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Automatron Randomized Bots
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About this mod
Ever feel that Mechanist and Rust Devil robots are all the same? That’s because they are. This mod changes all of that, and allows modded automatron parts to appear on «wild» robots.
DLC requirements
Nexus requirements
| Mod name | Notes |
|---|---|
| Assaultron Combatron | Optional Patch |
| Assaultron Miscellaneous Armor | Optional Patch |
| Automatron Expanded Weapons System | Optional Patch |
| Automatron EyeBot Companions | Optional Patch |
| AutomatronWheelLegs | Optional Patch |
| Industrial City Sim Settlements Add-On | Optional Patch |
| M’sAutomatronPartsCollection | Optional Patch |
Mods requiring this file
Credits and distribution permission
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
This mod is not opted-in to receive Donation Points
Translations available on the Nexus
| Language | Name |
|---|---|
| Russian Author: sweddd | Automatron Randomized Bots (RU) |
Version 1.1
*WHAT DOES IT DO?*
Have you ever felt like all of the mechainst and/or rust devil robots are all the same? Does it seem like all the Doom Protectrons have the same armors and armament? Do they feel all alike?
Well, that’s because they are. Instead of randomized armors and weapons like the game leads you to believe, all Mechanist and Rust Devil robots are static. Instead of randomizing the armors and weapons on those bots, the bots have about 5-7 leveled variations of each type (Protectron, Handy, Assaultron, Sentry, Robobrain) and they aren’t randomized in the slightest. All Servomech Scrapbots have the same armor and weapon configurations. Not only does this make them feel samey, it also makes it difficult, if not impossible for modders of custom automatron parts to make mechanist/RD robots have those parts.
This mod seeks to change all of that. How does it accomplish this? First of all, it provides a collection of OMOD Modcols to randomize robot weapons, armors, etc, and overrides the NPC robots themselves to use them. That Doom Protectron is not the same as the last one you fought anymore, it’ll have a different set of armors and weapons. More importantly, it provides a framework for authors to insert their own work into this pool, allowing for even more variants. It can also allow other types of authors to use this framework to create randomized bots. IE Faction Packs for SimSettlements Conqueror with randomized bots, or Warlike/FCOM/ETC things.
It also introduces a few new weapons that you can not only put on your bots, but also that wild bots will be able to use as well.
This comes in two parts, the Framework, and the Overrider.
The Framework is an ESM that goes at the top of your load order below Automatron and Unofficial Patch. This contains all the Modcols and new weapons.
The Overrider goes on the bottom, it is meant to override things like overhaul mods or other things that alter the Automatron NPCs, this is what actually inserts the Modcols into the automatron NPCs. There are two versions of the overrider: the regular one, and the unleveled one. The regular one tries to keep some ballance by locking certain weapons behind certain levels. IE a Tankbot won’t appear with a fatman launcher until you’re in a level 60+ area. The unleveled version will make it so wild bots can use any weapon at any level. Pick only one Overrider, do not use both!
Finally are also a variety of patches for popular robot part mods out there. They go below the overrider. They all count as ESLs, so you won’t have to worry about it taking up precious load space. The patches can be found in the optional files section.
Unfortunately the parts patches will conflict with one another, and so if you wish to use multiple at once, you will need to create a merged patch for them to work together. While there is more than one method to accomplish this, the best method for doing so is through the use of matortheeternal’s Merge Plugin Utility. Keep in mind only some of the patches need to be merged this way. Do NOT merge the main files, the base mods, or the overrider into your merged patch! only merge the patches!
Update: I have included a pre-merged patch for those who don’t mind downloading all of the mods in the requirement section (minus Industrial City) and just want the «full randomized experience» with little hassle. Includes a Nuka-World version (That injects nuka world parts into RD/Mechanist robots) and a non-Nuka World version. Unfortunately if you want your randomized experience to be a little more custom (IE you don’t want AEWS or Assaultron Comatron) you will still need to create your own merged patch.
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Automatron Unlocked
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Automatron Unlocked is a simple mod that enables the player to start crafting robots straight from the beginning of the game. This mod also unlocks all robot parts right off the bat (although they still have their perk requirements, so no building OP robots right from the start!) so the player isn’t forced to finish the Automatron quest jus
Author’s instructions
My permissions are completely open. You may use this mod and all assets within in whole or in part in your own mods.
Feel free to deconstruct/decompile, thumb through source code, or look under the hood to see how things work. You can copy parts of this mod wholesale if you want to include them your own.
If you use any part of this mod, I ask that you credit me and put a link back to my mods in your description, though this is not mandatory if you don’t want to. I also ask that if you include my work directly in any of your mods, please allow others to do the same with the resulting mod you’ve created, though again, this is is not mandatory.
