Fallout 4

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Toro Montana and MarcusGarlick

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ToroMontana

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About this mod

In the future the Sole Survivor of Vault 111, you, will lead mankind in a war against a malevolent artificial intelligence programmed to enslave the world. From this dark future, two machines have been sent back, one to kill you, the other to protect you. Live or die... war never changes.

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Translations
  • Spanish
  • Portuguese
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Marked for Termination
A Terminator-Inspired Manhunt in the Commonwealth
Patch 3.6
by Toro Montana & MarcusGarlick™


In the future the Sole Survivor of Vault 111, you, will lead mankind in a war against a malevolent artificial intelligence programmed to enslave the world. From this dark future, two machines have been sent back, one to kill you, the other to protect you. Live or die... war never changes.

Requirements:

There are no special requirements beyond vanilla Fallout 4. If you're updating from patch 3.3 or lower to patch 3.4 or higher, you must manually remove all loose files from the previous version as the loose file format is no longer the default format for this mod.

This mod is out for PC and Xbox One. There is also a PS4 version but it's very different. Links in the mirror section.

Details and Features:

This mod is inspired by the Terminator series and adds two cyborgs from the future, Gen-5 synths, into the game world of Fallout 4. They arrive when you reach level 10 or higher. One cyborg is the bad guy, it will attempt to track you down no matter where you go in the Commonwealth and attempt to kill you. It is nearly indestructible, your goal is to escape its wrath and survive. When not in combat, the cyborg travels the map at walking speed to make evading it feasible. It obtains exponentially deadlier weapons as you level, so don't say you weren't warned. This is not intended to be easy.

We say nearly indestructible because there are actually three ways to permanently kill it:
1. a direct hit from a mini-nuke
2. freezing it with any Cryo weapon, including weapons from third-party mods if they do genuine frost damage
3. forcing it into one of the large vats of molten steel at Saugus Ironworks

That's it, nothing else can kill it. You can knock it out, sometimes even severely damage it to the point where it appears dead, but it won't stay dead if you don't use the right methods.

The other cyborg is a companion and protector. It will act as a secondary companion so you don't need to dismiss the companion you had before. You can trade gear with it, give it better weapons, make it carry junk, talk random crap with it, but you can't give it specific instructions or dismiss it, at least not while the bad guy lives. Like other companions, this cyborg cannot be killed and will repair itself even if essential tags are disabled. Unlike other companions though, it has no affinity, doesn't care if you're good or bad, and will never betray you.

The mod features fully voiced dialog now. Voice is recycled for the player, new voice actor is used for the cyborg companion.

Some aspects of the mod can be customized with a free holotape you can get from the chem station. For example, you can set the companion to address you as "John/Sarah Connor" and you can drastically raise the difficulty on the mod. If you select the final difficulty level, you will only be able to kill the enemy cyborg at Saugus Ironworks and the cyborg will be able to kill essential NPCs with its stronger weapons, your companion cyborg and Father being the only two NPCs immune to it.

You also get a few new craftable items as a reward if you permanently destroy the enemy cyborg.

FAQ: (including some non-questions because why not)

Q: I'm level 10 and the cyborg isn't coming to kill me, what to do?
A: It takes time to travel around, just keep playing and forget about it. The way it works is this: The mods runs a script every time you change your location. If you're level 10, the script will spawn the cyborg on the Commonwealth map. Then, it begins to travel slowly.

Q: How will I know which cyborg is the good guy and which his the bad guy? How will I recognize them say in a crowded settlement?
A: You'll know when you first encounter them.

Q: If I spot and shoot the bad cyborg first, will guards attack me?
A: No. If you're certain it's him, shoot away. Just don't shoot civilians thinking it's him. The guards never defend the cyborg even if you shoot first.

Q: Oh my God, I fast traveled and the bad cyborg is right behind me. Why?
A: One thing that people really need to understand is that fast travel is fast travel, not teleportation (unless you're literally using Institute fast travel). Time advances too. If you travel from Sanctuary to the other side of the map, don't expect every other NPC to just stay in place all those in-game hours spent off-screen. Seriously, just run if it doesn't work out the way you wanted it. Fast travel may not always get you as far away from the cyborg as you want.

Q: My companion is stuck, what to do?
A: Traveling to a new location should unstuck him and make him catch up to you. Pretty much like all other companions.

Q: Can I dismiss my cyborg companion?
A: Only once the enemy cyborg is permanently dead. You also need to talk a little with your companion first before that option opens up. No Charisma is required. He can only be dismissed to Vault 111.

