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Mr Mechanic robot which provides electro-mechanical repair services for a settlement

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Settlement Repair Bot

Version 2.7


Mr Mechanic robot which provides electro-mechanical repair services for a settlement.

Key Features:

 • Automatic Operation
 • Limited to One per Settlement
 • Performs repairs where needed in a Settlement
 • Provides a workshop rating Happiness Bonus (15)
 • Created using a WorkShop within STRUCTURES>MISCELLANEOUS

This mod provides a "lore friendly" approach for automatically repairing damaged equipment within a Settlement by enabling you to assign that task to a RobCo Mister Mechanic Protectron robot.

Simply place the 'bot in a central area, select Check For Repairs, select a Repair Frequency, wait a few moments for Mr Mechanic to complete a sensor scan to discover things that need immediate fixing (if any), and then feel free to resume your adventures.

After completing repairs Mr Mechanic will return to its station pod and then randomly choose to either Wait Inside Pod, Idle Walking Near Pod, or Stationary Waiting Near Pod (temporarily deactivated).

When a Repair Frequency is set, the robot will perform a sensor scan periodically to find work in the surrounding area whenever you revisit that settlement, and returns to its station pod when that activity is completed.

Activate a Station Pod (or a Mr Mechanic) to adjust settings and to reset a Mister Mechanic robot if it becomes confused or stuck while traveling.

There is a brief initial mission / quest.  It normally begins after escaping from Vault 111.  For those using an "alternate start" mod, it begins while outdoors in the Commonwealth (the main game area) -- or try visiting Sanctuary Hills and stand near the Workshop for a few minutes.

Repair Services:

Mister Mechanic provides repair services for various kinds of electro-mechanical equipment within a settlement:

 • "friendly" Robots
 • "friendly" Turrets
 • Vendor Stalls
 • Water Pumps
 • Water Purifiers
 • Power Generators
 • Powered Equipment
 • Switched Equipment
 • Defense Equipment
 • Happiness Equipment

Note: robots are only repaired if they are not yet Destroyed / Dead.

How To Build:

Mister Mechanic is placed in a settlement by using a WorkShop to build a Station Pod. The station pod can be found in the STRUCTURES>MISCELLANEOUS section of the WorkShop's building menu when an initial quest ("Have Wrench, Will Travel") is completed. The quest appears shortly after leaving Vault 111 for normal play, or when outdoors in the Commonwealth when using an "alternate start" mod. If the quest does not appear when expected, then double-check to confirm that this mod has been enabled.

When opening a workshop to build something, you initially see the user interface positioned at a wooden building with "Structures" as a label above it. Go upwards one row from there, and then go over to the right along that row until you see "Structures>Miscellaneous" as a label; in the base game that label is above a bloodied super mutant pole but may be something different depending on the mods you installed. Now go up one row from there. Everything you then see horizontally in that row is the "Structures>Miscellaneous" subcategory. In that row will be the Mister Mechanic Station Pod; perhaps as the very first item.

It is best to position the Station Pod on the ground (not in a building and not on a platform) in the central area of a settlement in such a way that Mister Mechanic will have easy access to places within the settlement's boundaries. If positioned above ground, be sure to build appropriate ramps and stairways that can be easily used for leaving and returning to the pod.

If you are not able to find the"Structures>Miscellaneous" subcategory, then you installed a mod that alters the basic construction categories of the game. In which case you may not be able to build the Station Pod, and hence will not be able to use this mod -- if you are lucky, the conflicting mod may have simply rearranged items, with the Station Pod now residing elsewhere in some other category or subcategory instead of where it was intended to be.

Delays and How To Avoid Them:

The delay before Mr Mechanic actually sets out to perform repairs when a new repair cycle begins is dependent on the number of items a settlement contains that might need to be fixed. During that delay the scripting is discovering what is in the settlement and where they are located, and placing those items in lists for processing. During that time Mr Mechanic will continue to do whatever he was doing already (wandering, waiting inside the pod, or waiting outside the pod). This delay can span a few moments or quite a while.

A different delay can occur before travelling to the first item, or after repairing one item of equipment and before travelling to the next item that needs fixing. The length of this delay can be not at all, for a few moments, or quite a while. The delay happens because the scripting is having difficulty determining a route that leads to that next item (a path to be walked from Here to There). Difficulty occurs when the item to be fixed is not easily approached -- either because it is at ground-level but too many obstacles are in the way, or because the item is elevated too high with no easy access via ramp or stairs. During this kind of delay the scripting is trying several different methods to see if any of them will be successful -- the more tries, the longer the delay. If no valid route is found, then the item is simply fixed remotely. Multiple inaccessible items in sequence will of course result in a very lengthy delay -- during which Mr Mechanic is seemingly just standing still, but is actually repairing those items remotely, one by one, with each one contributing to the overall delay. For example: multiple turrets on rooftops and raised platforms with no stairways or ramps for easy access.

To minimize the delays between repaired items, simply ensure that each item can be walked to easily: do not fully enclose ground-level items with obstacles, build appropriate ramps or stairs to things that are up high, and items that are raised a little above ground should ideally not be elevated more than 10 or 15 feet (usually no need then for stairs or ramps).

As a test, damage an item by shooting it, and then watch to see if Mr Mechanic is able to easily get to it for repair. Then make whatever changes may be necessary.


Install using a mod manager, or unpack the mod and copy the .ESP/.ESL and .BA2 files into the game's \DATA folder, then enable the mod.

Position this mod's .ESP/.ESL file to be as low as it will go in your "Load Order" sequence. This helps to ensure that the robots perform as best they can by overriding any conflicting mods. If you know with absolute certainty that there are no conflicting mods, then this mod can be positioned anywhere your installer normally allows.

