This mod adds the ability to construct prebuilt robot kits that can be assembled at any robot workbench. Basically each kit has the basic factory armor and the usual weapons that would be found on the robots execpt for the hand laser on the assaultron model. With each perk of robotics expert you get the ability to build kits for the next two types of robots. Rank 1 adds the ability to make eyebots and protectrons Rank 2 adds the ability to make Ms Nanny and Robobrains Rank 3 adds the ability to make assaultrons and sentrybots. Each robot execpt for the eyebot can be modified in the robot workbench just like any other Automatron robot. When each kit is assembled it will respond just as a new built Automatron robot will by initiating dialogue with the player and will function using the same companion/settler system the Automatron DLC uses. It will add the following options when wearing the appropriate ring that can be built in the utility menu of the cooking station. (Kit) Activate Debug Menu 1 Dismiss this companion ;Dismisses the targetet NPC from being a companion. 2 Dismiss all companions ;Dismisses all companions. 3 Toggle Track Active Companions ;Activtes tracking on all robot kit companions. 4 Enable kit Recipies if perk exists ;Activates the variable so the prebuilt robots menus are present if they should be active but are not. 5 Remove dead from followers quest aliases ;Removes any npc that is dead but still in the aliases on the followers quest. 6 Delete all Kit robots from game. ; May have to be run after teleporting them all to starlight drive, should remove all kit robots from the game. 7 Cancel ;exits the menu (Kit) Options & Tracking Menu 1 Remove Broken bots From Tracking list ; clears the tracking alias of dead robots 2 Toggle Tracking Broken bots ;activets or deactivates tracking broken robots. 3 Teleport Companion bots to Player ;teleports any robots from this mod that is a companion to the player. 4 Turn On Tracking all Kit Bots ;Activates tracking of all kit robots unless they have been removed by option 1 Turn Off Tracking all Kit bots ;deactivates tracking of all kit robots. 5 Enable Eyebot Provisoners Brahmin ;enables Brahmin for eyebots assigned as provisioneer. Disable Eyebot Provisoners Brahmin ; Disables Brahmin for eyebots assigned as provisioneer. default 6 Teleport All kit bots to Starlight Drive ; teleports all kit robots outside of starlight drive in. 7 Initiate Destruct for all kit bots. ; activate the self destruct option on all kit robots that have the option. 9 Teleport Broken Bots to Player ; teleport all the borken kit robots to the player. 10 exit ; exits the menu. perk added options menu availabale while (Kit) Menu Toggle ring is worn and player is crouching. 1 Dismiss this companion ;Dismiss the targeted npc. 2 Activate Self Destruct ; Activates self destruct on targeted robot 3 Open Inventory ; If a companion will open the kit robots inventory 4 Disarm Bomb ; if it is an eyebot with a bomb equipped this will unequip the bomb Note game mechanics may cause it to equip it again if attacked etc. 5 exit ; exits menu. While (Kit) Activate Debug Menu ring is worn almost all activate choices will become debug menu. When (Kit) Options & Tracking Menu is equipped its menu will pop up to allow picking an optioin. While the (Kit) Menu Toggle ring is worn the Prebuilt robots menu will be available at any cooking station and the options menu added by the perk will be available on all kit robots as well as the assemble kit robot option at any robot workbench provided there is a kit in the players inventory to assemble. There will be a repair option for broken kit robots if you have a robot repair kit however it may result in a buggy companion and will result in it being reset as though it was just assembled though measures were taken to keep its inventory intact. While an eyebot bomb can be built if the required skills are met it should be noted that using them can be extreemly hazardous to the player and allied npcs if they are to close to the target when one goes off. Each bomb in the inventory of an eyebot when it detonates will and another mininuke explosion so basically the more bombs it carries the more damage will be done. Once a bomb is equiped it will continue to follow the player until it acquires a combat target at which time there will be a brief message warning the player that it has acquired a toarget I suggest running as far as possible from the eyebot when this message appears. Once it locks onto a target it should travel to within a distance of 200 from the target and detonate however it it takes to much damage it will also detonate. There is a safety distance of 600 from the player before it will detonate however there are times this will be insuficient for safety or that it may detonate closer to the player.