Fallout 4

About this mod

Colonial Marine mod that implements weapons, creatures (thanks to AOTC by jwhittz2020), and much more. New areas to explore with things to hunt or hunt you. Note: mod Mad Rock seems to cause CTD for this mod (see AriRyan's post on this for detaisl)

Requirements
Permissions and credits
Changelogs
COLONIAL MARINES MOD

Version: 2.0.0 BETA
Date: 18 May 2018

NOTE: ISSUE causing CTDs at the drop ship to the isle id'd by AriRyan see his post for all details but in a nutshell:

Okay, here's what I did for troubleshooting my own game: I removed a specific mod from my load list entirely that I was suspicious might be
causing my problem. I should note that I removed no other mod I have on my list (and I'm over 140 at this point). Then, I loaded a previous save
and ran from Gunner's Plaza to the extraction point to try the drop ship. This time, it worked perfectly. I was moved to the Isle as I
should've been..no CTD. So, I used TCL to fly out towards where I was seeing the castle before. The castle structure was completely gone.

The mod I removed was Mad Rock.

Team has placed an xbox version over on Beth Net ... https://bethesda.net/en/mods/fallout4/mod-detail/4075945

NO idea how long will stay on the site and this is the last time will atempt to make available over there .. so grab it now.


1.  BACKGROUND:  Intercept Transmission .. heard by player and others.

Sulaco Actual: Approaching Planet Victor-3,

contact Re-established with Probe Command.  Remind them we are one crew, with one mission, exploration and colonization of a new world.  They need to determine the overall suitability of this planet to meet our needs and to avoid contact with locals as all indications are that will result in aggressive action..

Probe Command: Landed safely and have begun search pattern.  Moving toward identified transmission locations to identify possible sites of infestation.

Sulaco: Again avoid contact with locals but find the source if the signal that brought us here.

Probe Command: Wait one ... incoming from V1, approached target 1, under attack, say again under attack.  It's huge and there is more than one of them, not infestation it is worse ... (screaming heard and the transmission ends). Sir recommend terminate mission and regroup.

Sulaco: Negative, continue to assigned Towers.

Probe Command: Sulaco received from V3;

Approaching area of high radiation readings, Tower 7 ahead .. damn spotted, what the hell is that they are firing, radiation i say again radiation .. not blocked it's killing us and destroying the circuits; activating internal defenses.  Do not rescue we are dead or dying.  I hope there is an infestation here they deserve each other .. V3 out.
Again terminate the mission as have a 30% lose rate at this point.  Concur with V3, they deserve each other.

Sulaco: Negative, continue on assigned routes.

Probe Command: You happy now here is V4s transmission; Approaching Tower 2 no sign of activity at this poi .. what the hell is that a crab a huge mothering crab, there is another and another, there are 100s of them and ammo is low.  Oh no that is huge and herding  more at us.  It is picking us up and ... screaming can be heard and then a splash followed by silence.
Either pick us up or we are outta here and do not care what you say.  Weapons are hot and we are shooting anything on this damned planet that shows itself.

Sulaco: OK contact the other elements and head for the river and move south near the swamp, there is a spit of dry land there that is solid enough for the shuttle to retrieve you.

Probe Command: Arriving at extraction point .. all seems clear, no word from other elements at this point, send shuttle.  We will establish a fortified position and await your pick up, must presume other elements no longer operational.

Sulaco: Drop Ship released .. is on auto mode programmed to return to ship beacon, pilot area is off-line; Sir suggest someone check out what is happening there.  Recommend that we establish a class 3 quarantine on this planet and concur if there is an infestation here I pity them, no not the locals the Xenomorphs. Also believe that any attempt to recover the supplies in the vehicles as being counter productive, heck given the level of armaments down there what are a few more weapons after-all.

Concur leave the marker and auto-weapons in orbit and prepare the ship to translate out, now what is going on down in the marine area. .. what is that the alerts are activating in the Science Bay, something has gone wrong, terribly wrong. Someone on board has betrayed us.  More Alerts in Engineering .. power going off line in multiple locations within the ship.

Sir, We can not break orbit and based on our orbital degradation we will be forced to land and land hard on this pest infested planet.  

Find us an isolated spot Helm .. there that island off the coast, it looks deserted and we are not picking up any organized activity there .. Blow the engines and set us down there.  Security activate internal defense protocols and find out what is happening and where the Hell is David and the other androids .....


