Thanks to

FO4Edit

!

Thanks to Orvid for his scripting tools Caprica and Champollion!

ROBOT HOME DEFENCE

You spend a lot of time wandering into other people's houses and being shot at by robots. Why not copy them? Robot Home Defence adds a broad range of robots you can add to defend your settlements, from enemies as diverse as Raiders and Mirelurks to sickness and sobriety.



With ranks in Robotics Expert, a Fusion Core and a little elbow-grease you can build:



Protectrons, Mister Gutsies, Assaultrons and Sentry Bots to defend your settlement!

Emergency Services Protectrons and Mister Handies/Miss Nannies that offer lower defence but boost settlement happiness!

Utility Protectrons who can scavenge for parts just like the scavenging station!

Once you've completed the Drinking Buddy quest, Protectron Brewers can supply your settlements with food and water!

After a certain story mission, Generation 1 and Generation 2 synth settlers can be built!



Once you've built robot defences, you can have them escort you as you defend the Commonwealth:



They'll fast travel with you

They take commands and share inventory

They return to their home settlement when dismissed

You can have any number at once

You can control which ranged weapons they'll use

You can also build wrench upgrades that'll let you heal and repair your robots out in the field. Plus, give your Protectrons a delightful pod to sleep in.

Robots also increase in power as you improve your crafting perks:



Blacksmith adds HP

Armourer adds DR & E

Gun Nut adds physical damage

Science! adds energy damage

Do robot defences count towards settlement population cap?



Is this RobCo Certified?

Are you sure?



I don't have the 'Terminal' option!

In the compatibility section about 15 lines above:

It is incompatible with other mods that edit Robotics Expert - you will not get the 'Terminal' functionality.

The terminal isn't working!



Bits of my robots have gone invisible/I can't see all the robots in the build menu!



Some clothing doesn't work right on Synths!

Yup. Can't be avoided without preventing them from wearing most clothes full stop.



Can you make Mr Handies act like settlers/robots move between settlements?



Can you add EyeBots?

Eventually. Eyebot radios have messy scripting.



Can I repair robots once they've been destroyed?

No. Go hog wild! Synths who act as settlers *do* count, currently. I'm trying to find a way around that.No. That's not coming out until the GECK.No :S.Make sure you changed the ini (as required for most mods) and installed the scripts. NMM sometimes bugs out- try reinstalling.You have hit the keyword cap. The game has a cap of 255 keywords each for armour slots and workbench categories. If there are too many workbench categories, some are simply ignored. RHD doesn't add any armour slots, but if you have too many of them added by other mods they can displace the robot body slots (e.g. hands/torsos). There is no fix- you just have too many mods.Eventually. It turns out you can't order robots to move through a terminal, though :(Currently, just scrap them and build a new one. Eventually you'll be able to repair them even outside the settlement, not via build mode.