- Home-
- Fallout 4-
- Satellites for Fallout 4-
- Automatron EyeBot Companions

Automatron EyeBot Companions
About This Mod
Note: If you have used passive/pacifist AI on your Automatrons before version 1.5, launch them in Robot Workbench, open the Behavior Protocols category (the new name for AI) and hover over the various options in it to update the effects to the new versions. It's also good to do this with any EyeBot that are nearby when loading the game, and visit all the others that you have (loading the cell they're in will update their effects).
AUTOMATARON EYEBOT COMPANIONS
When Automatron was announced, I was thrilled with the prospect of traveling again with my beloved little buddy from Mojave. I did a cheer game because I was told that it was possible to build a EyeBots at the end, but was bitterly disappointed that they were, in fact, quest bots who did not want to accompany me on a journey to the depths of hell (especially when the first one sent me to Medford Bloody Memorial Hospital for the hundredth time).
So I really, really wanted to talk to my little buddy again, and I figured if Bethesda wasn't going to do what I needed to do, I'd do it myself. And here we are.
Fly far, fly fast!
v1.6a: Nuka-World! (Finally)
Who has time for fancy update images? Not me! (No, really, I don't have one.)
-Basic mod.
New security frame!
New diagnostic frame!
New colors and decals for outcasts!
New blue paint Minutemen!
New paint DC Guard + diamond decals!
New bronze finish!
New fashion category: Duraframe Vent Glow!
New day/night attacks/increase/destroy EyeBot Misc. Mods!
7 new points with a slot for the hat!
Improved frame mesh!
-Addon "Far Harbor".
8 New Vim! Decals!
-NEW: Nuka-World Addon-
2 new frames!
22 new weapons!
10 new pictures!
7 new types of decals + 2 autonomous decals!
20 new Hat Slots!
1 new radio tuner!
-NEW: Far Harbor + Nuka World Bonus Content-
1 new frame!
4 new weapons!
2 new pictures!
...Plus bug fixes and balance to make EyeBots more competitive!
WHAT IT DOES
Adds EyeBots to the robot workbench. They work like any other robot companion and have extensive customization capabilities, including many aesthetic options and radio playback, numerous effects, and the ability to be used with other robot legs (although this looks a bit strange). Yes, the kit includes Sonia's frame (Excavation Frame + Excavator Paint), and yes, thanks to the generous texturing of mkdo40 (whose mod Wasteland Imports you should definitely look at if you miss Mojave) there is now a Duraframe (ED-E!), with an additional number plate and sticker. AEC aims to feel like a normal part of the game without imposing itself on you.
Of course, AEC requires Automatron.
INSTALLATION INSTRUCTIONS
Most importantly, if you have not already done so, please follow THIS GUIDE RIGHT HERE to properly enable mods.
If you get failures when choosing EyeBot mods, make sure you have (or still have) the following three lines in Fallout4Custom.ini in
My Documents\My Games\Fallout4\
[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal=
Now let's go to the instructions for installing the mode:
Install the mod manually or through your mod manager like any other (I tried to name the folders fomod reasonably for the first group). I use the NMM and test things with it if it's worth it.
Before installing, make a backup of your saved data manually (I'm not sure if survival detects it or not, but if not, I would highly recommend doing so for AEC and any other mod you install).
Once in the game, you need to wait a few seconds for the form update script to run before you start using the robot workbench (it runs every time you load, but checks to see if every change needs to be made, so that subsequent downloads don't need to wait until something spoils the forms). In the meantime, read the one-time uninstall warning: this is very important because if you uninstall the system without following the instructions, you will break your Robot Workbench beyond recognition!
Once the message that the installation is complete appears in the upper left corner of the screen, you can start working.