2.  MOD START:  The quest starts out at the small security shack, just outside of Vault 111, where you'll find LT. Hicks body with a holotape which leads you through the Wasteland, you encounter creatures that are out to kill you, and weapons and armor to make you stronger. You'll follow notes and terminal entries that will lead you to important locations in the quest. While following the quest, you'll encounter questions and answers, that will eventually lead you somewhere that you'd never expect. Upon getting through the end of the quest, you encounter a new world space. Challenges, and creatures with new Bobbleheads and magazines to find, and loot that needs obtained!

RECOMMENDATION: It is recommended that the player do a clean save by disabling the old mod and then go into the game and wait 3 full days, save the game and exit back to the main menu and then re-enable the mod. The reason we suggest a clean save is because the new version adds a significant amount of new content, and changes the location of all the APCs that were in the old versions.  Although our play testing has not resulted in errors with overwriting the old versions the potential exists and if issues occur if decide to just over write then we will of course attempt to assist the player but it will be harder for the team to determine solutions to a problem.

It is also suggested that the player start with a character who is level 25-30 or even higher, because in the later parts of the quest the enemies become much much tougher.  Also Heavy Weapons are strongly recommended.

WARNINGS:  

Critter Multiplier:  If use the mod MoreEnemies.esp by Aramiteus (great mod for those wanting a real challenge) you will be swarmed at times and the game has a chance of crashing to the desktop.  If it does not then you also have a really good chance of dying.
 

Location Data: Six APCs have been sent on a mission of exploration into the wastes of the commonwealth.  The locations can be seen on the map inside the control station for V-111.  Each prior location has a key card that is needed to activate the next APC and get what need to proceed.  So no can not go direct to the extraction point and proceed .. sorry, yes we are cruel but then the mod is dangerous ..... also getting to the final destination requires a suitably armed and ready player with Companion/s (yes it is navmeshed for companions).

First Location: Relay Tower 3SM-U81 (3, 21)
Second Location: Relay Tower OMC-810 (6, 9)
Third Location: Relay Tower 0BB-915 (-2, -12)
Fourth Location: Relay Tower 1DL-109 (-23, 1)
Fifth Location: Relay Tower 0SC-527 (-13, -3)
Sixth Location: WRVR Broadcast Station (-10, -14)
Seventh Location: Relay Tower 0BD-521 (-14, -28)

==================================  WEAPONS IN THE MOD ================================

1. M56: The M56 Smartgun by Meteros. Mesh cleaned up in blender and UV mapped to new set of textures (mine).  The most complicated weapon available to a marine. Sadly, the Smartgun lacks any auto-tracking capabilities. It does, however, have an impressive 250 round ammo pool to draw from, an inbuilt infrared sensor allowing great visibility in low-light conditions, deals a good amount of damage per bullet with a high rate of fire, have burstfire capabilities, an automatic reloading system, and the coup de grace being that due to the gun's toggle-able complex targeting algorithms each bullet will not hit any fellow marine. This allows a smartgun operator to fire freely through a group of marines without fear of hitting them. The Smartgun requires a special harness to lift and will automatically retract to the harness suit storage when the user is knocked down or else loses hold of the weapon. Like the SADAR, the user must stand still while reloading.

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You can convert this file to work with other games as long as you credit me as the creator of the file

ID = xxo3DEDD

2. M41: Uses Ryckter_X resource mod (available in FO4) in the game with updated textures and look (done by me).  This is the standard issue pulse rifle used by the Colonial Marines. A reliable, robust and overall effective standard issue weapon, the M41A must be held in two hands to fire. Unlike the M41A MK1, which holds 95 rounds, the MK2 holds only 32 rounds but offers the user greater capabilities to customize their weapon with attachments. The M41A MK2 has burstfire capabilities as well as a standard-issue UGL which starts unloaded, but can be loaded and reloaded with HEDP grenades.  

Standard 10mm LAP Model with dark green textures.  May be built by the player once find the schematics.
ID = xx007C3B

Standard M309 Model with off green textures.  May be built by the player once find the schematics.
ID = XX01312f

Snow Wolf model using black textures and more decals.
ID - XX014804

3.  Alien Isolation - Magnum Revolver by Tau34RUS.  Modified to use the 309 rounds have made the standard in the mod (yes I know not right, but i like them so maybe should call them 310 rounds).  Textures tweaked and changed to reflect the difference.  May be built by the player once find the schematics.

