Automatron (companion)

The Automatron is a craftable companion for the Sole Survivor.

Background
Automatrons are specially crafted companions designed by the Sole Survivor to suit their own personal needs. They can be created, upgraded, and renamed at a Robot workbench, provided the resource requirements are met. They start with protectron parts without any armor, but individual parts from other robots can be scavenged and attached, and upgraded further with quality armor attachments to meet (or exceed) factory quality.

Created automatrons can have 1 of 9 different voices, many with similar functionalities. All automatrons start with the male voice selected.

The first 4 similar voices are the male, female and the relative processed variants of each. The voices all sound like well spoken servants, with the normal variation sounding like well recorded voices and the processed variants sounding more mechanical and modified. This voice type has personality subroutines that can be activated by selecting yes when requested when the robot is first created or by navigating through dialogue when the automatron is your current follower. These voice types are the only voice types that allow you to command your robot to self destruct, this is accomplished by navigating to the self destruct dialogue and giving the requested secondary confirmation, the unit will then begin the self destruct sequence and count down from ten, then it will explode.

Another set of similar Voices are the Assaultron and Sentry bot voices, both have the same voice lines, and they both mimic the voices of the respective robots. When asked to initiate personality subroutines both voices also respond with "ERROR, command not recognized", although there are cases of both Sentry bots and especially Assaultrons with personalities; they respond the same when asked to self destruct.

The last 3 voices are different sounding beeps and clicks (beep-click, beep-dark and beep-bright), robots with these voices appear to exhibit emotion, but have no programmed personality subroutines in game, other robots may be heard exclaiming something along the lines of "your personality appears to be an error in your program, have you considered having it purged". Robots with this voice type will respond with a (negative beep) when asked to self destruct.

Automatrons will almost always fight on the side of the Sole Survivor, but may turn against them if they attack a settlement that the robot is a part of or was recently part of, even if they are the Sole Survivor's current companion.

Other interactions

 * Automatrons will regularly give the Sole Survivor 2-3 junk items when talked to while they're the active companion.
 * Automatrons can be ordered to self-destruct if the Sole Survivor desires.

Range of interests
Automatrons are unconditional companions and their affinity cannot be changed.

Bugs

 * Any automatron may turn hostile upon encountering robots in other locations, causing other NPCs in the same faction to also turn hostile. This has been known to apply to the following locations, with the exact conditions remaining unknown.
 * Old Rusty in Vault 81
 * The Mister Handies at Graygarden
 * KL-E-0 in Goodneighbor
 * Brotherhood of Steel Vertibirds
 * Ada will quickly float around after the player's first encounter with her.
 * The "Regeneration Field" mod on the assaultron torso sometimes needs to be built twice using the materials twice and instead produces the "Resistance Field" in its place.
 * The "hydraulic armor" mods occasionally have "voltaic armor" mods built in their place when selected.
 * If you build an automatron with a sentry bot build (Torso, arms, legs and head) and shoot it in the head, it might turn into a protectron. (Protection animations and AI on the sentry body.)
 * Taking an automatron as a companion will rename it to "Automatron" and prevent you from renaming it in the future.
 * Automatrons with a robobrain head will occassionally fire their mesmetron at the Sole Survivor instead of hostile targets.
 * When building a automatron and scrolling down, the prior selection above your cursor will be selected instead. (Ex: voltaic mod instead of hydrolic. Flamer hand instead of protectron laser hand.)
 * when in workshop edit mode, you can select a mr handy compainion. This will prevent you from releasing it as a follower (it might be registering the automatron as a workshop item). One fix is to edit the automatron (i merely removed an eye) and then you can dismiss them. On the bethesda forum page others have had this problem with ada as well.

Автоматрон