I strongly recommend trying out the mod immediately after installation to decide if you want to keep it - obviously that means waiting until you get access to the workbench (the mod makes its edits immediately on the first boot with the mod installed, even if you don't have access to RW) and possibly using the Cheat recipes addon if you want to get an idea of all the features of the mod. If you decide you don't like it, quit the game, delete the mod, and return to the save you made before installing it (this does not require the use of an uninstaller, since the mod has never been installed on this save).
Note that this advice does not apply only to this mod or even to scripting mods - it applies to all existing mods. Consider this a kind of PSA.
OTHER NOTES/TIPS
IMPORTANT NOTES:
Behavior/mode-of-proximity protocols: If you have another mod controlling aggression, confidence, distance or follow-up behavior, don't use these effects and equivalent AEC fashion features simultaneously on any NPC, otherwise strange behavior may occur. The AEC does this in a normal way, using the SetValue script (which is necessary for aggression to prevent accidental robot reset), so any problems don't arise because I'm doing strange things.
COMPONENT LISTS:
The component lists for many of these items do not fit in the giant console-oriented Bethesdas interface without scrolling. If you think you have all the ingredients and perks, and the recipe still remains gray, try scrolling it.
Different colors/decals:
Many colors/decals, especially for factions from this and other games, have minimum levels or quest requirements (usually the completion of the first quest in a faction's quest line). A cool yellow frame with a ball zipper in the above pictures requires the completion of a quest called The Big Dig.
Nuclear radio tuner:
To run this tuner, you'll need a Atomic Radio mod, which can be found on Bethmods or here (download link is in the menu above). He's brilliant, and I really recommend him. Note that although I managed to get OWRB and vanilla stations out of the skip, Atomic Radio still does it when changing mods on the robot. Depending on how other radio modes work, the user tuner may or may not call station skipping.
Custom radio tuner:
As stated in its description, it will reproduce what your radio plays "Pipboy" at the time of its creation. If the pipboy radio is turned off, it will be turned off. With [AEC Uninstallation/Utility Holotape], you can change what all the companions equipped with this device are playing to what your pipba is playing. It will play everything you can tune into through pipbos, including mod-added radios and a limited range of vanilla transmissions, so yes, that means you can have pipbos, an in-game ad system, and a EyeBot that simultaneously reproduces nice RJ1138 emergency frequency tunes! Wonderful!
MODE TYPES SUMMARY
(Version 1.5a lacks a few things, detailed readme is ready)
EyeBot (Submersible) Propulsion System (Legs) - makes it a real EyeBot with a working EyeBot weapon, etc. Does not allow the use of weapons.
EyeBot Motor System Improvement (Legs): Improves movement speed.
EyeBot Core (Torso) - required for EyeBot wires, required for most EyeBot mods. Prevents the use of the head.
EyeBot Frame (Torso) is what makes it similar to EyeBot and also acts as armor, although it can have other effects.
EyeBot (torso): Like Mr. Handy's eyes, sets combat AI, can improve perception and, ultimately, accuracy. EyeBot torso required.
EyeBot Behavior Protocols (Torso) - Determines the aggressiveness and confidence of your EyeBot buddy. (Formerly EyeBot AI)
EyeBot Hat (Torso) - a choice of hat - usually to create it requires a matching hat in your inventory and a piece of cloth (or fiberglass in some cases).
EyeBot Radio Tuner (sars) - select the radio station your EyeBot will play, or No Radio to disable it.
EyeBot Headlamp (Torso) - Adds a headlight to EyeBot. Like any other head-mounted companion light, it turns on at night and turns off when you steal.
EyeBot Secondary Misc. Mod (Torso) - Duplicate regular Misc. The mods are duplicative of the usual ones, so it is possible to have several mods, which increases the usefulness of EyeBot. It also includes the unique EyeBot Cloaking Device masking device, which has a stealth boy effect on EyeBot when you steal (Automatrons don't steal, making them bad for stealth builds).
EyeBot Duraframe Misc. Accessory (Sars) - Exclusive for Duraframe, choose an accessory including ED-E license plates!
