Fallout New Vegas

Buddy Bot F.A.Q. and Spoilers


What's this mod all about?

This is a full-featured Securitron companion mod. Your buddy will have a Companion Wheel and a complete set of abilities. He levels up with the Player's character, gains enhanced armaments over time, and has a "passive" combat mode that really works.


How do I start? Where do I go and what do I do?

Go pay a visit to Goodsprings Cave. Explore and Scavenge.


How soon can I start? Can it be done as a first level character?

A moderate Repair Skill (20) and Science Skill (25) are needed during the introductory quest, so a bit of character leveling may be necessary.


Do I have to begin a new game to use this mod? Or can it be used with a saved game?

You do not need to begin a new game to use this mod. You should be able to install it and use it with an existing saved game - Buddy is then adjusted to be compatible with your character's current level. However, Buddy has context-sensitive dialog for the earlier parts of the game which involves NPCs, quests, and locations. So for the most entertainment value, it would be best to have either a brand new character or a saved game where The Ghost Town Gunfight in Goodsprings has not yet been started - but of course that isn't absolutely necessary.


Does this companion count against the regular game limits of 1 Human / 1 Critter?

No, it is an "extra" companion that still allows (for example) Veronica and ED-E to join you.


What about the new areas in DLCs? Can this companion go with me to those places?

Yes, it can; or happily remain behind and await your return if told to do so.


Does this mod conflict with other mods?

This mod is not compatible with "Simply Uncut - New Vegas".


My new Buddy sometimes gets stuck in places and can't move, or simply disappears. What do I do?

Equip and use the Recaller that has been placed in your inventory. It can be found in the Weapons category.


When Buddy is told to Wait, does he ever stop waiting and go somewhere else instead?

No, he will patiently wait forever. Or until your computer has a melt-down.


What happens when the dialog option "It's time for us to part ways." is selected?

Buddy returns to the gas station in Goodsprings and awaits your return. He won't be irked if you select that option. So it can be used as a means of parking him in a known location for an indefinate period of time. His "parking spot" will have a map marker for easy fast-travel. Note, though, that he won't be stationary and is instead allowed to "idle" in the general area.


How difficult are the fights?

Establishing a reasonable balance in gunfights can be a difficult task for a modder. With so many weapon and armor mods available for a player to download, there is a very real potential of having things be too easy. On the other hand, those who play a mostly "vanilla" game may find the same fights to be ridiculously hard.

This mod attempts to make its fights be (hopefully) challenging for "vanilla" game play. Which means players should (where possible) create a saved game before a fight begins ... just in case things go badly the first time - which is rather likely. It may in fact prove necessary to postpone a conflict until better gear is acquired. For example, if the basic Vault 21 Jumpsuit (which has no protective value at all) is worn during the very first fight, the outcome will likely be not so good. So scavenging around for something better initially, or perhaps making a purchase from Chet at his General Store in Goodsprings, is recommended. Whereas if one of the armors from a DLC is worn, success is much more likely, although perhaps with the expenditure of considerable ammunition.

For the very first fight, before it begins, you have an opportunity to acquire something better than a starter weapon. Buy a shovel from Chet at his general store, then pay a visit to Yangtze Memorial. Dig up the center mound of the three grave sites. Note that what you find will have been placed there by the game itself, not this mod. In addition, Goodsprings Cave, the starting point of the quest, may also contain a better weapon that was placed there by the game.

Overall, if you win a fight, but you or your buddy get shot up quite a lot, then I consider it a successful encounter. It is quite possible, though, that you will die a couple times instead, while figuring out how to do the fight effectively. And of course if it seems just too hard to beat, no matter what you do, then either you need better gear, or the fight needs some retuning.

In general, feedback on the difficulty of the key fights (as well as other aspects of this mod) is welcomed. When posting for fights, please include the location of the fight, the total DT/AR value of the armor worn, as well as the per-shot damage and damage-per-second done by the weapon being used.


Why does Buddy sometimes switch to Melee when he is specifically set to use Ranged Weapons?

Buddies AI is the standard Securitron package. Which means he is free to choose from amongst his various weapons while in combat. So at times he may decide to briefly switch to melee, even though set for Ranged weapons - but most of the time he will indeed used ranged weaponry.


How do I "heal" Buddy, since he is a robot and not a living being?

Scrap Metal and Scrap Electronics can be used to "repair" Buddy when he becomes damaged. This can be done via the Companion Wheel and through Dialog options. If a Player Character does the repair, then the Repair Skill provides a bonus. Those same scrap parts can be placed in Buddy's inventory - he will then perform self-repair periodically as needed, but no bonus is applied.

