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Any peaceful way to get robots out of villages?

Firderis

Active Member
Messages
232
I would like to have a "robotfree" village. Is there any other way then to destroy them all (and no, I don't wanna have them in an other settlement)?
 
Besides what you already ruled out, none that I know of.
 
sneak and snipe. If you are hidden and one shot them you wont be marked as hostile and theyer dead. might also be good to use a mod that allows you to set anyone as a follower. then you can kill them outside of the settlement. god i wish someone would kill jezebel!
 
She's plying the supply route between Sanctuary and the swamp down south in my game, I figure eventually something will get her and even if not, she's out of my hair 99% of the time.
 
It isn't peaceful, but I send them all to another settlement, then murder them in that other settlement.
 
That's the area I wanna clear up :aggro

Is there no command or something with the console? :cray
Disable. before doing so Ied suggest that if you do this to jesebel you first complete the mechanist quest or the entire quest breaks even if you already got everything from jesebel.
 
your cold man

If it makes you feel better, I do the same thing to ghoul settlers when I play a BoS character :P I set the Slog up as a work camp, have them harvesting food and water for the rest of my settlements and when I get to many I go purge the whole village and start again :D
 
Oh, I cleaned the water plantation for "Troubled water". Is there one quest more? Is the wiki here wrong? http://fallout.wikia.com/wiki/Supervisor_Brown It shows no connection to quests

And Jesebel is a NPC of the DLC?
With gregarden, once you complete the quest to gain access to it, your clear to "disable". With the automatron dlc you have to actually gain the mechanist lair before you can "disable" Jesebel or your in for glitches galore
 
You cant "murder" a robot.
Unless you are...a SYNTH! :shok1

Mr. Handy's at least are very self aware and able to comprehend and react to their environments and respond in a way that makes you think they have emotion. So if you can "murder" a sociopath, I'm going to argue you can murder a Mr. Handy. (unless we're using the purely legal definition in which case it depends on the laws of the region and you can't murder anybody because there is no law :P)

Assaultrons clearly have the capacity for self-awareness even if most don't aspaire to it.

Sentry Bots I'm a bit up in the air about.

I'll agree you can't really murder a Protectron though.
 
It's not removing them like you wanted, but I send them all to hangmans alley. Once a settlement, it becomes my central provisioner hub, staffed only by robots/automatrons. All provisioners become robots and they don't complain about lack of food, water, beds or anything else.
 
It's not removing them like you wanted, but I send them all to hangmans alley. Once a settlement, it becomes my central provisioner hub, staffed only by robots/automatrons. All provisioners become robots and they don't complain about lack of food, water, beds or anything else.

I send them all to sunshine tiding and make it a scrap generating settlement. No food, water or houses, just scavanging stations (or with SS industrial plots) for days!

In SS the happiness is an issue however since you have to get your plots upgraded first due to the robot happiness cap.
 
Ummm, I feel like an odd ball here but I just want my robots to be smarter. Most of the settlers need a little AI boost as well.
 
Ummm, I feel like an odd ball here but I just want my robots to be smarter. Most of the settlers need a little AI boost as well.

No, they need to be smarter for sure. Actually what they need is more animations they can use. Robots can do basically anything a settler can do except run shops properly, but they have no animations so they just stand there looking like idiots the entire time.

I love robots personally (2 of my SS plots are built around them), but it depends on the character I'm playing :P
 
Not to derail subject, but I assigned an automatRon to a provisioner route and the dumb walking scrap heap couldnt find its way out of the fence with 2 open gates! The npc robots seem to be better, like Ada, is one of my favorite companions. She is tough and carries alot. Of coarse now with salvage beacons that's a mute point but still.
 
Not to derail subject, but I assigned an automatRon to a provisioner route and the dumb walking scrap heap couldnt find its way out of the fence with 2 open gates!

This is a pathing problem in the game itself. If your Settlement doesnt have pre-existing walls (like Covenent or the Castle) , NPCs will have problems going in and out of the Settlement when you add them.
Trick is, before putting up walls and gates, create a Provisioner and watch where they walk in and out. Place the gates there.
Its doesnt stop it from happening, but it helps it happen less.
 
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