Automatron is great! Also post your robotic creations :)

Post » Fri Mar 25, 2016 1:42 am

Don't wanna take pics but I made Clamps (two vice grips) from Futurama immediately, my BOS squad needed an enforcer. And I made Shane the Robobrain he is massive and has two unstable Gatling lasers just found out I can customize codsworth so now I'm off to make him awesome
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Maria Leon
 
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Post » Fri Mar 25, 2016 1:33 pm

https://www.youtube.com/watch?v=WDt56HULeBk

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David Chambers
 
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Post » Fri Mar 25, 2016 2:00 am

I love this mod as an Enclave buff, just for the 'Lair' and Eyebot pods.



The lair is basically a dream Enclave Bunker, once modders get their hands on it, the same way the Zeta was for the Zeta Crew mod. Even if we don't get an Enclave DLC as so many dream of; this is a military grade bunker (those doors! Those several-layer bulkheads!) with a robot factory, living area, command center, and even a on-site prison. And the Eyebots speak for themselves.




Honestly, I never really bothered with RobCo Certified before, and so robot building doesn't really appeal to me now, but it's a cool addition that makes the game that teensy bit deeper. It might be useful to keep a scientist character alive in the revamped Survival mode. I like the new human character.

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Marina Leigh
 
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Post » Fri Mar 25, 2016 11:08 am

The Mechanists Lair...I think im in love.



I hope modders go crazy with this thing. I might even try my own hand at cleaning it up a bit when the GECK comes around. This is the BOS Bunker that my Sentinel has been dreaming of all this time, complete with orange painted defense robots and a massive hoard of technology.

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Sheeva
 
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Post » Fri Mar 25, 2016 1:24 am


I am turning it into the council hall for my tyrannical post-apocalyptic, pseudo-medieval empire, it is guarded by my knights (All robots).




Now i just need to figure out who to send there to act as my councilors.

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Peter lopez
 
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Post » Fri Mar 25, 2016 7:57 am

Really hope they don't rehash the Enclave AGAIN. It's just become annoying. They've had their asses handed to them too many times. No logical reason they'd be back.

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Andy durkan
 
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Post » Fri Mar 25, 2016 1:56 am


Aye. Though I really wanted a customizable Eyebot companion officially, not via this perk-plan. I'll settle with this for now but definably will look into a mod that adds the Eyebot to the official set of customizable robots. (I really wanted to have an Eyebot that is colored Dark Blue or Black with an upgraded laser and a Diamond City Radio installed inside of it. Plus have it as the robot-version of Dogmeat where it'll scan the nearby area for stuffs for ya).



An Eyebot companion isn't meant to be combat-specific but rather a helpful companion in general.



~Edit~



I have a very tanky robot already right now (Robobrain head and torso with Sentry arms and legs + Dual-wield Gatling Lasers).

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^~LIL B0NE5~^
 
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Post » Fri Mar 25, 2016 12:22 am

Right. It isn't the best solution but one that is an option. And I think that is the point of it not being in the customizable lineup, it really isn't a combat oriented robot. It serves it's purpose as a scout fairly well though

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Darren Chandler
 
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Post » Fri Mar 25, 2016 6:24 am

http://images.akamai.steamusercontent.com/ugc/282972121784576317/4D950CD9887BB796466C462D8031A3C1E9A96FBB/


http://images.akamai.steamusercontent.com/ugc/282972121784570705/9B28BE03D5FD17AE1E41CFAB5EFE227DB0B53AD9/


http://images.akamai.steamusercontent.com/ugc/282972121784570818/5ABDBCCBE18BF7933435AD4B994656A6A02CD0BE/


http://images.akamai.steamusercontent.com/ugc/282972121784573687/F7DE729331D0D1A1B9A7E6D49919B841E0422825/

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Bethany Watkin
 
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Post » Fri Mar 25, 2016 4:13 am

Man some of those spiky/industrial robots are going to really look great in a raider/forged build. Im glad they added things like different skulls and what not.

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Susan Elizabeth
 
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Post » Fri Mar 25, 2016 3:45 am

My comment on Automatron:



Well done Bethesda. This is everything I had hoped for in the first DLC.