Posted in FNV by Tau34RUS: Any modders are welcomed to work and modify this mod, if you will post me with results I may add it as option or update main file with it with credits to a modder.

M309 Revenge Model ID: xx002E7C
44 Magnum Model ID: xx007C3D
50 cal Model ID: xx007C3E

4. M41AE2: Light machine Gun (or SAW) version of the M41.  There are 2 versions; the LMG and a Heavy Assault Rifle.  Both weapons use 10mm LAP rounds with the LMG having a capacity of 500 and the SAW holding 300 to start with.  Currently undergoing field testing and being used by elite soldiers, the M41AE2 is similar to its smaller M41A cousin. Armed with 100-round box magazines, the M41AE2 fires the same 10x24mm caseless ammunition as its relatives, albeit at a slower rate of fire. This can use M41A ammo, however the bullets must be transferred manually from the M41A mags into the M41AE2 Mags. The M41AE2 was originally conceived as a squad support weapon, but was mostly supplanted by the M56 Smartgun.  May be built by the player once find the schematics.

STATUS: Complete.
LMG ID: xx0101CEA
SAW ID: xx0101CEC

5. M240 Flamethrower: Planned conversion of mdel from Skyrim by xillus.  Ammo is standard fuel available in the game, I know but this time did not create the jellied nitro .. might later but at this point flamer fuel is it.  The ultra-deadly M240 is one of the most fearsome and savage weapons in the arsenal of the Colonial Marines. Firing extra-thick sticky napthal fuel from detachable fuel tanks, the M240 is able to both set hostiles ablaze and to section off an area with a wall of fire. For extended field operations, users of the M240 often find themselves refilling their tanks with whatever flammable material is available, with welding fuel being an effective and popular choice. A big drawback to the M240 is that due to the nature of the tanks, they cannot be refilled unless they are completely empty.  May be built by the player once find the schematics.

xillus has replied to a personal conversation entitled "Use flamer".

xillus said:
======================================================================
yeah you can use whatever is shown I havnt had time to make another flame thrower model you can use whats on the site
======================================================================

Staus: Completed.  Tweaked in blender with remap of textures.
ID:  xx0114E0

6. M78C Phased Plasma Infantry Gun (PIG).  Have put together a replica of this in blender .. came as close as my limited skills allow at this point .. UV mapped and textured by me also.  May be built by the player once find the schematics.

ID: xx017812
Ammo: xx017813  .. Vaporized Cadmium Telluride Pellets

NOTE: Battery Pack not implemented, did the mesh but can't get it to hang right and play nice with the overall model, yet.

7. M42.  The Armat M42A Scope Rifle is an American-made semi-automatic sniper rifle chambered for 10mm M252 HEAP ammunition. It is employed as the primary sniper weapon of the United States Colonial Marine Corps. Used some CC0/CCBY items from blendswap for the details on this weapon (the stock is based on the sr25 by kouoaeha, a CCBY on blend swap).

M252 High Explosive Armor Piercing (HEAP) round: An explosive-tipped match-standard round with a maximum effective range of 2,950 meters. Fusing is variable, and can be set to detonate either on impact or only after penetrating armor.[2] Fusing is controlled from a selector switch on the rifle.

Can be mod'd to increase damage and to add scopes to it.  May also do limited mods to make automatic, this is limited as the weapon was intended to be a snipers weapon not a riflemans.  All receiver mods have the AP effect as that was one of the main characteristics of this weapon.  May be built by the player once find the schematics.

ID: xx019EBC

8. VP78 Pistol: (Based on a CCBY Baretta M9 model on blendswap by willool reworked in Blender by the team and textered by us)  The Weyland-Yutani VP78 Pistol is a machine pistol chambered for 9mm cartridges (we are using 10mm LAP rounds in the game). A successor to the VP70 machine pistol, the VP78 was employed by the United States Colonial Marine Corps as their standard-issue sidearm in the 23rd century, replacing the VP70 and the M4 Pistol (although some Marines used it as early as 2179).  The VP78 Pistol is chambered for 9mm squash-head rounds for increased stopping power. It can fire in both semi-automatic and three-round burst modes; while accuracy during three-round burst is poor, it greatly increases the weapon's effectiveness at close range. The weapon has neither the stopping power nor the long-range accuracy of many other weapons, but it gives Marines something to fall back on if they cannot use their primary weapons.

