Fallout 4

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BangBangYouAreDead

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BangBangYouAreDead

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About this mod

Turn the Gunners from reskinned Raiders to an actually interesting faction!

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Translations
  • German
Changelogs


by BangBangYouAreDead

The faction mod you never knew you needed! Finally, the Gunners can become what they should have always been: hard-as-nails mercenaries that only waste bullets if they know they're getting paid, not just because someone in a blue and yellow jumpsuit happens to wander into their sight-lines.

Welcome to Gunners Overhaul.




Essentially this mod makes the Gunners friendly to the player at the start of the game. It also makes all containers and useful items in Gunner areas belong to the Gunner faction, which means you have to steal it from them. 

There's a lot of things I don't like about Fallout 4 compared to previous Fallout games, but most of these things come down to a single aspect: the loss of player choice. Factions are one such instance of this. The Gunners are supposed to be a mercenary group, so I was looking forward to a Talon Company / Fighter's Guild-style quest with some lawful evil stuff going on. Instead, the Gunners are just reskinned Raiders. Not only is this boring and more in keeping with the FPS-style of FO4, it completely destroys the player's opportunity to make choices about how he or she will interact with that faction. I found that sad and un-immersive, so I made this mod to fix it.




Welcome to V1.3! New features include:

  • A repeatable radiant quest ("Gunner Contracts") which you can pick up from any of the Contractors in the Third Rail, the Dugout Inn, or the bar at Bunker Hill. They'll say "come back in a little while", but that's just to start the quest up behind the scenes - talk to them again and they'll offer you the quest. Please note that once you have started a contract with one of the Contractors, only that Contractor will talk to you about the contract. You'll have to complete the quest if you want to start a contract with a different Contractor.
 
  • Three Gunner Mercenaries who are available to be your companion, found at the Gunner's Plaza, Hub City Auto Wreckers, and Vault 95.
 
  • Voices and lip sync for all miscellaneous Gunner dialogue, and for the Quartermasters. 

  • Numerous bug fixes (see below).



In general terms, this mod makes Gunners seem like an imposing but ultimately neutral force in the Commonwealth. As you wade through Ghouls, Raiders, Synths and other degenerates, you'll know be happy to spot that white spray-painted skull in the distance. Now the Gunners represent order through swift and painful justice, as well as a chance to turn over some tasty caps. 

Key features:


  • Gunners no longer attack the player or neutral NPCs (like caravaners) on sight. Why kill a potential contract, right?
  •  
  • Hundreds of items, doors and terminals are now owned by the Gunner faction, so if you are seen stealing / breaking in somewhere, the Gunners will place a bounty on your head. They will also place bounties if they see you attack or kill Gunner soldiers.
  •  
  • A custom built NPC, called a Contractor, can now be found in the Third Rail, the Dugout Inn, and at the bar in Bunker Hill. These Contractors will offer you radiant kill quests and can clear your bounty with the Gunners if you pay them off.
  •  
  • Five unique Gunners, called 'Beast Masters', can now be found throughout the Commonwealth at various Gunner locations. Each will offer you a 'Beast Hunter' quest to take down a huge monstrosity. Complete all five to gain the '...The Harder They Fall' achievement!
  •  
  • Three Gunner Mercenaries, located at the Gunner's Plaza, Hub City Auto Wreckers, and Vault 95, can be hired to be your companion for the low low price of 500 caps. 
  •  
  • Dozens of new lines of dialogue (currently in the process of voicing all lines). 
  •  
  • Lore-friendly effects on numerous other quests, like 'Kid In A Fridge' and 'Taking Independence'.

Locations currently affected:

- Vault 75
- Vault 95
- Quincy Ruins
- Greenetech Genetics
- HalluciGen Inc.
- Mass Bay Medical Centre
- Gunners Plaza
- Mass Pike Interchange
- Postal Square
- Hub City Auto Wreckers


See a review from kristakahashi and Ariane Vai here!




Install with NMM or manually. If updating, overwrite old files.

To install manually:
1. Download and unzip
2. Place 'GunnersOverhaul.esp' into the steamapps/common/Fallout 4/Data folder
3. Place the Voice folder in steamapps/common/Fallout 4/Data/sound
4. Place the Fragments folder in steamapps/common/Fallout 4/Data/Scripts



Requires:

- Fallout.esm.
- Does NOT require a new save.

