https://www.youtube.com/watch?v=WDt56HULeBk
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.
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.
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.
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.
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).
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
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/
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.
My comment on Automatron:
Well done Bethesda. This is everything I had hoped for in the first DLC.
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.
There's a rename button/option while editing or creating a robot. Similar fashion as renaming a weapon/piece of armor.
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.
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?
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...
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.