Fallout 4
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Zaayl

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Zaayl

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About this mod

Adds a mod to make your robotic settlers nigh unkillable.

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READ THIS BEFORE DOWNLOADING THE MOD FOR A MUCH BETTER SOLUTION

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The console command "setessential xx001eed 1" (xx must be replaced with the load order slot of automatron, this is usually 01 as it was the first DLC.) will set all robots followers, now and future, essential. This cannot be done via a mod, at least not with a CK, as that actor cant have its essential/protected status changed.

And if you want to ensure that robots are always essential, with minimal effort across all characters, there is a method to make the command run every time you load the game automatically.

First, open notepad or any other text editor and put the command in with no quotations, and save it to the fallout 4 install directory (where the .exe is located) as something like "robot.txt"

Then open up fallout4.ini and add this new line under [General]
sStartingConsoleCommand=bat robot

replace robot with whatever you named the text file, in case that wasn't obvious. I have not tested it long term to prove that this command fixes every problem related to robots, your milage may vary, I did test to confirm: it persisted between robots, it persisted when a robot was recruited and dismissed as a follower, it persisted when the game was closed and reloaded (without the bat tweak to the ini) and it persisted when a entirely new robot was created.



Annoyed that despite putting "Your companions can never die" in neon lights at E3 Bethesda made your robot companions entirely killable?

Tired of your robotic farmers being murdered every time there's a raider attack?

Wish your robots could be essential characters when not following you like normal settlers?

Well so do I! But here is the next best thing.

This mod adds a new mod to the "Special" robot slot, it gives the robot 50,000 damage resistance and 5,000,000 health and has no material cost. Even with difficulty enhancing mods and a wave of invading deathclaws, gunners, or even the BoS, your robot settlers arent going to die in a fire fight.

The intention of this mod is not really to be "cheaty" so much as to fix a glaring oversight with the dlc, its recommended that when you are using a robot as a follower, to remove the mod from them, and re-equip it before you dismiss them again. This should also work with any modded robot (as long as they still have the special slot, which they should)

Be warned, if you make your robotic settlers hostile to you with this equipped for whatever reason, you will have a small liberty prime pissed off at you. Your only option will be to reload a save, or run like hell. (Though frankly being chased by a undying protectron sounds both terrifying, and hilarious.)

Ada, Curie, and Codsworth do not need this mod to be unkillable, they already are.

1.1 - I made some small changes, I renamed the misc item to no longer say M-Sat in your inventory, and reduced its value to 1 for posterity sake. And I removed the M-sat model from the robot (this should also help with compatibility with any custom robots that for whatever reason cannot have the M-Sat model)

Known Issues: Sometimes the mod will bug out, installing it will launch the robot into the sky and kill them, it will replace others in the menu. I have zero clue what causes this (and my 1.1 changes fixed it for me) however workarounds have been found and reported to work (such as creating the robot, exiting, ordering it to follow you, and then modding it in the workbench) Which makes this bug more of a inconvenience than a game breaking bug. I chalk this issue up to how unstable Automatron is, as nothing this mod actually does should cause such a thing. Just be sure to always save before using a robot workbench.

My other mods:
Rebalanced Perks
Power Armor Level List Rebalance
Weapons Rebalanced
Durable Followers
Standalone .38 Tri-Barrel Minigun Modification