I copied the needed skeleton and animations into a my mods directory, which unfortunately means making the mod larger than i wanted, but I dont see any other way.
Then I simply assigned the robot parts to the skeleton and bam...it works...and since they are humaniform style robot frames, all the animations work.
Now I need to know..can I delete those files now that they are assigned, or will they HAVE to accompany the mod? Is there any way to point the model list to the meshes.bsa that comes with the game instead?
If you made the Directory Identical to the normal path then yes you can delete the files except for the Robot Meshes.
If your Directory is original then no, those files need to be included for the game to find them.
The other thing I need to know is, how can I get it to use the protectron OR liberty prime head laser? (I will adjust damage down, obviously).
That is a bit more of an issue because -> None of the Character Animations support firing a weapon from the head visually nor do the weapon entries themselves support this -> you will have to alter at the very least the weapon entry so its embedded weapon points to a node on the character skeleton.
So, there is no way to make an NPC without gibs? The only solution is to make a creature?
You can disable Gibs for all NPC's or turn this one special case into a creature.
Is there any difference between what a creature can be modded to do, and what an NPC can be modded to do? In other words if I make my NPC into a creature, is there any capability I lose? I assume there must be, or else geck would not treat them as two separate categories.
There are a few but none that will be overtly noticeable as an enemy actor.