Fallout 4
0 of 0

File information

Last updated

Original upload

Created by

Trainwiz and Niero

Uploaded by

trainwiz

Virus scan

Safe to use

282 comments

  1. cubbyman1
    cubbyman1
    • member
    • 17 kudos
    after playing with this mod for a while i have found out that i really need to get myself lots of med-x to fight these guys, because damn that bio weapon kills you so damn fast, i mean i can add in all the ballistic weaves on each armor piece, but damn these courser guns always seem to kill me in nothing flat. 
  2. PhoenixKnight13
    PhoenixKnight13
    • member
    • 19 kudos
    I can't seem to get the weapon to spawn on the named Greentech courser... spawns with the ammo but no weapon. Finally tried using the console to give it to him just to see.. after a moment he ducked down and went into stealth, shot me once and my game froze.
    I have a feeling Galac-Tac is interfering, despite trying to fix the plugins to match up... either that or something is conflicting with the weapon effect. My vision went all blurry then it just froze like that.
    1. PhoenixKnight13
      PhoenixKnight13
      • member
      • 19 kudos
      After going through the plugin extensively looking for any conflicts I wasn't able to figure it out, whether it's last in load order or not. Greentech Courser for some reason won't spawn with the gun, despite it being in his inventory list according to the plugin entries... nothing overriding or modifying I can tell. Regardless even if I give him the gun my game crashes 100% of the time soon as I'm hit. Can't read the BuffOut log cause it freezes my client rather than CTD, so no clue what's causing the problem. Not using ENB, I am using NACX but not sure which settings would alleviate the issue if any... Greentech courser ends up being a pitiful exchange, shortly after aggroing he just dies to a few hits without putting up more than a fist fight or using any of his abilities other than the stealthboy... if left with the default Institute weapon spawns he'll attack, but still doesn't utilize the new spells.
      Will have to give it a try another time in a fresh game I guess, too many mods in my current load order to track it down unless someone has a suggestion, any help would be appreciated. Something about the Greentech Courser's story scripting, the whole dialogue scene kills his combat efficiency, takes him 5 seconds or so just to start moving and pop stealth, who made this game? lol
      Tried removing the gun from any Courser injections moving forward as a workaround, will see if I can at least use it myself or not.

      Also, for anyone that hasn't tried yet - the Greentech fight is a lot more interesting if you aggro him from below by firing a few stray shots to piss him off... this way you can ignore the dialogue and actually get a real fight going.
      Edit - Upon further testing after removing the V3-N injection (replacing it with Institute entries for auto rifle and Boss weapon entries) Greentech's abilities kicked in when I threw a grenade nearby... He then stealthed, teleported, proceeded to shrug off a barrage of 9mm uranium coated rounds (I had my handgun out to get his attention) then exploded me with another teleport attack.
      It was f*@#ing glorious, he ended up spawning with an RPG and a Pulse Carbine both
    2. RohitRam
      RohitRam
      • premium
      • 6 kudos
      Not sure about the weapon issues themselves but this mod will inject the weapons into the leveled lists to make sure they appear:
      https://www.nexusmods.com/fallout4/mods/49078
  3. CosmicCrisis69
    CosmicCrisis69
    • member
    • 6 kudos
    Regular ol Gen 2's spawn with invisible chest pieces with this mod installed. I can't figure out why, since there doesn't seem to be any Gen 2 synth record touched by this mod. Anyone know a solution?

    WAIT lmao do the lower tier vanilla synth armors just look like that?????
  4. DozenthTurmoil
    DozenthTurmoil
    • member
    • 0 kudos
    does this work with the Look at Me Institiute mod?
  5. spacemonk37
    spacemonk37
    • member
    • 0 kudos
    Please release a version of this mod with the coursers only having the new bioweapon!
    1. trainwiz
      trainwiz
      • premium
      • 1,354 kudos
      No.
    2. spacemonk37
      spacemonk37
      • member
      • 0 kudos
      Lmao why not. I already use mods that jack up the difficulty and I find the courser changes not lore friendly. Teleporting uses a lot of energy, I doubt the Institute would be interested in teleporting them all of the place in a firefight.
    3. trainwiz
      trainwiz
      • premium
      • 1,354 kudos
      No.
    4. spacemonk37
      spacemonk37
      • member
      • 0 kudos
      ok
    5. Evillord17
      Evillord17
      • supporter
      • 0 kudos
      haha funny.
    6. JotunYmir
      JotunYmir
      • member
      • 14 kudos
      Lean edit and the creation kit. Takes like 2 seconds to do yourself.
    7. spacefiddle
      spacefiddle
      • premium
      • 143 kudos
      .....besides, anything can be easily explained with minimal effort: teleporting yourself 10 feet away is a helluvalot different than reaching out and grabbing someone from anywhere across an entire state. So there. ;P

      Looks great, I think I'll see if I can also give them my melee changes, just so I can *really* hate myself after I encounter one...

