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{{Infobox perk
 
{{Infobox perk
|image =Fo4 Robotics Expert.png
+
|image =Fo76 Robotics Expert.png
 
|games1 =FO3, FNV
 
|games1 =FO3, FNV
 
|requires1 =[[Level]] 12<br />[[Science]] 50
 
|requires1 =[[Level]] 12<br />[[Science]] 50
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|ranks2 =3
 
|ranks2 =3
 
|effects2 =Able to hack robotic enemies, making them allies or causing them to self-destruct
 
|effects2 =Able to hack robotic enemies, making them allies or causing them to self-destruct
|baseid2 =see table
+
|baseid2 =[[#Fallout 4|see table]]
  +
|games3 =FO76
|footer =[[File:Robotics Expert.png]]<br />''Fallout 3'' and ''Fallout: New Vegas'' perk image
 
  +
|requires3 =[[Level]] 48
}}{{Games|FO3|FNV|FO4}}
 
  +
|ranks3 =3
  +
|cardpoints3=1 [[Intelligence]] per rank
  +
|effects3 =Hack an enemy robot for an increasing chance to pacify it.
  +
|baseid3 =[[#Fallout 76|see table]]
 
|footer =[[File:Robotics Expert.png]]<br />''Fallout 3'' and ''Fallout: New Vegas'' perk image<hr />[[File:Fo4 Robotics Expert.png|240px]]<br />''Fallout 4'' perk image
 
}}{{Games|FO3|FNV|FO4|FO76}}
   
{{Quotation|With the Robotics Expert perk, you do an additional 25% damage to any robot. Also, sneaking up on a hostile robot undetected and activating it will put that robot into a permanent shutdown state.|''Fallout 3'' in-game description}}
+
{{Quotation|With the Robotics Expert perk, you do an additional 25% damage to any robot. Also, sneaking up on a hostile robot undetected and deactivating it will put that robot into a permanent shutdown state.|''Fallout 3'' in-game description}}
   
'''Robotics Expert''' is a ''[[Fallout 3]]'', ''[[Fallout: New Vegas]]'' and ''[[Fallout 4]]'' [[perk]].
+
'''Robotics Expert''' is a [[perk]] in ''[[Fallout 3]]'', ''[[Fallout: New Vegas]]'', ''[[Fallout 4]]'' and ''[[Fallout 76]]''.
   
 
==''Fallout 3'' and ''Fallout: New Vegas''==
 
==''Fallout 3'' and ''Fallout: New Vegas''==
 
===Effects===
 
===Effects===
Grants an extra 25% damage dealt to robots. Also, entering sneak mode and activating a robot permanently shuts it down.
+
Grants an extra 25% damage dealt to robots. Also, entering sneak mode and deactivating a robot from behind permanently shuts it down.
   
 
===Robots that can be disabled===
 
===Robots that can be disabled===
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* [[Guardian drone]]s
 
* [[Guardian drone]]s
 
* [[Securitron]]s
 
* [[Securitron]]s
* [[Robo-scorpion]]s
+
* {{Icon|FNVOWB|link=Old World Blues (add-on)}} [[Robo-scorpion]]s
 
}}
 
}}
   
 
===Additional dialogue===
 
===Additional dialogue===
In Fallout 3, additional dialogue options are unlocked with certain robots with this perk. These often bypass Speech checks:
+
In ''Fallout 3'', additional dialogue options are unlocked with certain robots with this perk. These often bypass Speech checks:
* You can program [[Dean Dewey]] to let you pass.
+
* One can program [[Dean Dewey]] to let the player character pass.
* You can disable [[Cerberus]]'s [[combat inhibitor]] causing him to attack the ghouls and yourself in [[Underworld]].
+
* One can disable [[Cerberus]]'s [[combat inhibitor]] causing him to attack everyone in the [[Underworld]].
* You can force [[Button Gwinnett (robot)|Button Gwinnett]] to shut down, allowing you to grab the [[Declaration of Independence]].
+
* One can force [[Button Gwinnett (robot)|Button Gwinnett]] to shut down, allowing the Lone Wanderer to grab the [[Declaration of Independence]].
* You can program [[Milo, shipping foreman|Milo]] in the [[Nuka-Cola plant]] to think you are an employee.
+
* One can program [[Milo, shipping foreman|Milo]] in the [[Nuka-Cola plant]] to think the player character is an employee.
* You can bypass the [[RobCo facility]] [[Wasteland Survival Guide (quest)#RobCo Production Facility Mainframe|section]] of the [[Wasteland Survival Guide (quest)|Wasteland Survival Guide]] quest while getting full credit for the job.
+
* One can bypass the [[RobCo facility]] [[Wasteland Survival Guide (quest)#RobCo Production Facility Mainframe|section]] of the [[Wasteland Survival Guide (quest)|Wasteland Survival Guide]] quest while getting full credit for the job.
* {{icon|FO3BS|link=Broken Steel}} You can reprogram the mainframe in the [[mobile base crawler]] to have the security robots attack the Enclave instead of you. There is an additional dialogue with [[Stiggs]] where he tells you about this when you first enter the room.
+
* {{Icon|FO3BS|link=Broken Steel}} One can reprogram the mainframe in the [[mobile base crawler]] to have the security robots attack the Enclave instead of the Lone Wanderer. There is an additional dialogue with [[Stiggs]] where he tells about this when first entering the room.
   
