Mod:Attack of the Lobotomites!/Lobotomite

Lobotomites are characters in the Fallout 4 mod "Attack of the Lobotomites!".

Background
Lobotomites are the result of medical experiments performed at Big MT. The Auto-Doc, programmed by Mobius, replaced their brains with Tesla coils. This routine was designed to keep all inhabitants of the Big MT inside and therefore secret, as only a brain inside a functioning human body can bypass the radar fence. Their hearts and spine with cybernetic substitutes, as their biological counterparts caused complications during the brain removal surgery.

After Becca Fitzgerald accidentally activated the  Crashed satellite  in the  Crystal Cave, every lobotomite wandering outside of Big MT's  Radar Fence got teleported in the vicinity of the satellite. After finding the Braintree Mental Rehabilitation Center through the Janitor's tunnel, they are now living inside it and killing anyone that dares to enter it.

Physical characteristics
Lobotomites have had their brains, spine, and heart removed, and their insides rearranged. Due to the faulty Sink Auto-Doc programming, the surgery left them scarred all over the body, missing teeth, and leaving some wounds exposed.

A big lobotomy scar can be seen across the forehead and their faces are mangled and bruised. A circular hole has been cut on the back of their skull to remove the brain and plugged with a stapled metal plate with a chip slot that can have either a straight small antenna or a moving disk antenna.

Their chest has been opened to remove the heart and spine, leaving them with an autopsy-shaped scar on the chest that has been laser-cauterized and stapled shut. Additionally, several cable jack slots are found on the chest and near the top part of their backs, possibly to interface with the Sink Auto-Doc during the implant installation. Their synthetic hearts are exposed and visible through a gaping hole in their chests, beating even when the lobotomites are dead (though it will spark and smoke when dead), and a quiet mechanical pumping and whirring sound can be heard when close to the lobotomite.

Their backs have visible spine implants made out of shiny Saturnite, surrounded by rough visible scarring around them.

They can be seen mostly wearing Big MT Jumpsuits (either properly or with the sleeves wrapped around their waist), surgical gowns, nurse outfits (most likely obtained from the Rehab Center itself), or rags. As headwear, they can be wearing their Lobotomite Goggles (sometimes decorated with feathers), a muzzle (sometimes metal ones, sometimes leather ones) and often accompanied by a Lobotomite Sack Hood. On their hands, they sometimes can be wearing "Crater Worker" gloves (sometimes reinforced with duct tape), or Scientist Gloves.

Gameplay characteristics
Lobotomites will tend to be non-hostile until approached into their aggro radius, which will make the individual lobotomite hostile. Other lobotomites around them will not become hostile to help each other unless they are attacking one of their leaders (Wor, Pest Tilly, Def and Fat Min).

When dead, if an implant is removed, the corresponding body part will explode into gore representing its removal. When removing the BM24 Cranial Tele-Coil, the head will explode. If removing either the BM23 Pacesprinter Synthetic Heart or the BM26 Saturnite-injected Spinal Replacement, the whole chest will explode.

Due to their cybernetics making them susceptible to EMP damage, lobotomites use the "ActorTypeSynth" keyword, which means any weapon that specifically does increased damage to synths (such as the LAER) will work as intended on them.

They can be teleported forcefully using a Big MT Teletransportalponder Mine, in which they will attack anyone nearby that isn't their faction, including the player.

Organization
Inside the Center, the lobotomites have mostly split into 4 groups, led by Wor,  Pest Tilly,  Fat Min and  Def, each staying in one of the unlocked wings.

Named Lobotomites

 * Wor
 * Pest Tilly
 * Fat Min
 * Def
 * Crazy Marty
 * Skweeky Kleen
 * Botched Toe

Lobotomite
The weakest kind of lobotomite. Starts spawning at level 1. There is both a melee-only variant and a ranged variant.

Lobotomite Husk
The weakest ranged weapon lobotomite. Starts spawning at level 4.

Lobotomite Slasher
Melee-only. Starts spawning at level 4.

Lobotomite Looney
Starts spawning at level 9.

Lobotomite Giggler
Melee-only. Starts spawning at level 9.

Lobotomite Gimp
Starts spawning at level 14.

Augmented Lobotomite★
Legendary version of a standard lobotomite. When in low health, they will display "The lobotomite's implants go into overdrive mode!" instead of the generic mutation message, followed by regenerating their health and doing double damage. She always spawns female with the Female01 voicetype. They start spawning at level 14.

Lobotomite Screamer
Melee-only. Starts spawning at level 14.

Lobotomite Voider
Starts spawning at level 21.

Augmented Lobotomite MkII★
Legendary version of a standard lobotomite. When in low health, they will display "The lobotomite's implants go into overdrive mode!" instead of the generic mutation message, followed by regenerating their health and doing double damage. He always spawns male with the Male01 voicetype. They start spawning at level

Lobotomite Golem
Starts spawning at level 30.

Augmented Lobotomite MkIII★
Legendary version of a standard lobotomite. When in low health, they will display "The lobotomite's implants go into overdrive mode!" instead of the generic mutation message, followed by regenerating their health and doing double damage. He always spawns male with the Male02 voicetype. They start spawning at level 30.

Augmented Lobotomite MkIV★
Legendary version of a standard lobotomite. When in low health, they will display "The lobotomite's implants go into overdrive mode!" instead of the generic mutation message, followed by regenerating their health and doing double damage. She always spawns female with the Female01 voicetype. They start spawning at level 39.

Lobotomite Ticker
Lobotomite Tickers are restrained lobotomites wearing a straightjacket with a AN-64 Bomb tied to their backs with thick wire. Their faces are more scarred and damaged than their regular counterparts. They make ticking noises with their mouths when hostile.

They will always spawn with their arms and one leg crippled, so they will always walk slowly to the player when alerted followed by an attack that will trigger the bomb on their backs immediately, causing an explosion just like a Minutemen artillery blast. If killed without crippling their chest before that, they will not explode. If their chests are crippled, they will explode immediately.

Restrained Lobotomite
Completely hon-hostile lobotomites. They have been put in straightjackets by other lobotomites, for reasons unknown. When attacked, they will flee.

Interactions overview
(This does not apply to Restrained Lobotomites)

Appearances
Lobotomites appear in Fallout New Vegas and Attack of the Lobotomites!.

Credits

 * Implant meshes and textures: Aruspice
 * Body textures: Wanaming0
 * Implant rigging: Darkman32197
 * Beating heart and moving antenna scripts: BlahBlahDEEBlahBlah