In game pistol has an enhanced AI computer as part of the weapon that dramatically increases accuracy and lowers VATS cost to fire the weapon.  May be built by the player once find the schematics.

ID: xx01DBE1

9. M37 Shotgun: (Based on IMSHOTGUN a CCBY on blend swap by Argoon).  An Armat Battlefield Systems Shotgun utilized by UCMC Marines. This weapon is powerful in close quarters combat and is capable of killing even the strongest of hostile targets. Due to its sheer power, the M37A2 is capable of stunning even the mighty Xenomorph when fired from close range, but users should still keep in mind that the M37A2 must be pumped after every shot (pump not implemented).  May be built by the player once find the schematics.

ID: xx01DBE2

10.  Special Weapons:  Unique one of a kind weapons that may be found somewhere in the mod's areas.

10A.  The JCAT mini PIG implementation by ARMAT.  Code named Jonesy or 'Stupid Cat'.

ID = xx018620
Ammo ID = xx018623

10B.  X340 is a special flamer variant designed to use Xeno Fluids as it's ammo. It does an acid type damage and turns your enemies into green goo and can be Found on the Isle.  Uses same mesh as normal flamer but look is different (will be updated eventually to have own mesh).

ID = xx0128A9
Ammo ID = xx01289A

10C.  Sturm Zaku Rifle, conversion of a resource by 500slr available on Nexus, given to the General by The Foundry as a prototype to be tested.

ID = xx027233
Ammo ID = xx0271E1 (20mm rounds)
Ammo ID = xx0271E0 (20mm explosive rounds .. requires modding the weapon to use)

10D.  M4LX Service Pistol.  based on the resource 'Rand Pistol' here on the Nexus by Shirik.  May be built by the player once find the schematics.  weapon uses 9mm ammo and may be upgraded to use different versions of same.

Weapon ID: xx008891
9mm Ammo ID: xx00A084 (base ammo only, may mod to use different version of the 9mm ammo)

10E.  Legendary weapons .... (may not be built .. one of a kind, you have to find them)

Hicks’ Shotgun  - No Fate (xx007522)
Gorman's Pistol (xx00B4DB)
Vasquez's Smart Gun - Adios (xx00A20C)
Vasquez's Pistol (xx00B4E1)
Frost's Flamethrower (xx00C7C8)

11. Ammo Options:  The various ammo types that are used by the weapons in the mod.  Details on which weapon uses which type may be found in the individual weapon descriptions.

M309 HE Ammo (ID = xx01A67B)
M309S HE Seek Ammo (ID - xx03EE22)
Heavy Impactor Ammo (ID - xx013129)
10 mm LAP (ID = xx007C36)
M272 HEAP (ID = xx03DED8)
Flamer Fuel (ID = xx0168D9)
CAD_T Pellets (ID = xx017813)
ARMAT S-11 Shotgun Round (ID = xx01DBE3) ... Standard M37 round.
ARMAT B-15 Shotgun Round (Explosive .. M37 may be upgraded to use these shells) (ID = xx0202C2)
9mm Ammo ID: xx00A084
9mm Acid Ammo: xx00A085
9mm Cyro Ammo: xx00A086
9mm Fire Ammo: xx00A087
9mm Elec Ammo: xx00A088
9mm Rad Ammo: xx00A089
20mm Ammo: xx0271E1
20mm Xplosive Ammo: xx0271E0
JCAT Ammo: xx018623

11. Upgrade Mods:  All weapons may be modified to increase damage, rate of fire, stability and other items.  Some of the upgrades change the visual look of the weapon others do not at this time (will be corrected over time).  Additionally, may change some of the weapons to use different ammo types then the base they start with .. feel free to ask for more changes that you think will help the mod.

==============================Additional Features==========================================

12.  Bobbleheads:  There are an additional group of 20 of these scattered about with a Colonial Marine flare to them.  At this point they do the same as the normal ones in the game (time permitting new capabilities may be added).

13.  Magazines: Two new sets of magazines have been added into the play of the mod.  One is specific to the Army props (7 of these) added in for flavor and the other is for the Colonial Marines (9 of these).

