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This page was last updated on 05 November 2017, 10:54AM
- Changelogs
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Version v1.6a
- Base Mod
New:
-2 New Frames (Security/Diagnostic Frames, increase END/INT of nearby allies, above average defenses (same average as upgraded/scattering/shielded but much closer together than the latter two) and increase/decrease certain EyeBot Weapon damage)
-Outcast Paint and Decals (6 Colours + 6 Worn)
-Minutemen Blue Paint
-DC Guard Paint + Diamond Decal (4 colors + 2 worn)
-Bronze Finish
-Duraframe Vent Glow mod category (under Paint)
-Day/Night Offense/Defense Increasing/Decreasing EyeBot Misc. Mods
-7 New Glasses "Hats", including one based on a mesh that is in the files but doesn't appear to be used in the game itself.
Fixed:
-Fixed issue causing new game start freezing when used with certain other mods (eg WoTC)
-EyeBots now explode and turn to ash on death rather than the previous somewhat glitchy method. This does mean they can't be revived, though.
-YK42B firing sound is no longer in Deafening Stereo, instead it is now in Deafening Mono.
-Junker Frame should now increase the damage of bullet weapons as intended.
-Maybe some other things I've forgotten.
Changed:
-Improved the Duraframe Model (vents, again)
-Added conditions to the two remaining non-DLC weapon types that required weapons to be present in the inventory to show up (to avoid spoilers) which will now make them appear permanently in the weapons menu once met.
-Headlamps are now higher (on the base of the centre antenna) to avoid blocking the decals. I don't like it as much as their previous position but a couple of people asked for it and I feel like just as many people are avoiding using them because of that as will stop using it because of the reposition.
-Prototype Frame's antennae are now a little less stiff.
-Buffed defenses of all frames to bring them a bit closer to other automatrons, narrowed the gap between non-duraframes and duraframes.
-New Venom Launcher mesh (previously named Acid Launcher).
Far Harbor Addon
New:
-8 new Vim! Decals (two for each flavor)
Changed:
-Completion of certain quests will now cause the two DLC weapons to permanently show up in the workbench regardless of whether or not they're in the inventory.
NEW! Nuka-World Addon
-2 New Frames
-10 New Paintjobs (6 DLC-Related, 4 non-DLC related but DLC-Asset-Based)
-7 New Decal Families + 2 additional standalone Decals with regular and worn variants.
-20 New Hat slot mods
-1 New Radio Tuner
-22 New Weapons
NEW! Nuka World + Far Harbor Addon
-1 New Frame (Requires the ability to craft Vim! )
-4 New Weapons (All require the ability to craft Vim! )
-2 New Paintjobs (Vim!/Vim! Refresh)
- Base Mod
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Version v1.5a
- -FOMOD installer with all optional addons included.
-Major rework of locational damage and VATS targeting.
-Textures redone with BC7 compression (Nexus only)
-Higher quality specular/normalmaps (quartered uncompressed instead of full size compressed)
--Duraframe panel details brought forward in painted textures for more varied, less "lazily dipped in paint" appearance.
-New Brutal Frame, Super Mutant flavoured, damage increases as health decreases
-New Rock Launcher weapon, think Behemoths. Don't take it too seriously.
-New EyeBot Solar Scorcher weapon, deals heavy damage with a good rate of fire during the day and carries a perception damaging effect, but has heavily reduced damage at night
-New EyeBot Symmetrizer Secondary Misc. Mod, boosts nearby allies' Charisma by 2.
-New Airlift Propulsion System Upgrade, increases carryweight but doesn't boost speed.
-New Custom Radio Tuner, tunes into whatever the pipboy is playing when it is built, can be updated through the Uninstallation/Utility holotape on the fly for current companions.
-New Commonwealth EBS Tuner, plays the emergency broadcast from the start of the game.
-New "Hardened Plating" Duraframe Misc. Accessory, +5 Damage and Energy Resist, no change to appearance.