 
===Notes===
 
===Notes===
 
* Deactivating a robot awards 10 XP (''Fallout: New Vegas'' only).
 
* Deactivating a robot awards 10 XP (''Fallout: New Vegas'' only).
 
* A deactivated robot cannot be targeted in [[Vault-Tec Assisted Targeting System|V.A.T.S.]] However, the unit can still take damage, and destroying one will give the same experience and loot as normal. Every attack on a deactivated robot while sneaking will register as a "sneak attack critical," regardless of the player's location or level.
 
* A deactivated robot cannot be targeted in [[Vault-Tec Assisted Targeting System|V.A.T.S.]] However, the unit can still take damage, and destroying one will give the same experience and loot as normal. Every attack on a deactivated robot while sneaking will register as a "sneak attack critical," regardless of the player's location or level.
* Making contact with a deactivated robot while sneaking may still alert other robots in the vicinity to the player's presence, just as if the robot were fully active.
+
* Making physical contact with a deactivated robot while sneaking may still alert other robots in the vicinity to the player's presence, just as if the robot were fully active.
 
* When given the option to disable a sentry bot, it also gives the option to "talk" to the robot, as if one was interacting with a friendly robot, such as [[Wadsworth]]. However, one cannot engage the robot in conversation.
* You cannot disable a robot who only goes unconscious.
 
 
* For deactivating a robot using the perk, it is sufficient to be crouched and behind it. As opposed to the perk's description, it is not necessary to be [HIDDEN], i.e. close up and unnoticed. The player character can in fact charge a hostile robot, crouch, circle strafe and disable it while it is circling about weapons blazing.
* When you are given the option to disable a sentry bot, it also gives the option to "talk" to the robot, as if you were interacting with a friendly robot, such as [[Wadsworth]]. However, you cannot engage the robot in conversation.
 
* For deactivating a robot using the perk, it is sufficient to be crouched and behind it. As opposed to the perk's description, it is not necessary to be [HIDDEN], i.e. close up and unnoticed. You can in fact charge a hostile robot, crouch, circle strafe and disable it while it is circling about weapons blazing.
 
 
* [[Automated turret (Fallout 3)|Automated turrets]] are scripted as robots and can be disabled with this perk. While in many cases they are out of reach, ceiling-mounted turrets can be disabled if the player is able to reach them by jumping while crouched.
 
* [[Automated turret (Fallout 3)|Automated turrets]] are scripted as robots and can be disabled with this perk. While in many cases they are out of reach, ceiling-mounted turrets can be disabled if the player is able to reach them by jumping while crouched.
* When sneaking up on a robot with this perk, if "talk" is selected, it talks to you and does not attack you. (e.g. a sentry bot, when the talk selection is selected, it will say "Do not interfere with security operations.")
+
* When sneaking up on a robot with this perk, if "talk" is selected, it talks to the player character and does not attack. (e.g. a sentry bot, when the talk selection is selected, it will say "Do not interfere with security operations.")
 
* [[Sergeant RL-3]] can be disabled with this perk.
 
* [[Sergeant RL-3]] can be disabled with this perk.
 
* Deactivating a robot will not cause any of its allies in the vicinity to turn hostile.
 
* Deactivating a robot will not cause any of its allies in the vicinity to turn hostile.
* Big MT Protectrons often can not be disabled. An example is Mk6 protectrons in the [[Big MT west tunnel]] at high levels.
+
* Big MT protectrons often can not be disabled. An example is Mk6 protectrons in the [[Big MT west tunnel]] at high levels.
   