      The Greentech encounter I remember as being one of the biggest letdowns of the game when it was new. Hell, even Bethesda knows it, if you have Danse with you he remarks after you kill it "That was a bigbad Courser? Pffff"
    8. chaseoliver5
      chaseoliver5
      • premium
      • 3 kudos
      Bethesda DID give themselves an out tho, with Justin Ayo remarking that the batch may have been defective
    9. dkhexblade
      dkhexblade
      • member
      • 1 kudos
      There's also a marked difference between taking on the Railroad or barely-armed settlers, and messing around with a fully-trained BoS Paladin in power armor and the walking World War IV that is the Sole Survivor. The Institute's most consistent flaw is their massive overconfidence and sneering egotism; I believe there's even a spot where you can find that the Institute (which never developed power armor) simply refuses to believe that a human in pre-War PA could take on a Courser.
    10. 363rdChemicalCompany
      363rdChemicalCompany
      • premium
      • 15 kudos
      @dkhexblade: Best post in this thread.
  6. aismdasimdfd
    aismdasimdfd
    • member
    • 0 kudos
    this uses the homemade rifles animations, can someone make the animation standalone (edit something is probably messing with the weapon and also i wouldn't recommended installing for new playthroughs or just going for a non institute playthrough you'll probably die)
  7. cubbyman1
    cubbyman1
    • member
    • 17 kudos
    hmn, i wonder if this mod will effect my fcom coursers and make them less pussy for once. 

    i use coursers in battle all the time, but they are just so weak that i have to find stronger fighters than them. 
    EDIT: it turns out this mod is good, but the coursers still go down too quickly, i need them to be much stronger, i'm using another mod that makes the gen 1s stronger called fear of the synths and now when going up against the coursers even with their new abilities, the coursers are still the weakest synths to fight up against.

    something has got to be done to make these guys far more beefy, give them crazy health values or something, because they are "BIG" pushovers, i BEG of YOU, please make them stronger!.

    maybe give them the ability to relay in other courser synths to fight up against, so while one is down another is relayed in to fight up to 3 times like how your mod resurrects the current one your fighting, so you could potentially fight up against 3 other synths who all have the same capability's as the first one. 
  8. HarryPooter
    HarryPooter
    • premium
    • 0 kudos
    does anyone why the ammo doesnt show up at the chemistry station?
    1. Sorulus
      Sorulus
      • premium
      • 0 kudos
      try ammo station instead
  9. Lertkrush
    Lertkrush
    • premium
    • 1,955 kudos
    The Coursers deal way too much damage with this mod. Their poison gun will kill you in like 1 second.
    EDIT: The gun is really overpowered =.= compared to other weapons.
    1. Jax66
      Jax66
      • supporter
      • 24 kudos
      You could easily change the damage values using fo4edit, been editing alot of mods to my satisfaction with it for a long time
    2. Eman17j
      Eman17j
      • member
      • 9 kudos
      Completely OP and I can't even hardly kill the Courser either. I use Follower Revive System so when I should die I go into bleed out instead but the gun in this mod is so powerful that as soon as I am healed and stand up I go back down.

      The first thing I am doing is getting rid of the stacking effect. It has 3 stack effects. Also the resist types are poison so if you do not have any poison resistance you get full power poison. I'm going to change all the resists values to energy resistance.

      Most of the resistance types in Bethesda games are half assed any ways the only two systems that are implemented more fully are Damage Resistance and Energy Resistance.
    3. ayemoli
      ayemoli
      • supporter
      • 0 kudos
      Seriusly? I just kill the first courser after I finished the conversation with him and he say I'm going to end up dead as others. 1 shot to his back with my shotgun, I don't understand why he turns his back to me, but conclusion he is dead within 1 second lol
    4. Eman17j
      Eman17j
      • member
      • 9 kudos
      I use Endless Warfare I don't have just one or two coursers in my my game I get quite a few.
    5. chaseoliver5
      chaseoliver5
      • premium
      • 3 kudos
      Its almost like a goddamn robot that was DESIGNED to be the most dangerous and lethal machine, a machine that can wipe out a whole BUILDING full of highly trained and equipped mercenaries by himself like its nothing(not to mention its training in espionage, stealth, armed and unarmed combat training, survival, repair, investigative techniques and psychology) is meant to be a little fuckin overpowered :''D
    6. guilhermehank
      guilhermehank
      • member
      • 0 kudos
      I know, right? Its almost like they were meant to be deadly.
    7. MeteorJunk
      MeteorJunk
      • premium
      • 0 kudos
      @guilhermehank lol I know right? what a concept!

      I actually like the fact that it's powerful. Makes up for the fact that in the base game coursers are laughably easy to kill and the Institute, that is perhaps the most advanced faction in the entire world, facilitates weapons that are somehow still worse than prewar laser rifles.
    8. GarSeeYa
      GarSeeYa
      • member
      • 0 kudos
      Where do you find the values which edit said stacking effects? I've already altered the base and secondary damage values, but I assume their aggressive damage stacking values still make enemy coursers a menace to face.
  10. Edward1379
    Edward1379
    • member
    • 0 kudos
    getting hit by this weapon freezes the game.