-New Mod Type: Proximity Controller, allows selection of follow distance and standard following or ranging behaviour (like Dogmeat)
-New Mod Category under Legs: EyeBot Misc. Mod. Contains various unique effects, some with VFX, others based on or similar to unstable effects, a couple of specialised ones.
-Sparks Stuff:
--Spark Unit EyeBot Misc. Mod, same as sparks special sparking/smoking/zapping tesla coil thing
--EyeBot Bolt: EyeBot Laser with lightning projectile, damage split between physical and energy to fill the gap between Laser and .38
-Sonya Bonanza:
--Face Paint and Decal Compatibility for Excavation Frames (Sonya's paint is now a separate option available for all EyeBots under the name Excavation Paint)
--New Excavation Frame MKI: Close-range, huge damage, wide area explosion with diminishing damage over range and randomised knockback chance dependent upon distance, no player damage.
--New Excavation Frame Addons: Various addons with similar effects to the base frame variants
--New Excavation Duraframe: Less defense than a regular Duraframe as it's more exposed, similar weapon to MKI but less powerful (tradeoff for vastly improved defences).
--New Excavation Duraframe Variant mod type: Similar to Duraframe Misc Mods, but for the Excavation DuraFrame
-Uninstallation holotape Utility Functions to help mitigate some issues caused by bad uninstalls. Very strongly suggest reverting to a prior save though, and you should still be just as careful when uninstalling. See description further down for details.
-M.I.L.A. Frame Customization: 17 Screen/Glass options (4 Glass, 12 Glow, 1 Mr. Handy Iris), 34 Body Paint options and 34 Accent Paint options.
-Far Harbor addon: 10 new color options for the exclusive frame, under Paints.
-Individual projectile origins for each weapon
-EyeBots that use Non-EyeBot Core torsos will fire from the centre of their torsos (for it to take effect on pre-existing ones, you'll need to take them back to the robot workbench, hover over the list of mods in any mod type (eg misc. torso mods) and exit for it to take effect)
-Alien Blaster now has glow
-Firespitter and Excavation Blast sounds no longer stereo
-Improved install script with more checks so if uninstalled and saved with the script still present future installs to that save won't be messed up.
-AI mods changed to use setvalue scripts instead of temp modifiers (which caused resets)
-AI mods renamed Behavior Protocols
-Radios changed to use MGEFs instead of armors for greater reliability etc
-Changes to radio script to prevent skipping of tracks for most radio stations (Atomic Radio still skips, but vanilla and OWRB stations don't).
-EyeBot Laser is no longer affected by any paintjobs bar the Minutemen one, as per vanilla performance. Upgraded laser is still affected.
-Laser part of Laser Musket mesh now affected by Minutemen paint.
-Changed normalmaps for Worn Duraframes
-Fixes to Pre-Nuclear Propulsion System propulsion system upgrades so they have more noticeable effects
-Various changes to base stats of items and eyebots, including balanced Energy/Damage resist on the base torso and increased base carry weight
-Reduced defensive penalties for Duraframe Addons
-Duraframe Shield Generator Packs fixed to reduce damage by 5% rather than accidental 95%, defensive penalty reduced to keep them viable
-MILA frame now correctly applies perception boosts and has an additional effect that extends the range of cloak addons (anything that says "nearby allies" or damages nearby opponents)
-Enchantments changed to new ones using custom MGEFs, wasn't as helpful as I'd hoped but should be more stable/maybe let me do stuff in future.
-BB Gun LE is now correctly on the prohibited list for frames with inbuilt weapons
-Duraframe Misc. Mods use their own Misc. Items now
-Plasma Caster and Turbo Plasma Caster now use their own Misc. Items.
-Changes to some recipe requirements.
-Cloaking Device moved to new EyeBot Misc. Mod category
-Far Harbor Addon: exclusive frame no longer distorts during movement
-Excavation frame wires now remain wires when using non-Excavator Paint paintjobs.
-Duraframe Zapper and Blaster are now prefixed with "EyeBot" for consistency.
-Institute Bumper texture corrected.
-Metallic Blue bumper texture corrected.