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KIng James
 
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Post » Fri Mar 25, 2016 2:23 pm

For those who were curious, there is unique dialogue if you face the Mechanist as the Silver Shroud :)
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Ally Chimienti
 
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Post » Fri Mar 25, 2016 3:15 pm

my new Codsworth:)


http://imgur.com/tO0myzb
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Kristina Campbell
 
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Post » Fri Mar 25, 2016 4:17 am

Quick question do the firing weapon types on the robots need to have ammo already in there inventory to fire?
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Daniel Brown
 
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Post » Fri Mar 25, 2016 1:30 am

nope

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Brooks Hardison
 
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Post » Fri Mar 25, 2016 2:26 pm


I kept Codsworth as a Mr. Handy myself (out of respect) but I did upgraded his weaponry at least and gave him a new paint job. Though, I think he has terrible aim with the lightning gun.

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christelle047
 
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Post » Fri Mar 25, 2016 12:39 pm

How'd you get to name it Sarge?

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Amy Cooper
 
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Post » Fri Mar 25, 2016 7:45 am


There's a rename button/option while editing or creating a robot. Similar fashion as renaming a weapon/piece of armor.

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X(S.a.R.a.H)X
 
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Post » Fri Mar 25, 2016 10:04 am

Cool! Thanks :)

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Rudi Carter
 
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Post » Fri Mar 25, 2016 3:12 pm

:celebration:

Even more excited to start playing now.

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chinadoll
 
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Post » Fri Mar 25, 2016 12:43 pm

Here's my follower for the rest of Fallout 4 and I.



http://steamcommunity.com/sharedfiles/filedetails/?id=650756068



It's Curie and she has the most insane amount of health. 1.3k HP on that setup alone, not sure how high it would go for full sentry.


Screenshot isn't amazing I know, but it does the job.

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SHAWNNA-KAY
 
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Post » Fri Mar 25, 2016 3:33 am

Went through the DLC with my Wasteland Knight/Minutemen General character. It's really terrific, the dungeons were great (except the General Atomics Factory was buggy as hell), the new enemies were challenging, and the loot was phat. And the final confrontation with the Mechanist is the high point of the questline, and one of the better moments in the entire game. (That entire dungeon is great). The new weapons and armor are awesome, too. My mad scientist build is going to adore the T-60 Tesla armor and the Tesla Rifle. The Salvaged Assaultron Head seems like it would be better in the hands of a companion, but I haven't tried that yet. Anyway, my robots.



My ever-faithful companion/squire, Codsworth, http://i.imgur.com/XcJQW6L.jpg I couldn't bear to make him look too different, though.



This is what http://i.imgur.com/QrXkkFF.jpg for insulting my honor.



And this is http://i.imgur.com/uruXGqC.jpg. Gonna build one of these guys and station them at every settlement as guards - the Minutemen protect their own, plus I'm fulfilling the Mechanist's original goal. So far I've got CAVALIER-001: COOP, CAVALIER-002: GRAY, and CAVALIER-003: SLOG. Maybe once I reboot this character for the Survival overhaul, I'll build robot Provisioners, that way I have robots patrolling the Commonwealth. By the way, I learned something neat: you can assign robots to artillery, and it works fine. Can you assign them to shops, though?

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Joe Bonney
 
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Post » Fri Mar 25, 2016 8:31 am

Has anyone tried the heavy flamer mod on there robot? It shoots fireballs! Is this also a mod for the usable pc weapon as well? I found the robot mod but it doesnt show up on my robot weapon list.
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Skivs
 
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Post » Fri Mar 25, 2016 2:05 am

No Eyebots? I was really hoping I could build a Sonya - that eyebot REALLY looked cool.



Looking forward to starting this later, though. It looks like great fun. Do robots affect settlement happiness - like if I have a 100% happiness settlement with 2 settlers, will adding a robot drop the happiness? I'm really not into making half my settlers publicans...

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Kelly James
 
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Post » Fri Mar 25, 2016 3:54 pm


I honestly just made her into a normal Robobrain bot and have her as the Supply Line from Red Rocket Truck Stop to The Mechanist's Lair.

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Samantha Pattison
 
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