Compatible with:

Wasteland Grunts, as it only changes textures. Highly recommended!
- Alternate Start and Another Life, works very well with the 'Gunner' starting occupation!
- Gunner Blood-Type Tattoos, a must for Gunner player characters

Incompatible with:

- Anything that changes the ownership of specific items in the areas mentioned above



I will accept any and all help to improve this mod. If you believe you have an idea, talent, or piece of knowledge that could help further the aims of this mod, please send me a message or comment in the forum.

High Priority:

- Voice acting for ordinary Gunners (male and female), Quartermasters (male), and Contractors (male)
- Wider range of Quartermasters (e.g. weapons, chems, food, etc.)
- Continue adding Gunner faction to items in Gunner areas, particularly in the Wilderness (full list of Gunner locations in the Commonwealth needed)
- Unique Gunner bosses in main Gunner areas

Medium Priority:

- Add a radiant quest (kill <thing> at <place> for <caps>), to be acquired from a Contractor (if you have quest / script experience, please message me to help out)
- Add a quest based on carrying out a specific contract

Low Priority:

- Add a quest based around defeating the Minutemen

VOICE ACTING

If you are willing and capable of providing voices, please see the current list of unvoiced lines below:

Spoiler:  
Show
Generic Gunner Lines - Male & Female

"You got a contract for us?"

"Keep walking."

"Better watch yourself around here."

"One wrong step and you're dead."

"...current contract's a load of shit..."

"...can't wait to get a new contract..."

"...damn Raiders, when they gonna learn..."

"...ghouls give me the fucking creeps, man..."

"...higher ups are busting my ass here..."

"...I must be up for promotion soon..."

"...one day we'll get those chumps in Diamond City..."

Quartermaster Lines - Male

Contractor Lines - Male & Female

"The Gunners have got a hit out on you. I could wipe away that debt - for the right price."

"Glad you've come to your senses. Now, let's get back to making caps, shall we?"

"Come back when you've got the caps."

"Fuck off, then, and don't go near Gunner territory if you know what's good for you."

"Don't think too long - the order's out to shoot you on sight."

"Just slide me the caps and I'll do the rest."

"Come back in a little while, and I might have some work for you."

"You there - looking for work? The Gunners have some spare contracts that need completing, if you're interested."

"Suit yourself."

"Simple - we send you someplace, and you clear it out. What do you say?"

"Slow one, are ya? You go where I tell you. You kill everything. I pay you. Simple enough?"

"Good choice. Here, let me mark the location for you."

"Ready to start that contract yet?"

"I know that contract isn't complete - come back once you're done."

"Word's already reached me of your success. Good work - here's your payment. Come back again if you want more contracts."

"Back for more, eh?"

Beast Hunter Lines - Male & Female

"
You there. I've got a job for you, if you like caps and killing things."

"You done?"

"We've got a contract to deal with a Super Mutant Behemoth that's been causing trouble."

"We've got a contract to deal with a Mirelurk Queen that's been causing trouble."

"Kill it for us and I'll see to it that you get a decent share of the caps."

"Suit yourself."

"Contract won't last forever, you know."

"You deaf or something? I want you to kill a Behemoth. That clear enough?"

"You deaf or something? I want you to kill a Mirelurk Queen. That clear enough?"

"Don't disappoint us."

"Good work. Here's your caps. Come back sometime if you want more work."

"Come back when you're done."




CURRENT BUGS

- Some turrets not working with the crime faction correctly
- Dialogue for Contractors in Bunker Hill and Dugout Inn not working correctly (Third Rail contractor is working)
- Gunners are hostile towards random neutral NPCs

- Gunners become hostile to Cait if she uses the machine in Vault 95 (untested - further corroboration would be appreciated)
- Gunners can turn up at Bunker Hill and kill everyone (random occurence?)
- Precombine mesh issue with Vault 95 walls (I think this is fixed now)
- Contractors not clearing bounties / ignoring the player

CURRENT FIXES

If the Contractors do not clear your bounty, you can manually reset Gunner affiliation by using the following console command (press the apostrophe key ( ' ) to activate the console):

"setEnemy 58303 1c21c 1"

without quotes. Bear in mind this will not clear your bounty, merely make the Gunners friendly again. Thanks to user SubnovaJH for this fix.