You do not need to message me to use any part of my mods. But if you make something, I would appreciate a link so I can check it out!
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[SIZE=7]What does this mod do?[/SIZE]
Automatron Unlocked is a simple mod that enables the player to start crafting robots straight from the beginning of the game. While the Automatron main quest still has a level requirement of 15, the player can craft a Robot Workbench and start creating Automatrons without needing to begin the quest itself. This mod also unlocks all robot parts right off the bat (although they still have their perk requirements, so no building OP robots right from the start!) so the player isn’t forced to finish the Automatron quest just to unlock the schematics. This mod REQUIRES the Automatron DLC.
My first instinct after Automatron was to start a tinkerer-style playthrough focused on building and upgrading robots throughout the game. I was a little disheartened to find out that I needed to be level 15 before I could even start. All the other weapons and armor mods are unlocked straight from the start, so I found it odd that Automatron mods weren’t. This is a small mod that addresses that problem for me, and I hope you enjoy it.
This was the mod I made during the Creation Kit beta and as a result it’s also available on Bethesda.net, but the Nexus is always going to be my go-to place for mods, so it belongs here as well.
[SIZE=7]Installation[/SIZE]
I recommend installing with Nexus Mod Manager. Otherwise, add the AutomatronUnlocked.esp file to your Fallout4/data folder. Also be sure to add the contents of the scripts folder into your Fallout 4/Data/scripts folder. The only script is marked with MOD for easy uninstallation.
You’ll need to tell Fallout 4 to look for scripts in Fallout 4.ini located in Documents\My Games\Fallout 4 if you haven’t already. Look for sResourceDataDirsFinal= under [Archive] and add «, SCRIPTS\» without the quotes. For example, mine looks like this:
sResourceDataDirsFinal=STRINGS\, MESHES\, SCRIPTS\
[SIZE=7]Compatibility[/SIZE]
This mod should be compatible with everything that doesn’t alter the crafting recipe for the Robot Workbench. The unlocks for the robot mods themselves are done via script, so there should be no compatibility issues there.
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Automatron Better Randomized Robots
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Actually randomizes Rust Devil robots instead of the same stock ones every time.
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This author has not provided any additional notes regarding file permissions
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This author has not credited anyone else in this file
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Premium membership donations accepted
New optional file: add base Automatron robot parts to vanilla leveled lists!
The Automatron DLC was released witht the promise that you, the player, would get to build your own horrific death machine out of metal and the blood of your enemies. Unfortunately somebody seems to have forgotten to let the Rust Devils in on the secret, as all of their machines look like a wet fart on a truck stop paper towel.
None of their stock robots are randomized, despite all appearences. So what I’ve done is gone back through and meticulously redone them so that any Rust Devil robot can spawn with any attatchments that it can support. Begone, days of seeing the exact same lamebots! Now they’ve got personality!
What this mod adds:
All Rust Devil robots can now spawn with any mods that their frame type can support, all staggered out to level up with the player!
Robots can now spawn with paint jobs for that extra bit of flavor and variety!
Robot loot lists have been adjusted so that you can actually loot mods off of any robots you kill. It’s still not a guarantee that you’ll get it, but at least now you won’t finish the DLC with a crate full of 52 Assaultron Left Arms
Rust Devil robots can now spawn with MiscMods (hacking, EMP, radiation, ets) to both help their masters and aid you after you pry them out of their twisted metal husks
Incompatibilities: any mod that changes Automatron looks or items. Automatron Randomized Bots by rylasasin is a big one.
FOR MOD AUTHORS/PATCHERS
This mod was made not only as a playable out-of-the-box improvement on the vanilla robot system, but was also made very easy to change via levelled lists and modcols so that anyone who wants to patch in other mods that add robot parts can do so with ease. All it takes is time. Patch away!
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Automatron for All
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About this mod
Adds Automatron parts to vanilla bots’ inventories. You can scavenge and use them in your custom automatrons.
DLC requirements
Author’s instructions
If you intend to upload this to another site, just message me here on the Nexus for site approval first, and be sure to make sure to provide credit where it’s due.
File credits
This author has not credited anyone else in this file
Donation Points system
This mod is not opted-in to receive Donation Points
Version v1.1
Automatron for All
By default, Automatron bot mods can only be found on the Mechanist’s and Rust Devils’ robots. By creating custom leveled lists and adding them to the inventories of the vanilla robots (Mr. Handy, Assaultron, Sentry Bot, and Protectron), this mod rectifies that.
— All parts are only the «stock» or «factory» parts, as these robots are mostly stock, pre-war versions.
