Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou can upload this file to other sites but you must credit me as the creator of the file
Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
Asset use permissionYou are allowed to use the assets in this file without permission as long as you credit me
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
Please log in to find out whether this mod is receiving Donation Points
Changelogs
Version 2.0
Added rename functionality.
Original perk is now swapped out with a new version of the perk.
Updated blacklist with most unique robots from FNV and TTW. This should take care of most unintended scenarios. (Thanks to Sweet6Shooter)
Other random fixes
Version 1.6
Robots should no longer be hostile outside of combat.
Robot followers are now marked as essential so they don't die. This will avoid scenarios where quest robots may die.
Version 1.5
Fixed bug where perk was usable in combat.
Fixed bug where the same robot could be used to increment the same misc stats multiple times.
Damage bonus dealt to robots can now be configured in the ini file.
Perk level can now be configured in the ini.
Updated perk description.
Added option to require scrap metal in order to repair robots.
Better sanity checks.
Set science requirement to 80.
I always found the Robotics Expert perk to be very underwhelming. You do increased damage against robots, and you can deactivate them. The latter effect I never found useful. So, with that in mind, I wanted to rework the perk into something that you can actually use.
My upgrades resulted in a mod that essentially turns the perk into a simple companion system where you can reprogram robots to follow you. You no longer need to sneak up behind robots to reprogram them either. I realize this may be a bit overpowered, but I don't care.
A KEYWORDS ini file is included so you can blacklist robots you don't want to be affected by the perk. Simply add their baseform editor ID to the end of the list.
List of options brought up by the in-game menu:
Deactivate - Shuts down the robot like in the vanilla game.
Reactivate - Turns on the robot again.
Reprogram - Turns the robot into a follower.
Repair - Resurrects the robot if they die. Repairing with scrap metal is an optional requirement togglable in the ini file.
Reset Programming - Removes the robot as a follower and moves them back to their original spot.