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I'd like to Credit all the peeps in the nexusmods forum that helped me out. You guys are great
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Changelogs
Version V0.89
Got All protectron and sentry weapons working. Automatron will now use ranged weapons. Fixed bug where people could get stuck in a loop. Various other tweaks.
Version V0.85
v0.85 added paint (working) and misc skill (untested) mods. Fixed vanilla ranged guns. Race specific weapons to come soon.
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update log. v0.89 9/20/18 Fixed Protectron and Sentry weapons. all working and tested. Fixed AUTOMATRON NOT ATTACKING!!!!!!!!!!! Major good news. Removed needless notificationsmade it impossible to get stuck in a loop. Just general fine tuning cleaning up. update log. v0.86 9/19/18 Fixed the gamma gun, it was way harder than anticipated hence why so long. Fixed some of the race specific weapons. Working on the rest. Not many actually work.. Honestly its dual gamma gatlings now which is crazy cool.update log. v0.85 9/16/18 fixed most of the vanilla weapons for whatever reason gamma gun on the bots still broken. Added paint. Added misc robot skill (still untested)Hi, thankyou for downloading robot workbench mod. This mod is designed strictly for Fallout 4 VR. The purpose is to completely fix the Automatron DLC.As well as fixing the Robot workbench. As I'm sure you know is completely broken in the Fallout 4 VR. To install just move the robot workbench.esp and robot workbench-Main.ba2 to the fallout 4 Vr/Data folder. Add *robot workbench.esp to the plugins file inthe system drive/users/*your user name*/app data/local/fallout 4 vr folder. If app data is not visible you need to change the settings of windows folders to show hidden folders. (i haven't tried using nmm to install but more than likely it would do all this for you, Im just describing the manual way to install mods).Also all the prerequisites to run mods need to be done like some basic editing of ini files ect.Heres some important notes on how the new Robot workbench actually works. 1. It will NOT automatically appear in the workshop when this mod is installed. You will still have to complete the required quest objectives for it to show up. 2. The robot workbench will not be available until after you go through the general atomics factory. You will get the blue prints for it b4 that but for technical reasons its not possible (at least for the moment)3. !!!!!!!!!!!!!!############!!!!!!!!&&&&&& This version of the robot workbench REQUIRES POWER. So you have to build a generator and hook up a line to it. this was another issueThat i fully intend to change at some point but im only one man with so much free time to play with this mod. 4. In order to modify a robot the robot ABSOLUTELY HAS TO HAVE AN EMPTY WHISKEY BOTTLE IN THEIR INVENTORY. That is the whole reason there is a button to dispense empty whiskey bottles in the workbench. When a new robot is spawned it is automatically spawned with a empty whiskey bottle in the inventory. You spawn a new automatronby pressing the first button labeled something like "must press this button to initiate build process". This button will disappear until you hit the reset button at the bottom of the menu.The reset button will not appear until you build a new automatron and press at least one other mod button!!!! The reset button will remove the whiskey bottle from the last robot that was being modified.The purpose of the empty whiskey bottle is so that the workbench knows which bot is the current bot that its working on. I could have just as easily done this with a keyword,but i chose to leave it this way so that the player had more control other which bot was being modified!!!5. The way that the menus are set up you have to remember which type of appendage you put on the bot otherwise armors may not appear on the robot. Hence if you put a protectron arm on the botand try to use assaultron armor on that arm it may not function properly. Again an issue i intend to revist but this was just the way it ended up for now. If an armor peice isn't showing up on the actual bot this is most likely the reason why. Armor is its own category when i remake the menus i'll make it to where when you select an arm or head or ect it will take you to the specificmenu to choose the armor for that appendage. Again this will take some major work it just wasn't top priority. A couple notes on the level of functionality of the mod. 1. this mod is only an early beta version atm. I'm only one man and this was a huge undertaking. Not every feature of the pancake version of the workbench is currently available. I've been working on this for a few weeks and had never made any other mods and I had to learn a new programming language to accomplish this. It was hard for a rookie, probably not so hard for an experienced modder, not sure why this never got fixed but theredeffinetly was alot to this mod. Alot of moving parts and alot of data entry. So much so that i actually wrote helper scripts in a different language to assist me with all the tedious data entry parts of this mod. Ok so the point is with this mod you will be able to play through the dlc without needing to open the pancake version of the game and save swappingand all the other nonsense that was required before. 2. EDIT. I have added the Paint and skill mods. EDIT I've Fixed the vanilla ranged weapons and will be adding in the rest very soon. EDIT I HAD thought i had fixed ranged weapons .....I have fixed ranged weapons with the exception of mr handy and robobrain weapons. Also i have fixed the spawned automatrons not using Ranged weapons!!!! 3. I had alot of issues with mr handy bots. appearently the base game don't allow you do build a straight up mr handy bot. the base game dlc only really allows you to add a mr handy eye with its armor.using the mr handy thruster seems like it further breaks the combat AI so i would avoid that. I know its like it all defeats the purpose but at least it doest break the game!!! at least you can still play the dlc.4. Last but not least the names of the armor parts all have generic names that coorespond to the actual names of the file that they reside on. The actual in game names in the pancake version are different. the names are different but the items are all there for the most part. I may have skipped over some items for the simple fact of saving time and aggrevation during, b4 i had written the helper scripts and was entering everythingmanually. When i go to rebuild the thing every item should be included bc the scripts i wrote do the majority of the heavy lifting.So what does the future hold for this mod.... Like i said i'm missing some features which i will be adding soon, like literally in the next few days. My immediate goal is to get at least the same levelof functionalitly as the pancake version of the game. After that happens i'd like to add the ability to make synths and mr handy bots and maybe even spawn mechanical menace enemy bots as companions ect.this mod will not work with any other mod that does anything to the robot workbench. i know that some mods use the workshop to spawn in robots, thos would probably be fine. Even using this mod with different robot mods shouldn't conflict with each other bc i basically had to rebuild the robot workbench from scratch so its its own entity.