EyeBot Duraframe Customization (Torso) - Exclusively for Duraframe, adds some addons from regular frames to Duraframes, with reduced versions of their original effects, plus a new option Shield Generator Packs!
Numerous drawing menu options depending on the frame: Here are tons and tons of options, they are all just aesthetic.
EyeBot (EyeBot Weapon) - requires EyeBot Thruster for technical reasons. The main weapon for EyeBot.
QUESTIONS AND ANSWERS
>My game hangs when starting a new game.
>>This should no longer happen, but if it does, turn off the mod until you have control of the character, and accept my apologies for the inconvenience.
>Why are some of these modes so expensive/hard to access?
>>Since version 1.3a, the recipes have become much cheaper, so if before they scared you away, you may want to try again.
In terms of requirements, EyeBot technology is rather limited in the Commonwealth, except for groups/people who have a little knowledge of robotics, science, etc., and it seemed to me that the DLC's perch requirements were underutilized given the subject matter (especially Robotics Expert).
If it's still too much, add-on Cheat Recipes can help.
>My EyeBot runs away instead of fighting!
>>The poor kid is scared, he doesn't understand violence. If you want to shatter his illusion that the world of Fallout is a world in which a small, ball-like robot can survive without resorting to accidental cruelty, give it a EyeBot Weapon, and perhaps change its AI package. If that doesn't work, let me know what weapon he's using, and open the console, click on the robot, type "showinventory", and publish what he'll return if you can.
>Why are there no automatic weapons (or correct flame arresters)?
>>Robots don't have animation for everything but a single-charge weapon. Yeah, I'm annoyed by that, too, and I might find a way around it when GECK comes out and I can see better what's going on. If it matters, I found out when I was doing what I thought was the last test, and in response I stayed late, adding about half the weapons that are there now (including FlameSpitter and Cryolator, which had to be dealt with for a long time), just to make sure there was a good variety.
>>UPDATE: I was experimenting with replacing the usual attack animation with an automatic one, and although the weapon became automatic, it also didn't stop firing before my little buddy turned his face towards me, which was both delicious and quite painful. I don't know if I'll be able to do that until the .hkx files are clearer.
>Does Hacking, Lockpicking or Recon Sensor mods double anything?
>>No. Maybe you should avoid it in case of conflict, but I have had nothing really bad about it.
> And what about the others?
>>Yes, it should help. The numbers say so.
>My weapon EyeBot does not work!
>> It is most likely a conflict with another mode that allows the use of weapons with parts that would otherwise not allow it. This should not happen with the vanilla parts, but changing the parts added by mod can cause this. For those affected, the solution should be to return to the workbench, switch to non-EyeBot legs, select "no hands" and "no brushes" for both hand slots, make sure you don't have any attached shoulder launchers, and then switch back to EyeBot Propulsion System (and re-add all other types of mods associated with it (EyeBot weapons, etc.)). EyeBot tries to use a hand gun and has no animation for it. This should remove this weapon, fixing the problem.
>Modification options are not displayed!
>>There may be a problem with the installation or download.
1: Make sure the mod is active in the in-game mod menu (th1nkEyebot.esp).
2: Make sure you wait at least a minute before using the workbench with the robot.
3: Double check for INI revisions in the installation instructions, this was the reason for several people!
4: Uninstall the mod (don't use an uninstaller, just don't download or save a game without a mod), download it again, read the installation instructions carefully and try again.
5: If you have previously uninstalled the mod without removing the AEC files from the catalog, but have followed the instructions correctly, completely delete the AEC files (especially the scripts, they all have the prefix "th1nk"), download the game, wait a few minutes, save the game, exit, try to set the mod again on the save you just made.
6: If all of the above does not work, try using the Force Install option in the [AEC Uninstallation/Utility Holotape] utilities submenu.
7: At this point, I have practically no ideas. It may be some esoteric mod that has added a bunch of bad edits to order-critical formulas (see the "Compatibility and Notes for Other Mode Authors" section below) or done something strange in the installation script, or you have unsuccessfully uninstalled another Automatron mod (try using Robot Workbench Fixer in Uninstallation/Utility Holotape).