Q: Why does my companion have such lousy weapons?
A: Feel free to trade him better ones.

Q: Why can't I command the companion to do specific things or send him to settlements?
A: Several reasons:
1) balancing issues, you're already getting him as a secondary companion with unlimited ammo
2) it wouldn't exactly fit the intended story, he's your protector whether you want him or not and it's his autonomy that decides the best way to achieve that
3) you could ditch him by simply telling him to stay in one single spot while you fight the enemy alone, which again doesn't fit the story or his mission to protect you
4) his presence in the timeline is an anomaly, making him a settler would change the natural course of time far more than necessary, this is a reason why he goes to Vault 111, it's one place where almost nobody else is interested in going

Q: I keep hitting the bad guy with mini-nukes but he isn't dying. What's wrong?
A: Only a direct hit is powerful enough to kill it. Aim better. Or better yet... VATS is your friend.

Q: My companion is hitting him with mini-nukes but he isn't dying. What's wrong?
A: You have to do it yourself.

Q: Will a mini-nuke kill my companion?
A: For gameplay mechanic reasons I have decided to keep the companion invulnerable, even to mini-nukes.

Q: Will the cyborgs follow me to the Institute?
A: Generally speaking, no. They have no way to reach it, but they can reach almost every other place, including Nuka-World, Diamond City, Far Harbor etc.

Q: Can I romance my companion?
A: No.

Q: Can I lose reputation/affinity with my companion?
A: There is essentially nothing you can do in-game that will make the cyborg companion hate you. Good guy? Bad guy? Neutral guy? He doesn't care, he has no morals or values, he's there to protect you by any means necessary and that's it. He won't even care if you shoot him.

Q: What perks does my companion have if any?
A: Let's just say, the companion is very resourceful and a very good scavenger and won't actually deplete most types of ammunition you give him.

Q: Will the mod come out for the PS4?
A: It's out already.

Q: I obtained a legendary Fat Man from the evil cyborg but it is not doing the damage displayed on it.
A: The 5000-10000 radiation damage coming from the custom Fat Man weapons used by the cyborg only works if your target is actually hit by the mini-nuke projectile itself. If it actually did that much damage as an area-of-effect, you would never survive it. This is supposed to keep you on your toes even at high levels.

Q: Is this available on Bethesda dot net?
A: It is now. See link above.

Q: Help! The cyborg stole my power armor. What to do?
A: Order him out.

Q: The companion cyborg came from the future so... can he help me find Shaun if he knows what happens in the future? Can I skip parts of the main quest?
A: There's only one way to find out and that's by talking to your companion. No spoilers.

Q: Is this compatible with Nora Companion?
A: It is, but there might be some (more than minor) lore discrepancies. The mod assumes as canon that your spouse died.

Q: Is this compatible with ...?
A: The mod is compatible with a wide range of mods, that said nothing is 100% certain. Short answer: Yes. Long answer: Test it yourself, compare results vanilla vs. modded. Two main issues that could break the mod are: 1. A fundamental overhaul of Saugus Ironworks 2. A complete redesign of the Commonwealth that is so radical it removes the cyborg insertion point, I don't know of such a mod yet and there's no reason anyone should have to remove that reference from the game. This mod doesn't edit much in the vanilla forms outside of a few things in Saugus Ironworks.

Q: Will this mod come out for Fallout 76?
A: Fallout 76 is a mess and I have no interest in creating any kind of mods for it.

Q: This mod doesn't work! / [Insert Random Feature Here] doesn't work!
A: This type of one-line commentary is not helpful to any modder, it's not even helpful to the community at large. If you believe you have found a bug, then you should properly document it otherwise, it's just not going to be taken seriously. Most bug reports are not just bogus but demonstrably bogus, think before you type.

Known Issues:

1. Companion-related perks won't not work with the cyborg as he is a special NPC that doesn't take up a standard companion slot.
2. There is a minor issue with the cyborgs excessively malfunctioning (graphical bug, virtually no impact on gameplay) when damaged by a DoT (damage over time effect).
3. Do not use Cryo weapons on your companion.

Credits:

Toro Montana - author
MarcusGarlick - Arnold Schwarzenegger face model
Liz/yoo - voice actor for Cameron
HadToRegister - voice actor for Arnold companion and male player (legacy content)
Garlikk - voice actor for Arnold companion (legacy content) and male player (legacy content)
xVA Synth - Talk Like Arnie compatibility only
recycled vanilla files voice the player
Bethesda Softworks - wouldn't be possible without them

Contact:

E-Mail: [email protected]

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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.