 
==''Fallout 4''==
 
==''Fallout 4''==
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| 3
 
| 3
 
| [[Intelligence|INT]] 8, [[Level|LVL]] 44
 
| [[Intelligence|INT]] 8, [[Level|LVL]] 44
| When you successfully hack a robot, you can give it specific commands. [Command as a companion only]
+
| When you successfully hack a robot, you can give it specific commands. [Command as a companion only]
 
| {{ID|1acf96}}
 
| {{ID|1acf96}}
   
 
|}
 
|}
   
 
As of the release of the ''[[Automatron (add-on)|Automatron]]'' add-on, Ranks 1 and 2 of this perk are required to gain full access to all available robot construction options at the [[robot workbench]].
   
  +
===Additional dialogue===
As of the release of the ''[[Automatron (add-on)|Automatron]]'' DLC, Ranks 1 and 2 of this perk are required to gain full access to all available robot construction options at the [[Robot workbench]].
 
  +
* {{Icon|FO4NW|link=Nuka-World (add-on)}} One can reprogram all protectrons at [[Dry Rock Gulch]] to cause you to skip their quests and receive their passwords.
 
   
 
===Notes===
 
===Notes===
  +
* Hacking a robot can be done in combat, but cannot be done at long distances.
* Though not mentioned in the perk itself, hacking a robot requires either approaching a non-hostile robot or sneaking undetected up to a hostile robot. As such, investment in sneaking may be needed if you want much mileage out of this perk. As of patch 1.3, however, hostile robots can be hacked in combat.
 
  +
* When powering off a robot, the player character can still initiate a self-destruct immediately after without having to re-hack it. This will not reactivate the robot; it will stay where it is until it detonates.
** As with all pacify/dominate perks, you can artificially extend the range by aiming at the robot using a scoped weapon.
 
  +
* Initiating a self-destruct will take some time. The robot will still continue to attack the player even as it begins the countdown to destruction; moreover, it will emit a small dosage of radiation. It is advised to shut down before initiating self-destruct.
* When you power off a robot, you can still initiate a self-destruct by re-hacking the robot.
 
 
* Legendary protectrons will explode when killed; when combined with the self-destruct explosion, the player character should flee to a safe distance to avoid being killed.
* Initiating a self-destruct will take some time; moreover, the simple act of initiating self-destruct will do a small amount of rad damage to your player character, in addition to making the robot hostile (though they will not move far). Both of these problems can be solved by shutting it down first and aiming down your non-scoped gun's sight to blow them up from afar.
 
* Legendary protectrons will explode when killed; when combined with the self-destruct explosion, your player character should essentially flee to a safe distance to avoid being killed.
 
 
* Turrets and such cannot be hacked by this perk, and in fact require the appropriate [[Total Hack]] perk magazine to do so (via a terminal).
 
* Turrets and such cannot be hacked by this perk, and in fact require the appropriate [[Total Hack]] perk magazine to do so (via a terminal).
* Robots such as [[Sentry bot (Fallout 4)|sentry bots]] and [[assaultron]]s will act like your own companion until they are killed. (you need rank 3 of this perk to get full access to this.)
+
* Robots such as [[Sentry bot (Fallout 4)|sentry bots]] and [[Assaultron (Fallout 4)|assaultron]]s will act like a personal companion until they are killed. (The player character needs rank 3 of this perk to get full access to this.)
 
* Combat sentry prototype MkIV cannot be interacted with this perk until the [[Combat sentry proto MK IV holotape]] is used to activate the Sentry Bot.
 
* Combat sentry prototype MkIV cannot be interacted with this perk until the [[Combat sentry proto MK IV holotape]] is used to activate the Sentry Bot.
* Hacked ''enemy'' robots will turn hostile towards any friendly settlements when following you, but any hacked ''friendly'' robots will not attack them.
+
* Hacked ''enemy'' robots will turn hostile towards any friendly settlements when following the Sole Survivor, but any hacked ''friendly'' robots will not attack them.
  +
* Nearby enemy robots that have been shut down will still prevent sleeping and fast traveling, however commanding them before shutting them down will treat them as friendly and avoid this behavior.
* A robot that you command with the Rank 3 perk will follow and enter a different cell with you (i.e. entering an interior door) and will also fast travel with you.
+
* A robot that the Sole Survivor commands with the Rank 3 perk will follow and enter a different cell (i.e. entering an interior door) and will also fast travel.
* There's no way to permanently make a robot commanded with the Rank 3 perk stop following you, besides killing or disabling it.
+
* To make a robot commanded with the Rank 3 perk stop following the Sole Survivor, just hack another robot.
 
* [[Synth]]s and all variants cannot be hacked with this perk, instead, one requires the [[Wasteland Whisperer]] (for Gen 1 & 2) and [[Intimidation]] (for Gen 3) perk to hijack them since they are classified as humanoid enemies.
 