-Enclave Duraframe texture altered to make the tubes etc look more distinct.
-Some other textures tweaked slightly.
-Junker Frame now deals +5% damage with Ballistic Gun-Type Weapons (excluding Gauss).
-Prototype Frame now boosts nearby allies' energy damage by 5%.
-YK42B bonus damage now also applies to synths.
-EyeBot Mesmetron now induces fear in opponents below level 50 and damages perception condition (may or may not also be capped to 50).
-PPK12 nerfed noticeably, it's still one of the most effective weapons available, befitting it's (now slightly heftier) requirements.
-Stagger chance on a number of weapons decreased to 30%. Gauss, Nailgun and the Far Harbor Addon weapon that is vaguely like the nailgun retain their previous chance.
-Far Harbor addon Frame's inbuilt weapon fire rate and accuracy nerfed slightly to make it marginally less crazy.
-Other miscellaneous tweaks to weapon effects, range, and accuracy.
-FireSpitter MKII has been renamed Supercharged FireSpitter.
-Slightly more ordered weapon menu
-New Install script updated to attempt to work with Alternate Start mods that skip MQ101.
-Various other bugfixes and tweaks
- -FOMOD installer with all optional addons included.
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Version v1.4BETA
- Beta Update, see v1.5a for list including changes.
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Version v1.3a
- Major Update
*New Duraframe Zapper and Duraframe Blaster Weapons
*New Classic Clean, Classic Corroded, and Brushed Finishes
*New M.I.L.A. frame
*New Army Green Tint Paint Job
*New Smoke Bomb, Suppressed .308 and Sawed-Off Shotgun Weapons
*New EyeBot YK42B Pulse Weapon
*New Plasma Caster and Turbo Plasma Caster Weapons
*New EyeBot BB Gun LE Weapon
*New Duraframe Variant Mod Type
*New Tank Directives and Avoidance Protocols Packages
*New EyeBot Cloaking Device Secondary Misc. Mod
*New EyeBot Laser Musket Mesh
*New COMMUNISM! Paint jobs
*New EyeBot Moustache & Moustache + Submariner Cap
*New EyeBot Clown Nose
*New Yellow Army and Mechanist Decals
*New Old World Radio - Boston Addon
*Fixed issue preventing starting a new game with the mod active
*Fixed Standard AI applying Passive AI effect instead – to fix eyebots already affected by the issue, change to a non-EyeBot Core torso and then back.
*Dropped ingredient requirements of most main mods to bring eyebot build cost more in line with that of other automatrons.
*Dropped a few perk requirements (particularly on sensor packages)
*Removed Robotics Expert requirement on Nuclear Propulsion System, changed Robotics Expert requirements on thrusters to Science requirements.
*Made EyeBot sensor package free as default automatron AI is awful, removed perception bonus to compensate.
*Moved a rear antenna on Duraframe mesh to correct position
*Moved Scan beam to correct location (again)
*Fixed EyeBot scale, should be back to normal now.
*Buffed numerous sub Plasma II tier weapon damages to encourage use of a wider variety of weapons
*Changed a few recipes that were checking perks on subject rather than player (didn't seem to matter but maybe it did, I dunno).
*Removed most inventory requirements on weapons
*Fixed alignment of antenna lattice on Prototype frame
*Eyebots no longer use terminals when idling (at settlements etc) due to it causing physics madness
*Buffed Needler Damage and increased Armor Penetration to 60% (closer to FO2s) (May need to be reapplied at workbench to take effect). Reduced Critical Damage mult slightly (3 -> 2.5) and range a little.
*Buffed PPK12 Damage and range slightly and accuracy significantly, reduced AP to 25% (closer to FO2, proportional to Needler).
*Tweaked explosion sound of Excavation Blast to better reproduce sounds from quests.
*Altered FireSpitter/Acid Launcher mesh to cover a visible gap at attach point.
*Enabled actor knockdown (by formula) on most of the explosions
*Fixed issue where lightning vfx would stop showing up after travelling away from Eyebots and back.
