I had to do some texture set path alterations, so the meshes will be overwritten too, except for Handys and Gutsys.
Would it be possible to put in a placeholder where instead of fission batteries, wearing a certain item suffices for 'bot startup? I was thinking of making a craftable item where you rig up a reusable robot jumpstarter and wear it as a clothing item (a belt or something). Since it'd involve a fission battery, it'd weigh more than 10 WUs, and would probably have a Robco Certified Gold pre-requisite for use, for balancing.
EDIT: http://www.fallout3nexus.com/downloads/file.php?id=14427
http://www.fallout3nexus.com/downloads/images/14427-1-1283466101.jpg
Ta, I'll link that from the file description. Robot jumpstarters aren't something I'm keen on, as the fission batteries are the equivalent of carrying spare guns for repair purposes, but fortunately now you can just dump them on a Mr Handy, so you've got an incentive to keep one around lategame.
Other than that, I think Echonite and a few other people have made energy converters that allow you to switch E cells/MF cells/EC packs/Fission Batteries around, which might help.
An item that actually obviates the need for consumable resources is a bit too useful, I would think, unless it had a large tradeoff like halving your robot cap or something.
Eheh.... Selling Packed up Robots is a neat addition!!
Going around the wasteland and selling people Robot Protection.... although.... with a little sneaky reprogramming, why let them keep my big ol Bot!
Just sneak, deactivate, and reprogam!!
Think you need to have reprogramming somebody's owned Robot a crime, making it so you have to be undetected to do it also, otherwise I can just sell them to people, reprogram them, and yoink them back into the fold.
This, but it's always good to plug up glaring exploits like that as well. Shouldn't be to difficult to add some sort of check when trying to interact with guard robots to prevent you from interacting with them (or if you want to get more elaborate, as mentioned above check if you're hidden or not etc.).
I think in this case the flaw is with the Robotics Expert perk, so I'm loathe to edit it to fix it.