeoff. (These guys appear to get the baseline "All 4s" for SPECIALs)
I mean, if one were "roleplaying" it, you sure as heck wouldn't even trust her with anything sharp or heavy in case she decides to use it to kill someone, let alone still being fully equipped with Tesla Gun Arms and all (not to mention the ethics of the whole Robobrain thing).I had never even thought of sending Jezebel to HQ. What a great idea!
Thanks - now that I have installed beta v13 and reached Moving Day in my third game as the The Institute, I hope to populate the HQ with Gen 2 synths. Of the three mods you mentioned, the only one I am using is Build Synth Automatrons which has worked well for me. Also, regarding "headcanon" and roleplaying, plan to use the Special Zapper mod (Nexus #57139) to change synth SPECIAL stats, a software upgrade approachSome testing notes for you from tinkering with the HQ2.0 Beta
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