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Dank Rafft

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DankRafft

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About this mod

Apply up to five vanilla and custom legendary effects to your robot companions. Configurable via holotape/MCM.

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<<< CONTENT >>>

Standard and human companions can wear all sorts of legendary equipment that makes them way more customisable and stronger. Automatron robot companions felt lacking in that regard. This mod tries to change that.

< FEATURES >

  • New separate "Legendary" sub-section in Robot Workbench menus
  • Up to five legendary slots that allow to apply legendary effects to (configurable/toggleable)
  • The new slots are available on all base game and Automatron DLC robots
  • Each slot comes with a selection of vanilla-style and custom (incl. FO76) legendary effects, similar to what my other legendary mod LEO has to offer
  • The legendary effects' power level are reflected in their component cost and perk requirements
  • Once crafted you can detach an effect or replace it with another one, the loose mod will be stored in your inventory in case you want to reapply it later on or on another robot
  • The mod is configurable via holotape (and optional MCM), the holotape is craftable on any Chem Station
< OPTIONAL FEATURES >

  • MCM Support: it becomes available once you install F4SE and MCM
  • LAB Patcher: Complex Sorter support in form of an auto-patcher plugin that applies the new legendary slots to all robots in your load order, becomes available once you install Complex Sorter
  • Nuka World DLC Support: contains a couple of form overrides that make the new slots available on Nuka World's robots, redundant if you're using the aforementioned LAB Patcher
  • LEO Support: replace LAB's default component cost on the crafting recipes with "Legendary Microchips" from the mod Legendary Effect Overhaul

<<< COMPATIBILITY >>>

This mod's plugin comes in form of an ESL-flagged ESP file. It doesn't count towards your ESM/ESP plugin limit and can be sorted like any other ESP plugin in your load order.

LAB can only conflict with other mods that make changes to vanilla robot torso base attachments (OMOD form type). If you're using the LAB Patcher then you don't have to worry about any conflicts because it automatically makes all necessary changes to your load order.

LAB should be fully functional within the VR version of Fallout 4. I made sure that the plugin is specifically built to enable the older engine of FO4 VR to read it in its entirety.

<<< FREQUENTLY ASKED QUESTIONS >>>

Can I update the mod mid-playthrough?
Yes, updates in a running play-through are possible and recommended unless the changelog specifically says otherwise. So, for your own good, form a habit of reading Patch Notes / Change Logs before updating any mod. That saves you from a lot of trouble in the long term.

How do I update the mod?
The same way as any other mod. Your mod manager (usually Vortex or Mod Organizer 2) can update mods automatically. In addition to that make sure to read the changelog before you update. In some rare cases updates in an already running play-through should be done with caution. There is a warning in the changelog when that case applies.
If you're managing your mods manually then simply override the files of the previous version with the new ones but I won't provide any support in that case.

Is it safe to uninstall the mod mid-playthrough?
The following part is entirely about mods that come with an engine plugin (ESM/ESP/ESL) and/or Papyrus scripts. You can safely uninstall mods that solely consist of textures, models, animations and the like.
Yes, it is safe if you revert back to a save file that existed before you installed this mod. The only other 100% safe method is to start a new playthrough. Other than that the engine doesn't support uninstalling mods mid-playthrough. That is why the game will show a warning when you try to load a save with a mod plugin missing that got baked into your save. Bethesda devs also made clear statements in that regard, that it is never safe to uninstall a mod mid-playthrough. Doing so regardless is considered bad practice. Installing a mod almost always modifies some things in your save and you can't revert that without going back to a state (save) before installing the mod in question. And there's nobody who can predict what will result from doing it anyway.
That's all I have to say in that regard. I won't provide a simple Yes or NO for that method. Make your decision based on the information provided or do your own research. It is your responsibility to deal with problems that may arise from uninstalling mods. I don't want to see any comments with users crying that something broke in their game and they lost hours of progress.

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