* [[Synth]]s and all variants cannot be hacked with this perk, instead, one requires the [[Wasteland Whisperer]] (for Gen 1 & 2) and [[Intimidation]] (for Gen 3) perk to hijack them since they are classified as humanoid enemies.
* It is not recommended to hack [[Percy]] in Diamond City and use the command option. This will cause him to follow you as a companion, potentially getting him killed. There is no way to make him go back to Diamond City permanently.
+
* It is not recommended to hack [[Percy (Fallout 4)|Percy]] in Diamond City and use the command option. This will cause him to follow the player character as a companion, potentially getting him killed. There is no way to make him go back to Diamond City permanently.
  +
* Rank 2 of Robotics Expert gives a 40% damage bonus against robots and synths, however, it is conditioned to stop working if you have rank 3.
  +
  +
==''Fallout 76''==
  +
{{Quotation|Machines will always serve humans, if you have anything to say about it.}}
  +
===Effects===
  +
{| class="va-table va-table-shaded sortable"
  +
! Rank
  +
! Description
  +
! [[Form ID|Base ID]]
  +
|-
  +
| 1
  +
| Hack an enemy robot for a 25% chance to pacify it.
  +
| {{ID|004e84e5}}
  +
|-
  +
| 2
  +
| Hack an enemy robot for a 50% chance to pacify it.
  +
| {{ID|004e84e6}}
  +
|-
  +
| 3
  +
| Hack an enemy robot for a 75% chance to pacify it.
  +
| {{ID|004e84e7}}
  +
|}
   
 
==Bugs==
 
==Bugs==
 
{{Platforms|pc,xbox360}} In ''[[Fallout: New Vegas]]'', if saving a game next to a robot, deactivate it, destroy that robot's limbs and load back, the robot is active but without any limbs. {{Verify|verified}}
* In ''[[Fallout 4]]'', you can hack robots from afar by aiming at them similarly to when you pacify enemies with the [[Intimidation]] perk.
 
* {{Platforms|xbox360}} In ''[[Fallout: New Vegas]]'', if you save a game next to a robot, deactivate it, destroy that robot's limbs and load back, the robot is active but without any limbs.
 
   
 
{{Navbox perks FO3}}
 
{{Navbox perks FO3}}
 
{{Navbox perks FNV}}
 
{{Navbox perks FNV}}
 
{{Navbox perks FO4}}
 
{{Navbox perks FO4}}
  +
{{Navbox perks FO76}}
   
 
[[Category:Fallout 3 perks]]
 
[[Category:Fallout 3 perks]]
 
[[Category:Fallout: New Vegas perks]]
 
[[Category:Fallout: New Vegas perks]]
 
[[Category:Fallout 4 perks]]
 
[[Category:Fallout 4 perks]]
  +
[[Category:Fallout 76 perks]]
   
 
[[de:Robotikexperte]]
 
[[de:Robotikexperte]]
 
[[es:Experto en robótica]]
 
[[es:Experto en robótica]]
  +
[[fr:Expert en Robotique]]
 
[[pl:Ekspert z robotyki]]
 
[[pl:Ekspert z robotyki]]
 
[[ru:Робототехник]]
 
[[ru:Робототехник]]
  +
[[uk:Робототехнік]]

Revision as of 22:22, 1 January 2020

 
Gametitle-FO3Gametitle-FNVGametitle-FO4Gametitle-FO76
Gametitle-FO3Gametitle-FNVGametitle-FO4Gametitle-FO76
With the Robotics Expert perk, you do an additional 25% damage to any robot. Also, sneaking up on a hostile robot undetected and deactivating it will put that robot into a permanent shutdown state.Fallout 3 in-game description

Robotics Expert is a perk in Fallout 3, Fallout: New Vegas, Fallout 4 and Fallout 76.

Fallout 3 and Fallout: New Vegas

Effects

Grants an extra 25% damage dealt to robots. Also, entering sneak mode and deactivating a robot from behind permanently shuts it down.

