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Automatron Randomized Bots
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Last updated
Original upload
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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.
Please log in or register
To enjoy the benefits of Nexus Mods, please log in or register a new account
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.