8: If you don't even have a holotape, download the Holotape adder addon, if it doesn't give anything, it means you've definitely done something wrong when activating the mode.
>Meshes are not displayed!
>>Double check your INI for installation instructions (I really mean double check, people were sure about it, but then found that they magically disappeared!) Otherwise, delete and reinstall the mod in your mod manager (there's no need to follow the complete uninstall guide in this readme/description if you don't download and save the game without the mod), perhaps the files haven't been unpacked correctly. If you upgrade from version 0.1c or earlier, this is likely due to significant changes made to the underlying AEC mechanisms. Take EyeBot to Robot Workbench, remove and add the necessary modifications, and everything will be fixed.
In later cases, this was due to the lack of a line in FalloutCustom.ini to allow unarchived files. Check the installation instructions, the information is at the top! :)
If you're talking about EyeBots being invisible after uninstalling, then you didn't uninstall the game correctly or check it out after uninstalling! Reload the save from the previous one and follow the instructions carefully or try to save what you can with [AEC Uninstallation/Utility Holotape]!
>I asked my EyeBot to farm, and now he’s just sitting there!
>>You asked a robot that doesn’t have hands to pick vegetables for you. He'll collect, just he's incredibly focused not to disappoint you by not meeting his six-unit norm.
It's actually an animation, and we don't have the tools to fix it (at least not without causing a bigger mistake). It's just an animation, the food still needs to be produced normally, and after the reassignment they'll start moving again. I suggest that they be assigned to the scrap, that they behave more sensibly, and that's appropriate on the subject.
>I used Standard AI mod in V1.2a, and now my EyeBot is more passive than it should be!
>>Yes, I messed it up, sorry. This is fixed in 1.3a, but to fix the already affected robots, you will need to change the torso to a torso without a EyeBot core and back. Sorry again for the inconvenience. If you missed 1.3a, it's the same, but AI is now called the "Protocols of Conduct."
>I don't like [the thing] about hats/another obviously not 100% serious thing!
>>Please don't take optional caps/optional other clearly not 100% serious things seriously. Ignore them. Or remove ap_th1nkEyebotHatKYWD from the modification of the th1nkEyeBotTorsoTorsoOM object "EyeBot Core" (02000803)
>I like hats, can you make them for other robots?
>>The way I did it can't be directly transferred to other robots, and it also requires quite a lot of tedious work. I also think that someone has already worked on it, and I don't have much interest (or time) to do it myself.
>Can you make paint for other Automatic Machines?
>>Paints are a ton of work, and the other parts of AutoScooter use a palette display that I don't quite understand, so I would struggle to apply paints there even if I was willing to put so much work into something that I'm not so interested in. Also, I don't have the download speed to manage another mod with a lot of texture files.
>Can you make mod x?
>> Most likely, I can't, I usually focus on one thing and work very hard on it, and then move on to something completely different. I don't really want to do anything else in terms of significant mods for fallout 4, I'd rather go back to developing/creating guitar effects pedals. If you really need to, I can give vague, messy, streaming instructions on how to do this or that, but I'm not a very good teacher, since most things do on the go.
>Can I add x from another game (including Bethesda games), such as ED-E fight sounds?
>>Legally, no! As for battle sounds, I've tried to find a convenient way for those who have files to insert into the game, but in the end even if I did everything I could, users would still have to use tools to convert .wav to . xwm for reliable playback, so I doubt anyone would actually use that, and most of those who can probably go all the way and replace "Aggressive Bleep" files with these, or perhaps even add a new voice/new voice conditions for race-checking for the two used by the AEC (for proper operation you also need to add NPCs with these races and voices/voices that you want to change with the conditions the new voice you want to add).
>Can you add a Lonesome Road ED-E frame?