Install ESP or ESL?

If you are reaching the maximum allowed number of .ESP installs, and want to install more mods, then install the .ESL versions of those new mods ...

Back-in-the-day, many players were reaching the maximum number of allowed .ESP installs, so Bethesda introduced a way to permit more via .ESL files.

The Light Master (.ESL) file is an optimized file format introduced in the Fallout 4 v1.10 update. Using Light Master files allows more plugins (mods and patch mods) to be installed than previously possible with .ESP files. For .ESP files there is a limit of 255, whereas a maximum of 4096 .ESL files can be loaded (but in practice is difficult to achieve due to other technical constraints).

Both file types can be used together, which means you can install just .ESP files if your install count remains below the .ESP maximum, or just .ESL files if your count remains below the .ESL maximum, or some of both such as using .ESP files initially and then adding .ESL files thereafter when the maximum for .ESP has been reached.

ESP/ESL Compatibility:

Saved games that currently use an .ESP mod are not compatible with an .ESL of that same mod. Similarly, saved games that are currently using the .ESL for a mod are not compatible with an .ESP of that same mod. That is a basic game restriction in terms of switching between .ESP and .ESL versions of a mod. There is no "fix" or workaround -- it is inherent in the game's design.

So, to switch from .ESP to .ESL, or from .ESL to .ESP, you must:

1 ) uninstall the mod
2 ) load the current saved game
3 ) create a new saved game (while that mod is not installed)
4 ) install the other download of that mod
5 ) resume play with that newly created saved game

Objects and NPCs provided by the mod will not be there now and must be created once more. Similarly, quests will need to be done again.


No special requirements. DLCs are not needed.

Compatibility Limitations:

This mod and my other mods might or might not work correctly with Sim Settlements and Transfer Settlements. The same is true for mods which adversely affect my mods by altering base-game locations and base-game content which my mods depend upon.

There is no support for compatibility issues with those, and there are no plans to provide compatibility patches.

Known Issues:

Mr Mechanic might not be able to repair broken traps if they currently broken when this mod is initially installed. The workaround is to repair those traps yourself -- Mr Mechanic will properly do the repairs thereafter.

"You cannot use this at this time" messages might appear when interacting with a Station Pod -- wait a moment and try again, or interact with Mr Mechanic instead.

Mr Mechanic may not always be able to travel to a broken item in order to make repairs.  The robot may instead have difficulty figuring out how to get from one place to another.  When that happens the item will be repaired automatically.  Activate the Station Pod to issue a "reset" if Mr Mechanic ever becomes completely stuck or confused.

If this mod's initial quest is not starting for you after being installed with the Vortex mod manager, it might be because it has not been properly activated/enabled.  If you click PLUGINS within Vortex, you will then see which mods are truly activated/enabled or not (whereas the MODS section sometimes shows incorrect information). Within that PLUGINS interface you can activate/enable the mods that were not properly set when installed.

Known Conflicts:

The initial quest can be prevented from starting, or become stalled part-way through, when using a buggy "quick start" or "alternate start" mod.  The quest normally begins a short while after exiting from Vault 111 for the first time, or a short while after loading a saved game when already outdoors in the Commonwealth.  Otherwise, it might (or might not) begin when standing for a few minutes outdoors at the Sanctuary Hills workbench.

If you experience crashes while traveling during the initial quest, or are unable to complete that quest, it is then highly likely some other mod has been installed that "breaks" the Vault 111 area (or possibly the Sanctuary settlement) thereby preventing this mod from working correctly.

If you are not able to find the"Structures>Miscellaneous" subcategory, then you installed a mod that alters the basic construction categories of the game. In which case you may not be able to build the Station Pod, and hence will not be able to use this mod -- if you are lucky, the conflicting mod may have simply rearranged items, with the Station Pod now residing elsewhere in some other category or subcategory instead of where it was intended to be.

Please be aware that "Anom's Sanctuary Hills Overhaul" has been reported to conflict with some of my Settlement mods, such that when both are installed the player is then no longer able to create a new saved game. This might (or might not) be the case here as well.

To Uninstall:

Uninstall with the mod manager that was used for the original install, or delete SettlementFixerBot files.


This mod may not be reused in part or whole for any purpose other than its original intent.  It may not be uploaded to any other web site.

Get in touch with me if you wish to discuss translation into a non-English language; prior approval is mandatory.

Change Log:

See the Change Log to review what is included in each update.


Bethesda Softworks - for the original Models and Textures [I merely provided the ingenuity and scripting to bring Mister Mechanic "to life"]

My Other Mods:

Workshop Menu Fixer can be found Here.

Shield Bubble can be found Here.

Qwirky can be found Here.

Sparky can be found Here.

Silver Streak can be found Here.

Silver Streak UFO can be found Here.

Whirly can be found Here.

Whirligig Sentry can be found Here.

Settlement Radar Station & Drone Defenders can be found Here.

Settlement Tidy Bot: "Mister Tidy" can be found Here.

Settlement Salvage Bot: "Mister Salvage" can be found Here.

Settlement Medic Bot: "Mister Medic" can be found Here.

Settlement Police Bot: "Mister Law" can be found Here.

Settlement Gardener Bot: "Mister Gardener" can be found Here.

Settlement Delivery Bots: "Mister Caravan / Mister Express / Mister Postman" can be found Here.

Carry-Your-Stuff Robots can be found Here.

Alien Disruptor can be found Here.

Alien Blaster Long-Barrel Fix can be found Here.

In Memoriam:

In memory of my Father (may he Rest In Peace) who was a model airplane maker (gliders & gas powered) and an RC enthusiast.