Fallout 4
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snarkhunter

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snarkhunter

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About this mod

Supercharge your bot companion!

Requirements
Permissions and credits
Changelogs
Purpose

I made this mod to make Automatrons more generally useful as long-term support companions (and to learn more about Creation Kit usage!)

Features

This mod enables you to create an ATMA module for your Automatron's Torso-Misc slot. There are three variants of this module, Basic, Improved and Enhanced, to allow you to choose the balance you prefer. Features are as follows:

Basic

  • Hacking
  • Lockpicking
  • 250lb more carry weight capacity

Improved

  • Hacking
  • Lockpicking
  • Regeneration Field (Heals nearby human allies outside combat)
  • Tesla Coils (Deals energy damage to nearby enemies)
  • 1000lb more carry weight capacity

Enhanced

  • Hacking
  • Lockpicking
  • Radiation Coils (Deals radiation damage to nearby enemies)
  • Regeneration Field (Heals nearby human allies outside combat)
  • Sensor Array (Increases Perception of nearby allies)
  • Stealth Field (Increases stealth of nearby allies)
  • Tesla Coils (Deals energy damage to nearby enemies)
  • 5000lb more carry weight capacity (Good for those long dungeon runs)
  • Radiation Leaching Field (Slowly drains excess rads from player outside combat) *NEW in 0.4*

Notes

1. The Enhanced module essentially adds all of the miscellaneous functions available for Automatrons, with the exception of Recon Sensors (which may sometimes incorrectly trigger hostility in NPCs).

2. With release 0.4, the Enhanced module also contains a Radiation Leaching Field, which will gradually drain excess rads from the player when not in combat. As with the Regeneration Field, the bot needs to be close by, within a few feet, for this to work. You may hear a brief "rads crackle" sound occasionally when the field is in operation. If you are not sure whether the field is working, use the console command "player.getav rads", note the number, exit the console for a few seconds, then use the console command again. You should see the rads count going down each time you use this command (assuming you are currently in a non-irradiated location!)

3. Lockpicking and Hacking still work in vanilla mode only in this mod. Companion lockpicking and hacking are implemented in the base game as simple random functions, where the companion rolls a number between 0 and 110 on each attempt. If the roll is higher than the target's lock level (with Master being level 100), then the target lock is opened. Also, in the vanilla game, a bot companion will only make three attempts to unlock a target, and if they fail on the third attempt, they will mark the target as failed (and so refuse to retry any more on that target). With only three tries each with a 1 in 11 chance on a Master lock, you will rarely see a vanilla bot succeed (but sometimes they will surprise you).

If you prefer a bot companion with more consistent lockpicking and hacking, try out my other mod Ada the Pro Burglar.

Usage

To make the ATMA modules, you will need:

  • Automatron DLC
  • access to the Robot Workbench (available after you first meet and rescue Ada)
  • Robotics Expert 1 perk for Basic
  • Robotics Expert 2 perk for Improved
  • Robotics Expert 3 perk for Enhanced
  • 10-20 Adhesive, 10-20 Aluminum, 20-40 Circuitry, 10-20 Rubber depending on variant

If you meet all the requirements, craft the new module as normal using your Robot Workbench.

I have mostly used this mod with Ada, but have also installed and used it successfully in several generic Protectrons. It should work in any bot that you created in the Robot Workbench.

Compatibility

These are companion-related mods written by others that I use alongside this one without any issues:


Here are some other Automatron mods I've made that I use in tandem with this one:


Installation

Install as normal with Vortex or Nexus Mod Manager.

Upgrading

ESL vs ESP

Version 0.4 is the first release which offers an ESL installation option. The ESL is a good choice when starting a new playthrough.  If you are currently in the middle of a playthrough using an older ESP version of the mod, please consider upgrading to version 0.4 using the ESP option. Changing from ESP to ESL in the middle of a playthrough is not recommended and may cause issues with your bots having missing or disabled torso slot modules.

Quick Upgrade (for 0. 3 ESP to 0. 4 ESP, try this first)

  • Save your current game, when near a Robot Workbench, then exit Fallout 4.
  • Using your preferred mod manager, uninstall the older ESP version, and then install the latest ESP version.
  • Start Fallout 4 and load your last save game.
  • If a bot's Radiation Leaching Field appears not to be working, use the Robot Workbench to uninstall and then reinstall the bot's Enhanced ATMA module.

Safe Upgrade (try this if the quick upgrade caused problems, or if you really want to move from ESP to ESL)

  • Place enough resource materials in your inventory or workbench to re-create all ATMA you have in use.
  • Remove all currently installed ATMA modules from all of your bots.
  • Save your current game, when near a Robot Workbench, then exit Fallout 4.
  • Using your preferred mod manager, uninstall the older ESP version, and then install the latest ESP or ESL version.
  • Start Fallout 4 and load your last save game.
  • Use the Robot Workbench to create new Basic, Improved or Enhanced ATMA modules for your bots as needed.

Uninstallation

For a clean uninstall with no lingering effects, be sure to:

  • Remove all ATMA modules from all your bots.
  • Save your game, and exit Fallout 4.
  • Uninstall as normal with your preferred mod manager.

Forgetting to remove the modules before uninstalling may not damage your bots, but will leave them overpowered afterward. If this happens, try reinstalling the mod so that the ATMA modules are "visible" again, reload a recent save game, and then go through the complete uninstallation procedure as above.