Robotic Expert Improved

⭐ — (32 endorsements) 📥 560 downloads 📌 vv.2.0 📅 3/10/2009
⚪ Last updated 2009

By Lizardsoul · Gameplay Effects and Changes

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 3/14/2009 📅 Created: 3/10/2009
⚠️ Install Order · 2 steps
1🛠️ FOSE — Fallout Script Extender Download ↗
2🔧 UFO3P — Unofficial Fallout 3 Patch Download ↗

Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.

🔍 Analysis

  • 👍 5.7% endorsement rate — high engagement, a strong quality signal
  • 🏆 #191 of 378 Gameplay Effects and Changes mods in this game by downloads

📋 About This Mod

Changed the Robotic Expert perk in a 2 rank one,which not only increas the bonus damage against robots to a max of 50%,but also allow to shutdown them if frenzied and to run useful protocol on them...

Robotic Expert Improved I\'ve change this perk to a 2 rank ones: 1° rank + 25% damage to any robot; ability to shutdown frenzy robots simply activating them while sneaking; (be undetected is not more necessary); self-destruction protocol to run on deactivated robots; (killing in this way give you less experience then usual,but at least you save ammutions,money and time,and you can also loot eyebot and turrets because they didn\'t explode with this procedure); ability to activate any shutdown robot; (to use after haver run A. I. Protocols and however it increase the in-game immersion); 2° rank + 25% damage to eny robot; Ability to repair deactivated or not hostile robots(1 scrap metal needed,you must be not in combat and you have to be carefull to near enemy which can heard repairing noises); Reprogram A. I. to set deactivated robots as ally(they\'ll didn\'t follow,but will defend you against any foe); Restore A. I. Protocol to remove frenzy state or stop hostilities from,normally friendly,robots (useful to use if you hit by mistake friendly robots like metro protectrons ones or those you have reprogram); I\'m tried to use the frenzy effect i\'ve create,like a perk bonus to all weapons,without success,so i\'m thinking to use it on: the Shocker power fist; pulse granades\\mines and on a custom\"ion beam laser rifle\" wich i\'ll make soon. About reprogrammed robots which doesn\'t follow the player,i\'m reach the conclusion that with a similar capability the player would have to have too many other possibilities,like sell robots (Tinker Joe is an example),so I\'ll not add this feature...and,after all,I\'m not so good with GECK .... Thanks to \"Robco Certified\" for the idea of this mod and write comments for any question or advice. P. S. Sorry for any error,but I\'m not english...

📊 Mod Details

Game
Fallout 3 Mods
Author
Lizardsoul
Version
v.2.0
Downloads
560
Endorsements
32
Category
Gameplay Effects and Changes
Created
3/10/2009
Updated
3/14/2009

🔧 How to Install Fallout 3 Mods

Download from Nexus.

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