>>Believe me, I'd love to, but although I've significantly improved the texture while making this fashion, I'm still only able to work with small objects, and my skills of normal and specular rendering aren't good enough to make a large model look right. However, if you are interested in texturing the LR ED-E model (requiring diffuse, normal and specular maps, perhaps for the whole EyeBot because of the other LR ED-E form), then I will probably be able to finish the model to make this happen, and obviously provide any support that I can, as well as a note on the page, the credits tab, the update note and wherever appropriate that I can do.
>I cannot rename my robot(s)!
>>Baseline game error. Complete the remaining Kellogg quests and you can do it.
>My RIFLE has dropped to Protectron without armor, WHAT DID YOU DO?
>>If the robot didn't have the obsolete passive/pacifist behavior protocols from version 1.3a, it's not AEC's fault! There was an error in the unofficial Fallout 4 patch and patch 1.6, which caused settlers, including automatic rifles, to be dumped (and possibly some other things with settlements). Although UFO4P has been updated to fix this, the fix is apparently not retroactive (although Bethesda is presumably investigating the issue). Besides, I think the cell reset error also affects Automatrons, so that's a problem too. It is also very possible that the problem with these AIs on Providers is also related to this.
>Inferno/Frostbite units VFX are HUGE.
>>This happens to the headlights. There's nothing I can do about it, just don't use them together.
>My EyeBot exploded! How do I get it back?
>>Reload your save. It's necessary because of some annoying things with skeletons/collision data, etc., and my previous way of solving the problem was glitch.
>I can't reboot to fix something, I'm playing survival!
>>Caution is all part of survival - if it wasn't a matter of risk both in the game and in the save file itself, of course Bethesda wouldn't set a limit on the number of save files in a game notorious for its bugs that don't immediately show up and require reloading very old save files, it would be foolish and irresponsible of them, right? I did my best to warn you in this documentation, and everything possible to include methods to correct or avoid problems in the game itself - much more than many mod authors. If that's not enough for you, then don't use that mod.
>Holotank destroys my immersion in the game, please remove it.
>>Open it. Select "Holocapsule Control". There you can make it removable, just don't lose it, because you'll need it if you decide to remove it.
>Why can't I make my EyeBot self-destruct?
>>(Aggressive squealing)
ADDITIONAL ADDONES
Over time I have added some additional addons (all except Holotape Re-Adder are included in the FOMOD installer since version 1.5a), here's what they do:
1. Addon Far Harbor: Adds content from Far Harbor. When discussing the topic, it is polite to use spoiler tags. Don't deactivate/delete it on the save where you used it without deleting the mod completely, otherwise bad things may happen!
2. Nuka-World Addon: Adds content based on Nuka-World or using its assets (mainly paints using new normal/specular maps). It is also polite to use spoiler tags in the subject. Don't deactivate/delete it on the save where you used it without deleting the mod completely, otherwise bad things may happen!
3. Far Harbor+Nuka-World Extra Content: Adds content based on Far Harbor and Nuka-World assets (therefore cannot be included in the base addon of FH). Installs automatically when you select Far Harbor and Nuka-World DLC Addons in the installer. Don't deactivate or delete it on the save where you used it without deleting the mod completely, otherwise bad things might happen!
4. Addon Cheat Recipes: Allows you to create all modifications of EyeBot for free, without skill requirements, so you can download your EyeBot as soon as possible. Arious DLC do the same for their DLC addons, and all in one does it for everyone, meaning you don't need others. Unlike DLC addons, these can be turned off at will.
3. Weightless Misc Items and Weightless Far Harbor Misc Items - makes all AEC fashion items weightless, various DLCs do the same for their DLC addons, all in one do it for all, that is you don't need others. Unlike DLC addons,
these can be turned off at will.
4. Old World Radio - Boston addon: Allows fast and convenient playback of Old World Radio - Boston radio stations from EyeBots, adding certain tuners, instead of using a custom radio tuner. I definitely recommend checking out the OWRB, it has a ton of cool stations and it's made by cool people!