— Only robots inheriting their inventories from the base templates will have these in their inventories
— If you find robots that consistently don’t have the items even if they should, let me know so I can patch it
— Only includes most basic Protectron parts. I made this hastily, and I might add more depth to that later. There are a lot of Protectron parts.
Rare Version:
In the rare version, there is only a 25% chance that anything is going to drop as opposed to 75% in the default version.
As of v1.1’s initial release, the rare version will no longer be updated.
Incompatibilities:
None known. If you find any, please report them so I or the other authors can look into them.
v1.1 should enhance compatibility significantly.
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Automatron Randomized Bots
File information
Last updated
Original upload
Created by
Uploaded by
Virus scan
Tags for this mod
About this mod
Ever feel that Mechanist and Rust Devil robots are all the same? That’s because they are. This mod changes all of that, and allows modded automatron parts to appear on «wild» robots.
DLC requirements
Nexus requirements
| Mod name | Notes |
|---|---|
| Assaultron Combatron | Optional Patch |
| Assaultron Miscellaneous Armor | Optional Patch |
| Automatron Expanded Weapons System | Optional Patch |
| Automatron EyeBot Companions | Optional Patch |
| AutomatronWheelLegs | Optional Patch |
| Industrial City Sim Settlements Add-On | Optional Patch |
| M’sAutomatronPartsCollection | Optional Patch |
Mods requiring this file
Credits and distribution permission
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
This mod is not opted-in to receive Donation Points
Translations available on the Nexus
| Language | Name |
|---|---|
| Russian Author: sweddd | Automatron Randomized Bots (RU) |
Version 1.1
*WHAT DOES IT DO?*
Have you ever felt like all of the mechainst and/or rust devil robots are all the same? Does it seem like all the Doom Protectrons have the same armors and armament? Do they feel all alike?
Well, that’s because they are. Instead of randomized armors and weapons like the game leads you to believe, all Mechanist and Rust Devil robots are static. Instead of randomizing the armors and weapons on those bots, the bots have about 5-7 leveled variations of each type (Protectron, Handy, Assaultron, Sentry, Robobrain) and they aren’t randomized in the slightest. All Servomech Scrapbots have the same armor and weapon configurations. Not only does this make them feel samey, it also makes it difficult, if not impossible for modders of custom automatron parts to make mechanist/RD robots have those parts.
This mod seeks to change all of that. How does it accomplish this? First of all, it provides a collection of OMOD Modcols to randomize robot weapons, armors, etc, and overrides the NPC robots themselves to use them. That Doom Protectron is not the same as the last one you fought anymore, it’ll have a different set of armors and weapons. More importantly, it provides a framework for authors to insert their own work into this pool, allowing for even more variants. It can also allow other types of authors to use this framework to create randomized bots. IE Faction Packs for SimSettlements Conqueror with randomized bots, or Warlike/FCOM/ETC things.
It also introduces a few new weapons that you can not only put on your bots, but also that wild bots will be able to use as well.
This comes in two parts, the Framework, and the Overrider.
The Framework is an ESM that goes at the top of your load order below Automatron and Unofficial Patch. This contains all the Modcols and new weapons.
The Overrider goes on the bottom, it is meant to override things like overhaul mods or other things that alter the Automatron NPCs, this is what actually inserts the Modcols into the automatron NPCs. There are two versions of the overrider: the regular one, and the unleveled one. The regular one tries to keep some ballance by locking certain weapons behind certain levels. IE a Tankbot won’t appear with a fatman launcher until you’re in a level 60+ area. The unleveled version will make it so wild bots can use any weapon at any level. Pick only one Overrider, do not use both!
Finally are also a variety of patches for popular robot part mods out there. They go below the overrider. They all count as ESLs, so you won’t have to worry about it taking up precious load space. The patches can be found in the optional files section.
Unfortunately the parts patches will conflict with one another, and so if you wish to use multiple at once, you will need to create a merged patch for them to work together. While there is more than one method to accomplish this, the best method for doing so is through the use of matortheeternal’s Merge Plugin Utility. Keep in mind only some of the patches need to be merged this way. Do NOT merge the main files, the base mods, or the overrider into your merged patch! only merge the patches!
Update: I have included a pre-merged patch for those who don’t mind downloading all of the mods in the requirement section (minus Industrial City) and just want the «full randomized experience» with little hassle. Includes a Nuka-World version (That injects nuka world parts into RD/Mechanist robots) and a non-Nuka World version. Unfortunately if you want your randomized experience to be a little more custom (IE you don’t want AEWS or Assaultron Comatron) you will still need to create your own merged patch.