Your mod broke everything!

I find that highly unlikely considering how small it is, but explain your issue in the comments and I'll do what I can.

How often will you update this mod?

Sporadically.

Wait, so did you, like, manually change the ownership on hundreds of items?

Yes. If there is a way to add ownership to multiple items at once, don't tell me. It's already too late.

What's the script that resets the crime for the Gunners?

Spoiler:  
Show

;Script to allow Contractor to wipe Player CrimeGold and relationship with Gunners
;Fragment adding the faction
akSpeaker.AddToFaction(pCrimeGunnerFaction)
akSpeaker.AddToFaction(pGunnerFaction)
akSpeaker.AddToFaction(pGunnerVendorFaction)
akSpeaker.SetCrimeFaction(pCrimeGunnerFaction)
;Fragment resetting the crime situation and removing the factions
akSpeaker.GetCrimeFaction().PlayerPayCrimeGold(True, False)
akSpeaker.GetCrimeFaction().SetAlly(pPlayerFaction, true, true)
akSpeaker.GetCrimeFaction().SetPlayerExpelled(false)
akSpeaker.GetCrimeFaction().SetPlayerEnemy(false)
if akSpeaker.IsInFaction(pGunnerFaction)
pGunnerFaction.SetAlly(pPlayerFaction, true, true)
pGunnerFaction.SetPlayerExpelled(false)
pGunnerFaction.SetPlayerEnemy(false)
endif
if akSpeaker.IsInFaction(pGunnerVendorFaction)
pGunnerVendorFaction.SetAlly(pPlayerFaction, true, true)
pGunnerVendorFaction.SetPlayerExpelled(false)
pGunnerVendorFaction.SetPlayerEnemy(false)
endif
akSpeaker.RemoveFromFaction(pCrimeGunnerFaction)
akSpeaker.RemoveFromFaction(pGunnerFaction)
akSpeaker.RemoveFromFaction(pGunnerVendorFaction)

What's the pre-combined mesh data error, and how did you fix it?

In the FO4 Creation Kit, when you edit a reference in a cell, you need to clear the pre-combined mesh data for that reference's BaseForm and then rebuilt the data of the cell. It doesn't take very long unless you've edited hundreds of references, as in my case. Elys explains it as follows:

Spoiler:  
Show

From what I have understood so far if you modify a vanilla reference in a cell, you have to:

Right click on the BaseForm (not the reference) for the reference and choose "Clear Affected Cell for Precombine Data". (which is already weird since if its a BaseFrom used in many cells, it will clear all the related cells.)

Then on Cell View window, you have to right click on each related cells and choose "Update Precombine/PreVis Timestamp"

Basically doing all that disable the precombined meshes (which are used to improve rendering performance) on those cells.

Once again, you only need to do that if you modify a vanilla reference inside a cell, adding new references is not an issue.

PS: You don't need to "directly" modify a reference to have to do all that. For example, just setting a quest reference alias to a vanilla reference can set the Persistent flag on the reference.
That's what happend with this mod. I had to clean all Precombined data on each cell containing the Magazines references that I use Alias on. (Bobbleheads were already Persistent flagged so they were not an issue)

Maybe there is a workaround by using ESM files instead of ESP. But I have no informations on that point.

PS: Not cleaning/updating precombined mesh errors is not just about framerate, it can cause random  white textures or big chunk of area turning invisible.
 
 I've noticed that on The Collector's Guides, sometime nothing was noticeable, sometimes fog was missing, sometime just a texture, sometime a whole bunch of the area turned invisible.
 
All of that because I set persistent flag on references but touch absolutely nothing else xD
 
if you modified references with baseform used in other cells you don't need to modify, then this trick might work:
 
Do the cleaning thingie on the baseforms,  precombine update the cell you modify, save the plugin, Open it in FO4Edit and delete all Cell record but yours.


Do you make any other mods?

Why, funny you should ask - I happen to also be the creator of the Combat Zone Overhaul. Check it out!


Bethesda
FO4Edit team
Jebbalon and Elys for bug fix help
Mattiewagg for scripting help
Goretexx for the banners

VOICE ACTORS: SkyBlu17 and TezzLaCoil

Thanks everyone!