*Applied edited normalmaps with pitting to the Minutemen Duraframe/Bumper Paintjobs.
*Added (custom) firing sounds to needler.
*Made firespitter sound effects mono and set those and the cryolator's up properly for distance fade stuff.
*Fixed a small error with the UVMapping of the Prototype Frame and moved Decal slightly to prevent z-fighting issues.
*Removed weapon mods from eyebot weapons ingredients lists and tweaked ingredient amounts slightly.
*Made Radio Tuners free and removed their misc. mods.
*Added a no frame option, mostly for my own convenience.
*Far Harbor Addon: Frame attack now always disintegrates as per description (frame must be reapplied for fix to take effect)
*Far Harbor Addon: Removed extra bones from frame causing distortion during movement (still a little bit, will be fixed in v1.4.)
- Major Update
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Version v1.2a
- Major-ish update
*Added headlamps
*Added Junker Frame
*Added Charging Frame
*Added Prototype Frame
*Added EyeBot Nailgun
*Added EyeBot Needler Weapon
*Added EyeBot PPK12 Gauss Weapon
*Added EyeBot Classic Laser
*Added Large Militia Hat
*Added New Thruster Mesh
*Added Far Harbor Addon
*Fixed falling loop bug, finally
*Fixed Punishing Frame white paint bug
*Altered a lot of recipes to make them somewhat cheaper
*Added framework for Far Harbor addon
*EyeBots now sit differently on other legs due to changes in positioning for the new thruster mesh to align with other torsos.
*Big warning on first install/update to v1.2+ as some people weren't getting the message/reading the instructions
*Uninstallation holotape now auto-added as quest item, can be set to not be one via menu inside of it.
*Install/repair script tweaked slightly to improve reliability slightly.
- Major-ish update
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Version v1.1a
- Major-ish Update
*Hats! (38)
*New less-glossy Tint Paints (23)
*New Frame
*Atomic Radio Playback
*Racing Stripes and Conductor Antenna for Duraframes
*Long-range combat Sensor Package based on Robobrain AI
*Submersible Thruster now a mod choice rather than separate ESP
*New Mechanist Decal
*EyeBots are now banned from Vertibirds due to bad behaviour
*Vanilla EyeBots no longer float just above the floor
*Removed stray BoS quest requirement from Shielded Frame
*EyeBot Mesmetron now matches body colour
*Other bugfixes/improvements/very minor rebalances
*Uninstall holotape is no longer automatically added to the inventory to make sure people read the description and warnings before using it.
- Major-ish Update
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Version v1.0a
- Major Update
*Replaced direct formlist edits with scripting for greater compatibility and added uninstall holotape
*Decals - 20 decals in 4+ flavours each
*New Close-Range Taser Weapon
*New Courier Frame (+60 Carry Weight)
*Added EyeBot Radio Playback
*Added AI (aggression) Options
*Added individual meshes for the various weapon types.
*7 New Paintjobs: Plain Black, Flat White, Beige, Vault-Tec, Legion, Ranger and Steel.
*New EyeBot Core mesh based on the Mr Handy Torso in place of my placeholder one
*Advanced Targeting AI accuracy fixed - no longer abysmal
*Minor rebalance to account for the above
*Idles should now play properly (let me know if they don't)
*Most settlement animations should play properly if they weren't already - farming animations still don't work, probably can't fix that without Animation tools
*EyeBots now ride in vertibirds with you
*Particle Effects (eg fire, berry mentats) no longer cause eyebots to fade out
*Main antenna cables no longer float loose on Amplified, Scattering and Shielded Frames.
*Pretty much all other things I spotted that I could fix without having access to animation/behaviour editing tools
- Major Update
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Version v0.99
- Major Update:
*ED-E, thanks to Mkdo40
*Major buffs to most weapons.
*Added an additional 9 weapons.
*Added a second Misc Mod slot to EyeBots.
- Major Update:
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Version v0.9b
- Added Enclave paint (requires level 28 & completion of The Glowing Sea)
Fixed various problems with antenna textures.
