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Nexusclod

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nexusclod

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About this mod

Re-enables Bowler Hat on Codsworth and Ironside's hat on Automatron created robots.

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INFO

When you modify or create a robot using the Robot Workbench (Automatron DLC) you lose the ability to equip the Bowler and Ironside's hat on them. 
This mod corrects this glaring and unforgivable oversight by Bethesda.


INSTALLATION

Requires Automatron DLC
Install using your favorite mod manager
Safe to install at any time
While it is never a good idea to remove a mod in the middle of a playthrough, this is a very simple mod and probably won't hurt anything, that's on you.  Mind your load order.
There are two versions available; A standard ESP (Main File) and an ESL flagged (Optional File).  Both files are identical except for the ESL flag.  Only use one, never both.
If you don't know what an ESL does, you probably don't need to worry about it.  Just choose the main file.

NOTES/HOW IT WORKS


Notes
Not every combination of robot parts will look correct.  Putting the Bowler hat on robots besides Codsworth places the hat too low and has the Mr. Handy top armor piece attached.  Codsworth doesn't actually have a head to put a hat on, so it places the hat on top of the torso.  Conversely, placing Ironside's hat on Codsworth will leave it floating above where a head would go.  I've had a lot of issues with Robot Workbench created Mr Handys, the way they are modified is different than that of Codsworth.  Good luck with that.  Switching from Codsworth, to created Mr Handys, to other created robots has caused some jankiness.  I would recommend you save before doing any robot modification using the Robot Workbench (even without this mod).  I haven't had any major issues that resetting the activation of the Robot Workbench didn't fix, but I'd rather not risk a save and tend to be overcautious.  I have not tested every single possible combination in the Robot Workbench, so I wouldn't be surprised if some don't work.  If you encounter any of these please let me know.  I can't help if I don't have enough information.  Having said all that, all this mod really does is add some entries to a list, I don't believe it could cause any actual harm to your save.

How it works

When you activate the Robot Workbench and select a robot, the game changes the "Race" of the robot.  For example; if you activate the Robot Workbench and select Codsworth, it changes the assigned "Race" to whatever legs you select.  Codsworth with Protectron legs becomes a Protectron.  Kind of makes sense as the movement model will be that of a Protectron. The stock "Armor Addon" entries that provide the ability to add these hats to robots are the "HandyRace" for the Bowler and the "SentryBotRace" for Ironsides.  This mod simply adds the other robot types to the allowed list.


More hats?
Simple answer?  No.
Boring answer?  Kinda.  While it is possible to add other hats, they will not display correctly.  The "Armor Addon" files of any hat can be altered in the same way as this mod, but they will only display floating a foot over Codsworth's head.  They will not show for other robots.  Bethesda only added the appropriate .nif files for the Bowler hat and Ironside's hat.  There aren't any, in-game, robot models for other hats.
Fallout4\Meshes\actors\robot\parts\MobsterHat.nif
Fallout4\Meshes\actors\robot\parts\MHistoricNavyHatIronSide.nif
Are the only robot clothing models I was able to find (and a Union Jack side armor part for Whitechapel Charlie).

 

FILE STRUCTURE

AutomatronRobotHatFix.esp - Main File
File Header - File Info
Armor Addon - Subfolder
AAHandyMobsterHat - Controls adding "Bowler Hat" and "Triggerman Bowler" to Robots
AAClothesHistoricNavyHatSentryBot - Controls adding "Captain Ironside's Hat" to Robots




CHANGELOG
1.0  Initial release

Created using the always excellent FO4Edit

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