Fallout 4
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snarkhunter

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snarkhunter

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About this mod

Assaultron-style claws with embedded automatic lasers for your bots

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Changelogs
Purpose

This adds Assaultron-style claws with embedded automatic lasers to your Robot Workbench, to give you an alternative to the vanilla Protectron automatic laser claw. Two variants are included:

  • Standard claw (30 energy damage, 0.15 sec firing delay)
  • Improved claw (40 energy damage, 0.125 sec firing delay)

Just like the Protectron claws, these don't do any significant melee damage, so you may wish to configure one hand of your bot with a Laser Claw, and the other with a Melee Claw or Melee Shock Claw. This will give your bot both ranged and close-quarters damage.

Disclaimer

Note: Early on, there was a problem where the bot would fire the laser claw but the beams would appear to come from their feet! To fix this, I had to make modified versions of the original claw mesh files in Nifskope, adding Projectile Nodes, which they were missing. With the modified mesh files, the bots are now firing correctly from their claws in my testing ... but if you see "feet-firing" or other anomalies in your own game, please let me know!

Usage

If you meet all the requirements, craft and install the claws as normal using your Robot Workbench.

I have tested the claws successfully with both Ada and two generic crafted bots. They should work in any bot that you have created in the Robot Workbench.

Requirements

This mod requires the Automatron DLC.

To make the claws, you will need access to the Robot Workbench and the Robotics Expert 1 perk.

Compatibility

As these claws are new and separate parts, I don't expect any conflicts with other mods unless in naming, which seems unlikely.

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

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 the latest 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 ESP to 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 the claws don't seem to be working, use the Robot Workbench to uninstall and then reinstall the bot's current claws.

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 AELC claws you have in use.
  • Remove all currently installed AELC claws 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 AELC claws for your bots as needed.

Uninstallation

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

  • Remove all AELC claws 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 AELC claws are "visible" again, reload a recent save game, and then go through the complete uninstallation procedure as above.