Integrated plugins (updated)
Change the way DLC and next-gen Creation Club add-ons are handled so that they behave more like base game content, rather than announcing their presence to the world as soon as their arbitrary requirements are met.
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About this mod Machine translation
Change the way DLC and next-gen Creation Club add-ons are handled so that they behave more like base game content, rather than announcing their presence to the world as soon as their arbitrary requirements are met.
Original address:
Prefix:
Automatron
Creation Club Content
Enclave Remnants
Far Harbor
Halloween Workshop
Makeshift Weapon Pack
Nuka World
Vault-Tec Workshop
Random encounter framework:
The standard version (for the next generation version) and the GOG moderator file (for GOG, version 163) have been uploaded together, and you can choose to install them according to your needs.
Updated on July 1, 2026:
Version 1.06
Due to the addition of voice acting, the permissions of this mod have changed. If you are patching or porting a mod, please review the new permissions.
Changed how Automatron startup timer works. The timer is not a fixed timer + minimum level, but adjusts according to your level. In other words, the higher the level, the earlier the auto-orcs start.
Added a new safety mechanism that will allow you to reactivate the distress signal at the beginning of the Auto-Warrior questline if the signal is silenced before you complete the quest.
A new safety mechanism has been added to restart the Valentine's Day Detective Agency's radio signal if it disappears before you complete the mission.
A new safety mechanism has been added to restart the Nuka Cola family radio if it goes silent before you complete the mission.
Added a new failsafe that will restart the Vault 88 radio beacon if it goes silent before you complete the mission.
Added a safety mechanism to Vault-Tech's distress and gunner signals if they suddenly go silent before you complete the mission.
Added a safety mechanism for Black Devil radio stations if they suddenly go silent before you complete the mission.
Added a safety mechanism for the mysterious signal if it goes silent before you complete the mission.
Added a safety mechanism to the Machinist's Eye droid radio if it goes silent before you complete the mission.
Added a safety mechanism to the enclave's homing beacon if it goes silent before you complete the mission.
Additional insurance has been provided to radio stations at Eden Meadows Cinema and Nuka World to come back online in the event of closure.
Added a tracker for killing Mechanic robots. Each kill slightly shortens the time it takes for the autobot to start.
New attack points have been added across the Federation. Exploring the attack site will reduce the startup time of the automatic robots, and killing the robots there will count towards the above points, further shortening the startup time.
Added bounty missions to Diamond City targeting new automated robot attack points.
Two new random encounters have been added to the Pre-Quest phase of AutoWarrior. One story tells of fleeing settlers who warn you to leave the area, and another tells of a good Samaritan who volunteered to warn people of the Mechanic's presence. Both encounters will slightly reduce the time it takes for the autobot to activate.
Added new warning notifications for mechanics involving Diamond City and Good Neighbors. Reading one of these notifications will cause Automatron to start slightly earlier.
Inherited the bug fix from the Random Encounter Framework, preventing Automatron object encounters from appearing in world spaces outside the Federation.
Changed the minimum level and required time for the Autobot "pre-mission" phase, where the Mechanic's attack is active but the Autobot main mission has not yet started. Both are now slightly lowered, but only for new saves, as this setting is cached in your saves.
Changed how common the Automother is in the "Pre-Quest" phase, making it slightly more common. As stated above, this only applies to new saves.
Changed the frequency of all new random encounters to more closely match the encounter rates of the base game.
Changed the names of some Creator Club launch instructions to make their purpose clearer.
Change …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.