5. Uninstall-utility Holotape Re-Adder (utility, not included in FOMOD setup): If you have lost the uninstall holocassette and want to remove or use the features added in v1.4/v1.5a, you can download this utility and it will add the holocassette to your inventory. After that you can delete it, but do not forget to delete it, and not just turn off to make the script not linger! Should be placed after th1nkEyebot.esp in your boot order (it does not have it as a master because it is pain in the CK and was easy to do without need). This is also an option if you are using an alternative starter mod or another mod that did not allow you to get a holocassette (in this case, be sure to read this page carefully, especially the uninstall section, as in this case you will also not receive a pop-up warning!)
UNINSTALLATION/USEFUL HOLOLOLENT
The AEC holotap contains many functions that can help to fix problems that occur during uninstallation, as well as some other ones. You can make it removable using the option inside it, but you need to make sure you don't lose it.
General functions:
Holocassette control: Allows you to change the status of a quest item of a holotape and make it removable. Do not use it in the terminal, only in your pipboy, otherwise you will get duplicates. However, you can switch it through your peep-boy to remove them.
Custom Radio Tuner: Allows you to set up any device with a custom radio tuner to play the radio station currently being played by the peep-boy on the fly.
Error correction functions:
They are designed to fix problems with uninstallation failures or other errors. They are used at your sole risk and without warranty.
Robot Repair Items: will give you items that you can equip on Automatons made invisible by mods remaining attached when the mod they are made of is removed. This item is only for robots to self-destruct, as it cannot fix AV changes from mods that were zeroed due to being there while their esp was removed. I tried to get him to do it, but it didn't work out (the derived statistic is the worst thing). This means that even after the release of the update from the beta version you should be very careful and remove AEC-mods from all bots, and especially with Ada, Codsworth, Curie and Jezebel and any other non-self-destructive bots before uninstalling. All debugging features are intended as a last resort and do not guarantee that they will not break this mod or other mods.
Attempt Robot Workbench Fix: This option will try to fix broken menus and leg skews in the workbench caused by improper uninstallation of AEC (and possibly other slot modes). Although this feature is intended to prevent damage to other mods, I cannot guarantee that it will not. You will also need to save and reboot for the AEC patches to take effect. I ran a quick quiz with a couple of fake fashion list edits, and it worked, but it was just a very small mod. Be sure to wait for the completion notification, this will take some time. This will not fix problems caused by improper editing of order-critical pairs of Automatron forms. If you use this method to fix a failed uninstall, you will have to repeat the uninstall process, this time correctly. Be sure to wait for the completion message!
Fighting detection module: If your EyeBot has a standard/default protocol suite, but still does not detect or attack enemies, you can install it. It uses a randomly chosen script to either attack the nearest enemy or help the player based on distance. Do not give it to too many robots at once, otherwise it may cause a delay in the script. The script is a little complicated (nothing special, but it's the most difficult thing I've ever done).
Force Installer: Manually runs the AEC setup script in case it somehow breaks down. Typically, if something doesn't show up, you haven't made any changes to your .ini as described (or they've been rewritten/deleted at some point - be sure to check!), or your download has failed, or you need to save, download, wait a little and check again, or another Automatron mod has badly corrupted the formalists. If you're 100% sure you've done everything right, try it (you'll need to run it every time you update), if it doesn't work, then it's almost certainly not a .ini edit. Be sure to wait for the completion message!
For the Force Install, Workbench Unborker and Uninstall options, make sure you wait 5 minutes after loading the game before using them to ensure that the game's loading scripts are complete.
