About this mod
Hack turrets from afar! Know what you're hacking! Shut your automatrons down to store them away! More features coming eventually.
- Requirements
- Permissions and credits
Requires the Automatron DLC.
Current Features:
- Implements the same effects as Wraith1932's Unlimited Ranged Robotics Expert as well as my own No Robotics Expert Animation mod. You've got a radio in that Pip-Boy, so why do you have to plug in to every single robot to hack it?! ffs.
- Alters much of the Robotics Expert terminal with more lore-friendly flavor text. The prompt also changes depending on what robot you're hacking.
- Implements limited turret hacking, both ranged and local. Allows for both shutdown / activation, Frenzy, and self-destruct.
- Alters the Automatrons from the Automatron DLC to be able to be affected by the terminal. Shut-down, self-destruct, lobotomize at your leisure. It also makes Sparks not immune to the perk.
- Disables the jack-in animation for robot hacking.
This mod is also incompatible with anything that edits the Robotics Expert Perks, or their related terminal. It also does not play well with the Pip-Pad, despite my best efforts.
Largely bug-free, but I can't promise it will stay that way, especially as I implement more complex features down the line.
Planned Features:
- Viral Injections that allow for some temporary effects, but just for robots. Including, but not limited to Suspending their Combat Protocols (Calm), Hijacking their Emergency Stop Subroutines (Paralysis), or Crashing their Perceptual Subroutines (Blind, Loses Player). These will likely require the Hacker perk as well. Dev note: If you poke around in my ESP you can find pieces of these that are partially-implemented.
- The ability to reprogram robots to serve as Automatrons, then send them to a settlement - this is very WIP and I'm still working on it. Will require max-level Hacker and Robotics Expert.
- Potentially the ability to hack Synths, but probably with a few caveats.