Automatron Randomized Bots

*WHAT DOES IT DO?*

*OTHER THINGS IT DOES:*

Adds Plasma Weapons . This was a category somehow lacking in vanilla Automatron. Some mods do have automatron plasma weapons (and for patches with those that do IE AEWS I've replaced my version with theirs) but I've included my own. They use the protectron hand model (handy flamer model for handies). Comes in regular, flamer, and auto.

. This was a category somehow lacking in vanilla Automatron. Some mods do have automatron plasma weapons (and for patches with those that do IE AEWS I've replaced my version with theirs) but I've included my own. They use the protectron hand model (handy flamer model for handies). Comes in regular, flamer, and auto. New back-mounted grenade weapons for Sentry Bots . 10 to be precise. 5 weapon variations with 2 modes (explode-on-impact and 3 second timer). They are: Napalm (Molotov) Cryo Frag Pulse Plasma

. 10 to be precise. 5 weapon variations with 2 modes (explode-on-impact and 3 second timer). They are: The Cryo and Flamer hands now use the regular protectron hand model instead of the nozzle. Not only does this allow them to use Protectron Hand armor, it also just looks better IMO (and the vanilla robots have the hands, so why do the automatron ones have that weird nozzle?)

Not only does this allow them to use Protectron Hand armor, it also just looks better IMO (and the vanilla robots have the hands, so why do the automatron ones have that weird nozzle?) Colors changed. Mechanist Robots are now a heroic gray instead of piss-yellow. The Mechanist's colors are grey, white, and red (outline), why on earth would she make her robots piss-yellow of all things? Unfortunately the Eyebots are unaffected and remain piss-yellow (unless you use the Th1nk Eyebot patch.) Rust Devil robots can appear in any color. Unlike the Mechanist's robots, they're hand-crafted by raiders, and raiders... well, when they take pride in their work, they like to make it their own. Raiders love to paint graffiti all over the place, and so they're the kind of people who will give their robots weird colors just to stand out.



*HOW TO USE:*

Pick only one Overrider, do not use both!

Do NOT merge the main files, the base mods, or the overrider into your merged patch! only merge the patches!





Fallout.esm Automatron.esm Unofficial Patch Automatron Randomized Bots Framework.esm (All other mods) Automatron Randomized Bots Overrider.esp (Or unleveled overrider. USE ONLY ONE!) Industrial City - Randomized Bots.esp Automatron Randomized Bots Merged Patch (You'll have to create this using the patches provided) Automatron Randomized Bots - Th1nk Eyebots Patch (you don't need to merge this.)

*Current Patches:*



Patches for the following require merging into a merged patch:

Nuka World (personally I'd recommend against using this if you wish to preserve the uniqueness of Nuka World's robots, but... your game your choice.

Automatron Expanded Weapons System

Assaultron Combatron

Automatron Wheel Legs

MS Parts Collection

The following have patches, but SHOULD NOT be merged:

Automatron Eyebots

Simsettlements Industrial City





*Planned Patches:*

Weaponsmith Extended (The next release of WSE will include some new bot weapons, so when the next release is out I will make a patch for those.)

*NOT Planned Patches:*



SD Tanks

SD Securitron

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.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.: 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 do not ask for patches for the following:Due to the way those work, I'd have to create whole new NPCs for them to be used and then insert them into the leveled lists, instead of just inserting their parts into modcols. Besides, I wouldn't know what lists to insert them into: Rust Devils or Mechanist, or something else.