Uninstall:
AEC Modes Check: This program will check your settlements, current followers and Adu, Codsworth and Curie for AEC mods and remove them (replacing legs/torso with tread ones if found). It is not guaranteed that this will work, and you should still check each settlement manually. This is simply intended to potentially save time on manually replacing mods on each EyeBot if you are going to ignore the warnings below and uninstall. Be sure to wait for the completion message! Also note that it will not work if EyeBot are not assigned to the settlement or do not meet the above conditions. It *should* work with the modded settlements as it uses a list automatically supported by workshopscript, but this is not a guarantee (I don't have any mods of settlements to test), make sure you double-check them.
Uninstaller: See below.
Similar Mods/Addons
Fearless PiperallSatellites for Fallout 4Fallout 4
This is a visual and equipment reworking of Piper's companion, involving endless cartridges and chan...700
Kate's RedemptionallSatellites for Fallout 4Fallout 4
This is a visual and gear repair for Keith's companion. It includes endless cartridges and changes i...400
Recruit two mod followersallSatellites for Fallout 4Fallout 4
Basically all you have to do is type the following into the console(consolescopequest followers), th...200
Followers of the Brotherhood and the EnclaveallSatellites for Fallout 4Fallout 4
This mod gives you relay grenades, similar to those used in the vanilla game. These grenades create...100
Modify companions' weaponsallSatellites for Fallout 4Fallout 4
The main bug in the game was fixed again.Allows you to take your default weapon from your companions...100
A pack of dogs as a followerallSatellites for Fallout 4Fallout 4
If you have dogmeat in your followers, several dogs will follow you.Place txt files in the Fallout 4...000
Shadow (Dogmeat texture mod)allSatellites for Fallout 4Fallout 4
Black and grayish fur with pearl moonlit eyes!See how Dogmat is stylishly cracking down on enemies!200
Codsworth2Human modallSatellites for Fallout 4Fallout 4
Do you think it's unfair that Curie got a human body and can use fashionable clothes and cool guns,...300
Codsworth as a generation 2 synthallSatellites for Fallout 4Fallout 4
Replacing Codsworth with a gen 2 synthesizer model Bugs:his hands and neck are glitchy in some outfi...100
JINA Dance.esp modallSatellites for Fallout 4Fallout 4
Jina's Danse Transgender Makeover is an attractive, glamorous and lovesick female version of the pla...700
Mecto Amore - Nick Valentine 3rd generationallSatellites for Fallout 4Fallout 4
Ever since I started using Nick as a companion, I've always envisioned an antebellum Nick like Humph...200
Alexander Fully voiced Soviet spy companionallSatellites for Fallout 4Fallout 4
-Fixed problems with voice dialog.-Adds more jokes to joke query.-Changes in dialogs to make everyth...100
BirdFollower modallSatellites for Fallout 4Fallout 4
Maud adds "The Raven's Follower", "The Seagull's Follower", to the game.カラスとグルーカ モ メ の フ ォ ロ ワ ー を 追...000
Deathclaw FollowerallSatellites for Fallout 4Fallout 4
Adds a death claw as a follower Watch the video to demonstrate the result.Place .txt files in the Fa...100
Radio "Companion"allSatellites for Fallout 4Fallout 4
Hi, guys, tonight, Ada's stuck in the ocean on her way to Spektakle Island. I wanted to find a way...000
Expand Dong - Gorilla MeatallSatellites for Fallout 4Fallout 4
Have you ever wondered what it's like to have a gorilla as a follower?Now you can do it with this wo...100
Auburn Husky Dog Meat named CashallSatellites for Fallout 4Fallout 4
It was created at my request. She had an amazing story, so I made it :)" His name is Cash, short for...100
K-9 Terminator-Synth TenetallSatellites for Fallout 4Fallout 4
This is a modified version of K-9 from Fallout 3 by the FOOK team. This is my first fashion and I'll...100
Sexier Dance modallSatellites for Fallout 4Fallout 4
I wanted to make some changes to Dance without changing it too much. This is my first time doing thi...100
The Mechanic's Companion (Isabel)allSatellites for Fallout 4Fallout 4
At the moment, this mod does NOT work if you have already completed the Automatron quest.I'm trying...200