14.  New Critters:  varied xeno infested creatures (ferals, dogs, Deathclaws and more) will be encountered in the mod plus specific Colonial Marines ones (facehugger, xenomorphs and others), all based on the wonderful work in AOTC by jwhittz2020.   Be aware that some infected may not have been totally converted yet and if found will not attack but wander around in a dazed and lost manner.  It is highly recommended that the player kill them before the conversion process completes.

15.  New Spaces:  Have done a set of interior and exterior spaces for the player to enter and explore as part of the mod.

================================Other Information==========================================

16.  Future Plans:

A.  Open up more areas for the player to explore.

B.  Make the mods actually change the look of all the weapons versus being nulls. Status: In Process, complete for some but in process for the earlier weapons.

C.  Animations.  Need new ones for the smartgun and the M41As.  A weak area for me so any help here would be appreciated.

D.  Merchant:  May add one depends on whether needed given that the ammo can be made at the chem station.

E.  Add in some Legendary weapons .... (see Weapons section for those already implemented)

Hudson's Pulse Rifle - The Raven .. TBD

F.  Rework sound files for th weapons and other added features where appropriate.

G.  Fix LOD issues that impact distant views and figure out how to make a map for the island.  Any help here would be more then welcome.

H.  Fix rotation issue on magazines when player views them after picking up.

17. Hints. Pay attention to the area where find the 1st casualty of the Sulaco, especially the wall of the shack.   
To enter the next APC in the chain must have something from the prior one .. it is a series of bread crumbs that the player must follow.

18.  Permissions and Credits.  As indicated above.  For my tweaks and/or textures I consider them (like all my work) CC0, i.e. creative commons with no recognition required.  Other items used with permission are as indicated below.

=Empty Ocean World Player Settlement by Lord Comfy .. used as the starting point for the Isle.  Received permission from author to use this.

=Aliens of the Commonwealth (AOTC) by jwhittz2020 .. used creatures and textures to add spice to the Isle.  Received permission from author to use this (XENOS and Variants ON - Based on jwhittz2020 model work here on FO4 NEXUS and repose to asking for use permission, "WIlling to contribute what I have as long as there's credit given.  Were you wanting to use the original xeno style?  I have a few hybrid concepts from fallout creatures and the neomorph from covenant that I should have converted over shortly if interested.").  Did not place Aliens in the Commonwealth, for those that desire their company strongly recommend use AOTC mod.

=Fallout4NewVegasProject for permission to use their 'Classic Combat Armor' in the mod and redo to look closer to that in the Alien world.

=Sulaco - Vehicle: mesh is modified from the 'CC0' model done by koumis on blender swap, textures (and mesh changes) done by me.

=Punching Bags - Modders Resource by ModdedMeghan; available here in FO4 Nexus

=Arcade Terminals by pra -  Asset use permission = You are allowed to use the assets in this file without permission or crediting me.

=Cat Pistol based on a CCBY Mesh available on blendswap: Sci-Fi_Pistol done by Rjjonesy99, and as named after the cat Jonesy in the movies seemed appropriate to use it.

=Institute Weapons Workbench by w7a0 from the Modders Resource section here on FO4 Nexus.

=Rand's Signature Pistol Model by Shirik from the Modders Resource section here on FO4 Nexus.

= ZPU 4 by ravager1 in Modders Resource here on Nexus for FO4.  Three versions implemented in the mod with different angles for the barrels (ID = xx0271BC, xx027A12, and xx027A13)

= Zaku by 500slr in Modders Resource here on FO4 Nexus.

=Scopes: CC0 on blend swap modified by team in blender and textured by team.

=Sounds: MurderMiesterR for assist and permission to use his work (on Ballistic M41 at this point).

=Alt Sound: By mamelukturbo; https://www.nexusmods.com/fallout4/mods/37859?tab=files if only want the sound can get it here and install it only

=Alt Textures; by brammcnasty; https://www.nexusmods.com/fallout4/mods/37859?tab=files and https://www.nexusmods.com/fallout4/mods/37918 check them out as to look and feel.

19.  Tools Used:

Blender 2.79
Noesis
MindTex 2
Nifskope
GIMP
Body Slide/Outfit Studio
paint.net
3D Builder (used to fix mesh issues that sometimes occur when convert in OS)
Substance B2M3