- Added Enclave paint (requires level 28 & completion of The Glowing Sea)
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Version v0.9a
- Major Update:
*Changed underlying way constructible EyeBots work (allowing me to do the things in this update and hopefully fixing some bugs.)
*Added paint (2500 combinations of frame and shell.)
*Renamed Brotherhood, Minutemen and Servomech frames and changed paint to regular eyebot scheme.
*Swapped old Brotherhood and Servomech effects.
*Added new Sensor Package, using EyeBot AI for those who like that, while still having the accuracy and perception bonus from the top one (Advanced Targeting System).
*Added new frames:
**EyeBot Amplified Frame: (reduces energy resistance (-20), increases energy damage (approx double, I think, the effect is applied really unclearly and doesn't show in the workbench, so I had to run field tests)),
**EyeBot Excavation Frame (Sonya) – only available with the EyeBot Propulsion System, prevents use of an EyeBot Weapon, adds a large-radius explosive attack using Big Dig Visuals. Only affected by Shell paint due to the way the mesh is set up, and the wires on the orb get turned into solid strips (would be pretty easy to fix had Bethesda not decided to use a Grayscale+Gradient thing for a single texture, for no discernible benefit).
- Major Update:
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Version v0.1c
- Eyebot Thruster can now be used with other torsos, allowing you to remove the EyeBot torso from your robots and change back to another.
Fixed a small mistake I made that changed a vanilla thing, shouldn't cause problems, but it's fixed now either way.
- Eyebot Thruster can now be used with other torsos, allowing you to remove the EyeBot torso from your robots and change back to another.
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Version v0.1b
- Dropped EyeBots down to head height.
Added optional Cheat Recipe and Un-EyeBot/No Torso restrictions esps.
- Dropped EyeBots down to head height.
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Version v0.1
- Initial Release
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- Author's activity
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May 2017
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11 May 2017, 5:02AM | Action by: th1nk
User submitted image verified
20170402113009 1
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11 May 2017, 5:02AM | Action by: th1nk
User submitted image verified
Ada makeover
February 2017
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03 Feb 2017, 6:07AM | Action by: th1nk
File added
Duraframe Headlamp Positioning Fix
October 2016
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18 Oct 2016, 9:43AM | Action by: th1nk
Attribute change
long description changed
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18 Oct 2016, 9:09AM | Action by: th1nk
Attribute change
Old World Radio - Boston Addon small description changed
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18 Oct 2016, 3:19AM | Action by: th1nk
User submitted image verified
thank you very much
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17 Oct 2016, 10:29AM | Action by: th1nk
Changelog added
Change log added for version v1.6a
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17 Oct 2016, 9:58AM | Action by: th1nk
Attribute change
Old World Radio - Boston Addon category changed
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17 Oct 2016, 9:55AM | Action by: th1nk
Attribute change
v1.5b Patch for v1.5a category changed
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17 Oct 2016, 9:48AM | Action by: th1nk
Attribute change
long description changed
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17 Oct 2016, 9:47AM | Action by: th1nk
File added
Automatron EyeBot Companions (v1.6a)
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17 Oct 2016, 5:35AM | Action by: th1nk
Mod image added
September 2016
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19 Sep 2016, 4:11AM | Action by: th1nk
User submitted image verified
Bringing a glorious Leninist style Dictatorship of the Proletariat to the Wastes
August 2016
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17 Aug 2016, 5:03AM | Action by: th1nk
User submitted image verified
Melody - Excavation Blast Epicenter
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15 Aug 2016, 11:28AM | Action by: th1nk
Attribute change
long description changed
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15 Aug 2016, 8:34AM | Action by: th1nk
Attribute change
small description changed
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15 Aug 2016, 8:34AM | Action by: th1nk
Attribute change
small description changed
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15 Aug 2016, 8:33AM | Action by: th1nk
Attribute change
small description changed
long description changed
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15 Aug 2016, 5:00AM | Action by: th1nk
Attribute change
small description changed
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14 Aug 2016, 9:01AM | Action by: th1nk
Attribute change
long description changed
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- Mod page activity
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