Fallout 4

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WarMocK

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WarMocK

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About this mod

Lock and troll! A bundle of improved syringes to screw up any enemy that is unfortunate enough to cross the muzzle of a Syringer rifle. Don't forget the popcorn, you're gonna need it.

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Permissions and credits
Ouch! That stings ...


Sick and tired of that crappy old Syringer rifle taking up too much space and weight in your backpack and you hardly ever use it except when you need to knock out a single target with a lockdown syringe? Well, maybe give it something with a serious bit of Oomph or some nasty chems to cause havoc among your enemies. This mod contains six different syringes that'll put a smile on your face whenever you pull the trigger of your Syringer.
This mod is another one of the bundle related to "Eisenwolf's Legacy", and therefore requires this mod to be installed and running before you can craft these syringes.


Installation

1. Install Eisenwolf's Legacy (see the link above) and do the small introduction quest if you haven't already. Once it's done simply create a new savegame and log out.
2. Install this mod using NMM and continue from the savegame you just created.

How to get the syringes

Once the mod is installed, you'll receive a notification that your Pip-Boy decrypted another page from the Eisenwolf-Almanach and that a holotape has been added to your inventory. You can now craft the syringes, but you will need the empty syringe projectiles at the Eisenwolf workbench.

The syringes

Peacemaker:
Pax Mk 2. It combines mindcloud and pax effect, rendering you completely invisible to the target for 30 seconds and extremely hard to detect by it for another 90 seconds. Additionally, it lowers the target's damage resistance by 25 %, providing quite a glass jaw in case you got to end the peace effect prematurely.

Nightmare:
Unleash the horror! The Nightmare syringe is suited for targeted crowd control, as it causes extreme hallucinations, making the target experience a nightmare come true. It will panic and try to flee, but the nightmare effects impedes its movement speed by 75 %, making it an easy target once you want to awaken it with a well-placed shot.

Nemesis:
Let the blood boil! Makes the target completely passive, giving its allies enough time to gather and see what's going on. But after ten seconds, the target will erupt in a massive frenzy, attacking whatever is close to it. Too bad the syringe also reduces the target's damage resistance by 25 %. Just lean back, grab some popcorn, enjoy the show, and smile. :)

Hellfire:
A small but powerful shapes charge. It deals 50 points of explosive damage to the target upon impact, and an additional 200 points of bleeddamage over 5 seconds, which bypasses any type of damage resistance.

Leech:
Time for a blood donation, even if the target doesn't want to. This syringe causes 100 points of bleed damage and puts a bloodpack into the target's inventory if it is a ghoul, human, deathclaw, Yao Quai, or Rad-Stag. If the target is irradiated, you will loot a bag of irradiated blood instead once you finished off the target. The good thing about the Leech: it will not cause the target to attack you, as it does not turn the target hostile upon impact. On the downside you will need empty bloodpacks in order to craft this syringe, that's why I added them to the loot table of your settlements' clinics. You won't be able to buy large stocks of them, but a few should be in their inventory whenever the cells reset.

Meltdown:
Error! Division by zero! Silently sabotage an enemy robot or turret with this little hacker device. The target will frenzy immediately, attacking anything on sight. However, the Meltdown also disrupts the target's actuators, impeding its movementspeed by 75 %. Oh, and if the turret or robot start to fire, you might want to step back a little ... and you better run when you see the smoke.


Known issues

It's possible that you won't see hit effects from the syringes outside of V.A.T.S., which is because the syringer ammo is technically a potion (not kidding, that the form it uses in the Creation Kit!). So far I haven't been able to fix this, but I'll keep on trying, of course. ;-)

Changelog

Version 1.1.0
- Debugged the Meltdown syringe so its effect cannot harm the player or their companions anymore.

Version 1.0.0
- Initial version