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vTemporalZEROv

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vTemporalZEROv

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About this mod

Streamlines many features of Automatron and changes the way you "build" your bots.

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  • Spanish
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Before anything, like most of my mods, this one requires RobCo Patcher, it is needed to distribute many things in this mod.

Quick TLDR rundown of what this mod does to save you some time:
-Armor is now completely cosmetic. Make your bots as sexy as you want.. or not sexy at all. This only applies to armor in the base game. Unsure if I will implement this by filtering, its more complicated of a problem than it should be since the Automatron omods use enchantments for stat buffs, not actual stat buffs.

-Many new options per bot in the main crafting menu such as armor, mortality, health, carryweight, etc. to replace the armor stats.

-Armor is craftable from the start and is free, all of it. You find a robobench, you can create a bot for free as well as any armor on it, the rest of the stuff besides the bot itself and the aesthetic oriented stuff is not free. Weapons are not free.

-Altered a few misc mod stats and added a few new ones. The stealth cloak is an actual stealth cloak and it applies to the bot itself as well. Things like that.

-Other stuff I am forgetting about.

-Just remembered, 5 new resources were added that can be sold or used while crafting bots, for balancing reasons since some bot builds can really FUCK.

-Removed some safeguards on bots to allow them to actually be good.

-Probably more other stuff I am forgetting about.


Due to the way the new system is, you can apply a stat buff to a bot then replace it later and put the previous one on another bot, for example, like weapons.

This mod makes a lot of hard edits that just couldn't be avoided, so this mod will need to be loaded after other Automatron mods, but in general, this mod should be easily patchable or compatible. This mod hard edits most of the omods that go on Automatrons, so things like armor parts and misc mods. This mod doesn't directly edit any FormLists or LeveledLists, but it does still touch the base robot, some base crafting recipes, and some MGEFs and such, so it still will conflict and/or you'll miss out on some features if this mod isn't loaded after other Automatron mods. I tried to avoid "important" things, so conflicts shouldn't be too bad if they occur, but they definitely may conflict if other mods do the same thing.

Most records are new, lots of new shit. I started playing FO4 again recently and noticed that nobody works on Automatron mods.. cmon, guys.

Heavily recommend using this mod alongside these, but remember, load mine after, just incase:
Unlimited Companion Framework
Robots as Secondary Companions
Automatron Randomized Bots

I was going to implement these features into this mod, and am actively working on implementing others, but am losing steam with this mod since I have been working on it for about a week and just wanna get it out there while I can before I burn out. These mods do some features that I was already going to add, so not really a need to with these around tbh.

This mod is good to go but it is still a WIP. Its feature ready, but still has some stuff I am cooking.

Possible plans for the future:
-Change quest start requirement.
-Still implement the above mods for self-reliability.
-More bot mods for more builds.
-Get multiplicative scaling for stats working. I spent a lot of time getting it working only for the bot bench to break it and kill the bots. Smh, Fallout 4.
-Less hard edits. None, if possible.
-Other shit I think of.