Robots that can be disabled

Additional dialogue

In Fallout 3, additional dialogue options are unlocked with certain robots with this perk. These often bypass Speech checks:

Notes

  • Deactivating a robot awards 10 XP (Fallout: New Vegas only).
  • A deactivated robot cannot be targeted in V.A.T.S. However, the unit can still take damage, and destroying one will give the same experience and loot as normal. Every attack on a deactivated robot while sneaking will register as a "sneak attack critical," regardless of the player's location or level.
  • Making physical contact with a deactivated robot while sneaking may still alert other robots in the vicinity to the player's presence, just as if the robot were fully active.
  • When given the option to disable a sentry bot, it also gives the option to "talk" to the robot, as if one was interacting with a friendly robot, such as Wadsworth. However, one cannot engage the robot in conversation.
  • For deactivating a robot using the perk, it is sufficient to be crouched and behind it. As opposed to the perk's description, it is not necessary to be [HIDDEN], i.e. close up and unnoticed. The player character can in fact charge a hostile robot, crouch, circle strafe and disable it while it is circling about weapons blazing.
  • Automated turrets are scripted as robots and can be disabled with this perk. While in many cases they are out of reach, ceiling-mounted turrets can be disabled if the player is able to reach them by jumping while crouched.
  • When sneaking up on a robot with this perk, if "talk" is selected, it talks to the player character and does not attack. (e.g. a sentry bot, when the talk selection is selected, it will say "Do not interfere with security operations.")
  • Sergeant RL-3 can be disabled with this perk.
  • Deactivating a robot will not cause any of its allies in the vicinity to turn hostile.
  • Big MT protectrons often can not be disabled. An example is Mk6 protectrons in the Big MT west tunnel at high levels.

Fallout 4

Machines will always serve humans, if you have anything to say about it. Hack a robot, and gain a chance to power it on or off, or initiate a self-destruct.— Rank 1 description
Rank Requirements Description Base ID
1 INT 8 Machines will always serve humans, if you have anything to say about it. Hack a robot, and gain a chance to power it on or off, or initiate a self-destruct. 0004D889
2 INT 8, LVL 19 When you successfully hack a robot, you can incite it to attack. 00065E64
3 INT 8, LVL 44 When you successfully hack a robot, you can give it specific commands. [Command as a companion only] 001ACF96

As of the release of the Automatron add-on, Ranks 1 and 2 of this perk are required to gain full access to all available robot construction options at the robot workbench.

Additional dialogue

  • Nuka-World (add-on) One can reprogram all protectrons at Dry Rock Gulch to cause you to skip their quests and receive their passwords.

Notes

  • Hacking a robot can be done in combat, but cannot be done at long distances.
  • When powering off a robot, the player character can still initiate a self-destruct immediately after without having to re-hack it. This will not reactivate the robot; it will stay where it is until it detonates.
  • Initiating a self-destruct will take some time. The robot will still continue to attack the player even as it begins the countdown to destruction; moreover, it will emit a small dosage of radiation. It is advised to shut down before initiating self-destruct.
  • Legendary protectrons will explode when killed; when combined with the self-destruct explosion, the player character should flee to a safe distance to avoid being killed.
  • Turrets and such cannot be hacked by this perk, and in fact require the appropriate Total Hack perk magazine to do so (via a terminal).
  • Robots such as sentry bots and assaultrons will act like a personal companion until they are killed. (The player character needs rank 3 of this perk to get full access to this.)
  • Combat sentry prototype MkIV cannot be interacted with this perk until the Combat sentry proto MK IV holotape is used to activate the Sentry Bot.
  • Hacked enemy robots will turn hostile towards any friendly settlements when following the Sole Survivor, but any hacked friendly robots will not attack them.
  • Nearby enemy robots that have been shut down will still prevent sleeping and fast traveling, however commanding them before shutting them down will treat them as friendly and avoid this behavior.
  • A robot that the Sole Survivor commands with the Rank 3 perk will follow and enter a different cell (i.e. entering an interior door) and will also fast travel.
  • To make a robot commanded with the Rank 3 perk stop following the Sole Survivor, just hack another robot.
  • Synths and all variants cannot be hacked with this perk, instead, one requires the Wasteland Whisperer (for Gen 1 & 2) and Intimidation (for Gen 3) perk to hijack them since they are classified as humanoid enemies.
  • It is not recommended to hack Percy in Diamond City and use the command option. This will cause him to follow the player character as a companion, potentially getting him killed. There is no way to make him go back to Diamond City permanently.
  • Rank 2 of Robotics Expert gives a 40% damage bonus against robots and synths, however, it is conditioned to stop working if you have rank 3.

Fallout 76

Machines will always serve humans, if you have anything to say about it.

Effects

Rank Description Base ID
1 Hack an enemy robot for a 25% chance to pacify it. 004E84E5
2 Hack an enemy robot for a 50% chance to pacify it. 004E84E6
3 Hack an enemy robot for a 75% chance to pacify it. 004E84E7

Bugs

PCPC Xbox 360Xbox 360 In Fallout: New Vegas, if saving a game next to a robot, deactivate it, destroy that robot's limbs and load back, the robot is active but without any limbs. [verified]