Robot Companion Fallout 4: What Most People Get Wrong

Robot Companion Fallout 4: What Most People Get Wrong

So you’ve been wandering the Commonwealth. You’re tired of Preston Garvey telling you about another settlement that needs your help, and frankly, you’re kind of over Piper’s constant interviewing. You want something that doesn't complain when you pick up a literal ton of desk fans. You want a robot.

Most people think a robot companion in Fallout 4 is just a walking backpack or a clunky piece of metal that gets stuck in doorways. Honestly? That’s only true if you don't know how to build them. If you play your cards right—and invest in the right perks—your robotic buddy will basically turn the game into "The Sole Survivor’s Spectator Mode" while they melt entire raider camps in seconds.

Why the Automatron DLC Changed Everything

Before the Automatron DLC dropped, we were pretty much stuck with Codsworth and Curie. They’re great, don’t get me wrong. Codsworth has a heart of gold (and a circular saw), and Curie is just plain adorable with that French accent. But they were limited. You couldn't really change them.

Once you hit level 15 and start the quest Mechanical Menace, the game changes. You meet Ada. She’s a modified Assaultron who’s seen some things. After you save her from a swarm of junk-bots, she gives you the blueprints for the Robot Workbench. This is where the real magic happens.

Suddenly, your robot companion isn't just a preset character. It’s a project. You can take a Mr. Handy torso, slap on Sentry Bot legs, give it Assaultron arms, and finish it off with a Robobrain head. It looks terrifying. It works beautifully.

The "Infinite" Carry Weight Myth

You’ve probably heard people say companions have infinite carry weight.
It’s sort of a half-truth.
While every companion has a hard cap on their inventory space, there’s a workaround. If you drop an item on the ground and tell your robot to pick it up, they will. Every single time. Even if they’re already "full."

This is why a robot companion is the ultimate pack-rat's dream. You can clear out the entire Corvega Assembly Plant, drop fifty tire irons on the floor, and have your robot vacuum them up. No more "I can't carry any more" dialogue. Just pure, unadulterated hoarding.

The Best Robot Builds for Combat

Let’s get into the nitty-gritty. If you want a robot that actually kills things instead of just standing there, you need to understand part synergy.

  1. The Melee Murder Machine: Use Assaultron legs. I cannot stress this enough. Mr. Handy thrusters are fast, but Assaultron legs give the robot a specific "lunge" animation that closes the gap instantly. Equip two Stealth Blades or Hammer Saws. If you have the Nuka-World DLC, you can even use the Nuka-Mascot parts for extra flair.
  2. The Walking Artillery: Go with Sentry Bot legs and a Sentry Bot torso. This gives you shoulder-mounted launchers. Give it dual Gatling Lasers. It’s not great for indoor spaces—actually, it’s a nightmare in the hallways of a Vault—but out in the open? Nothing survives.
  3. The Sniper Bot: Use a Robobrain head. It has the longest engagement range. If you give a robot a Robobrain head and long-range lasers, it will start firing at enemies before you even see the red dots on your compass.

Don't Forget the Personality Subroutine

When you build a new Automatron from scratch, it starts as a blank slate. It’s boring.
But if you go into the "Voice" and "Personality" settings in the workbench, you can toggle the Personality Subroutine.
This makes them act more like "real" people. They’ll comment on the weather or the locations you visit. Without it, they’re just silent killing machines. Some people prefer the silence, but it feels a bit lonely in the wasteland without a beep or a boop every now and then.

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What People Get Wrong About Codsworth and Curie

Here is a detail that trips up a lot of players: Codsworth and Curie can be modified, but it comes with a catch. If you put Codsworth in the Robot Workbench, he loses the ability to wear his Bowler Hat. For some, that’s a dealbreaker. You also can’t ever get that hat back on him unless you’re using mods or a very specific console command.

With Curie, it’s even more complicated. If you modify her robotic Miss Nanny body and then complete her personal quest, Emergent Behavior (where she transfers into a Synth body), all those expensive robot upgrades you built for her are gone. Vaporized.
Pro tip: Do not upgrade Curie until she is in her "human" form, unless you just have a surplus of aluminum and circuitry you want to burn.

Essential Perks for Robot Masters

You can’t just walk up to a workbench and build a god-tier robot. The game makes you work for it. If you want the best parts, you’re going to need a specific perk spread:

  • Science!: This is mandatory for all the high-tech energy weapons and the Robobrain parts.
  • Robotics Expert: This unlocks the specialized modules, like the one that lets your robot hack terminals or pick locks for you.
  • Armorer and Blacksmith: You’ll need these for the heavy plating and the specialized melee weapons.

It’s a heavy investment. You’re looking at a high Intelligence and Strength build. But the payoff is a companion that has significantly more health than any human NPC and can output triple the damage.

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The Stealth Problem

I have to be honest: robots suck at stealth.
Even if you put "Stealth Blades" on them, they are loud. The hydraulic hissing, the clanking of metal on stone—it’s a dinner bell for Raiders. If you’re playing a sneaky sniper build, a robot companion will ruin your life. They have a tendency to "leer" into combat the moment an enemy is detected.

If you must use a robot while sneaking, stick to the Mr. Handy Thruster. It’s the quietest movement option, and if you equip it with "Recon Sensors," it will at least mark enemies for you so you can pick them off before the robot decides to go Leroy Jenkins on a group of Super Mutants.


Actionable Next Steps

If you’re ready to stop babying your human companions and start building a mechanical army, here’s how to start:

  1. Hit Level 15: The "Mechanical Menace" quest won't trigger until then.
  2. Scrap Every Fan and Microscope: You are going to need a massive amount of Aluminum, Circuitry, and Fiberglass.
  3. Build a Robot Workbench in a Large Settlement: I recommend Starlight Drive-In. Sentry bots are huge, and they get stuck in the cramped houses of Sanctuary.
  4. Complete the Automatron Questline: You don't unlock the best parts (like the unstable weapons) until you defeat or spare the Mechanist.
  5. Assign Robots to Supply Lines: Unlike humans, robots don't need food or water. They make the perfect "provisioners" because they can defend themselves against random wasteland encounters much better than a settler with a pipe pistol.