The best approach is to keep Buddy well supplied with Scrap Electronics / Scrap Metal, and also carry a few yourself (to use in emergencies).

Due to limitations in the game's engine, there must be at least one (1) Stimpack in the Player Character's inventory in order to use the Healing / Repair function of the Companion Wheel.


Can Buddy be killed in a fight?

Unlike base-game companions, Buddy can be permanently killed / destroyed. However, after completing his final upgrade, Buddy becomes virtually indestructible (i.e. set to Essential).


Will Buddy use any of the weapons I give him?

Buddy can only use weapons that are built into his armored housing. They will be upgraded over time as he levels up with the Player Character.  No need to supply ammo.


What is Buddy's weapon progression?

Level 1 - 5: Machine Pistol

Level 6 - 8: Laser Pistol, MiniGrenade Launcher

Level 9 - 11: Submachine Gun (replaces Machine Pistol)

Level 12 - 14: Medium Laser, Grenade Launcher (replaces Laser Pistol and MiniGrenade Launcher)

Level 15 - 17: Machine Gun (replaces Submachine Gun)

Level 18 - 20: Heavy Laser (replaces Medium Laser)

Level 21 - 25: Missile Launcher


Will Buddy use any of the armor or clothing I give him?

He is not programmed to do that. However, his protective armoring (Damage Threshold) will increase automatically as he levels up with the Player Character.


If I install a mod that provides Backpacks, can Buddy wear one to increase his carrying capacity?

He is not programmed to wear any kind of gear, and is only able to carry as much stuff as will fit inside the storage lockers in his shoulder modules.


What are the upgrades that are found during the quest, and what do they do?

There are five (5) upgrades that can be acquired for Buddy. Each one is in a separate location. To install an upgrade, a Science Skill of 30 and a Repair Skill of 25 is needed.

Self-Maintenance Module Revision 2.1 - After completing this upgrade Buddy's self-maintenance functions can occur more frequently, and all repairs will be more effective.

Dynamic Ablative Shielding - After completing this upgrade Buddy's protective armoring will be more effective. [ +5 Damage Threshold ]

MultiPhase Sensor Array - After completing this upgrade Buddy's enhanced sensors will enable the player to detect enemies at an increased range. Additionally, enemies will appear on the player's compass and can be targeted in V.A.T.S. even when cloaked. Buddy must be an active Companion and within range of the Player.

Mark IV Central Processor - After completing this upgrade Buddy's enhanced analytical abilities will be able to quickly identify Friend from Foe. Hostile targets will be highlighted whenever the player is actively aiming. Buddy must be an active Companion and within range of the Player.

Proprietary Electronic Component - After completing this upgrade Buddy becomes virtually indestructible (i.e. set to Essential) but he can become incapacitated (unconscious) for a period of time while he "reboots" his subsystems.


Nemesis is pretty tough! What weapons does he use?

You may need to level up a bit between each encounter as well as acquire better gear in order to beat this guy each time. Same goes for Buddy and his weaponry. An important aspect is having good enough armor to minimize the damge that can be done by his weapons. The good news is that Nemesis' protective gear never improves - it remains at a constant Damage Threshold (DT) of 9.

Laser Pistol encounter: Does as much as 12 damage per shot

Laser Rifle encounter: Does as much as 22 damage per shot

Plasma Rifle encounter: Does as much as 47 damage per shot but slow rate of fire

Plasma Defender encounter: Does as much as 38 damage per shot with a high rate of fire

Laser RCW encounter: Does as much as 15 damage per shot but has a very high rate of fire

Multiplas Rifle & Laser RCW encounter: Does as much as 105 damage per shot but has a slow rate of fire, and as much as 15 damage per shot but has a very high rate of fire


How can I keep Buddy as a companion when playing a Bad Guy character? He blew himself up!!!

That was a warning clearly given by Buddy during the initial stages of his story (also on the Description Page of this Mod). As a Player Character "Bad Guy", he will stay with you so long as he does not discover that fact ... otherwise he self-destructs.


What counts as being a "Bad Guy"?

Player Characters that are Allied with certain factions, or are Members of certain factions, will be deemed a Bad Guy: Powder Gangers, Raiders, Fiends, and Caesar's Legion. Starting the "Run Goodsprings Run" quest, or the "I Fought The Law" quest, is also a bad guy indicator. Whereas Bad Karma from stealing will not be noticed.


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Athelbras