Fallout 4
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Jef9999

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jef9999

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33 comments

  1. WOHRWULFF
    WOHRWULFF
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    Is there a way to add a command to an ammo type? to make something a force out of power armor ammo? call it like an emp dart or something...
  2. PlayerTw0
    PlayerTw0
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    do these require perks to craft them? if not can you make a perk necessary mod so that the fatman syringe at least uses science 2 or 3 ect.
    1. jef9999
      jef9999
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      No perks required and I won't be doing any modding until the geck comes out most likely. If you want those restrictions just RP it / limit yourself. I feel I've limited it enough requiring the fatman ammo as a requirement and just wanted something fun to use.
  3. gamenode
    gamenode
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    I'm just going to put this right here.

    How about a "Fus Ro Dah" syringe? Something that knocks the enemy flying. Great if they are next to a cliff or on a bridge or something. Maybe send them over into a group of Deathclaws or Super Mutant camp.
    1. jef9999
      jef9999
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      Out of my scope sadly. I don't think there's a magic affect with this on it so you'd need to create one which means you'd need to know the force code, which I have no way of finding out atm or until it's added to FO4edit. You might ask PeterChin he might know and is better at modding than I as we both do syringe mods but he's way better at it.
  4. Akebo
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    What exactly happens to the enemies that get "teleported" away lol?
    1. jef9999
      jef9999
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      Science!
  5. callmedc
    callmedc
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    Funny mod.

    Can you make a 'Living Bomb' one? So that hostiles that were getting injected would be exploding (similar to the grenade pickpocketing) a few seconds later.
    Or a 'Mutating' one? That turns dogs into hounds; humans into mutants? And obviously also causes them to frenzy, for gameplay reasons.
    How about a 'Dehydration Syringe'? Causing stats like strength, perception, and agility to drop noticibly, while also lowering the targets speed.
    And last but not least, in the spirit of the Wabbajack, an injectable that turns targets into molerats, since chickens are not an option.

    best regards
    1. jef9999
      jef9999
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      Sadly the only options I see are on hit effects such as different damage types, ballistic, fire, electricity, poison, etc. I don't see any way to make syringer ammo do anything more than this as the options just aren't there. I've tried to copy the code from things such as your Living B suggestion and paste it into the on hit line but it just returns an error. Maybe someone will find a way to do it before the GECK ><
    2. Fryrr
      Fryrr
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      When the GECK releases, I'll be standing in line for an F.E.V. syringe.
    3. jef9999
      jef9999
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      If it's not rocket surgery to use the GECK I have many plans...many, many, plans indeed.
  6. cadegeo1
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    downloaded and endorsed the mod.. is it the explode-on-contact effect that somehow even the turret get exploded when hit other than other syringes that doesn't effect the turrets?.. and is there other chance that you will make a non explosive syringe? more like ballistic damage kind of type? somehow i doesn't like exploding enemies like behemoth and deathclaw because of a tiny syringe..
    more powers to you my friend
    1. jef9999
      jef9999
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      Yes, it explodes on contact. Since it requires a Fatboy round I think it's justified because a Fatboy is pretty much an I win button too but in a huge AoE. This just enables you to have an alternate single target option for indoors and useful for people that like sneaky playthroughs like me. Again, you're trading huge AoE dmg for single target dmg which I think is a fair trade-off but I know where you're coming from.

      As for the other syringe types, yes I'm trying to read up / talk with other modders to figure out how to achieve the effects I want and I plan to update when I have new stuff and I've tested it.
    2. cadegeo1
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      honestly, i don't know how to create mod. so i tried to use FO4edit with all my understanding and end up a bleedout syringe that instantly kill on hit. i don't have references in creating a mod that's why i don't have any knowledge concerns how other mods work
    3. jef9999
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      Well neither do I really, this is my 2nd day modding so I'm no expert. As for your bleedout syringe, the damage is under Effects. By default you can see it's Base Effect is DamageHealthPoison "Damage Health Over Time" MGEF (Magic Effect). 30 damage over 10 seconds per the description. If you look under Effects you can see the Magnitude is 3.0 this is the damage per second and the duration is 10 which is in seconds, so 3 dmg x 10 seconds = 30 Damage total. You probably have the Magnitude set to the total damage you want it to do so it's doing that damage each second because that's what that magic effect does.

      If you want to just do upfront damage you would want to set the duration to 1 or change the magic effect to DamageHealth.

      You can change most things by clicking on the line you want to change and either hitting F2 (faster) or single clicking again (slower). You will see it usually gives you a drop down with the options you can change in that line. You can click on the Name or EditorID at the top to sort everything to make it easier finding stuff alphabetically. Good luck.

    4. cadegeo1
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      thanks man i just created a standalone syringe that i wanted.. thanks for the advice
    5. jef9999
      jef9999
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      You bet, glad to help ><
  7. shywinds
    shywinds
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    Do you think that the teleport syringe might be a little too cheap to craft?
    1. jef9999
      jef9999
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      What did you have in mind? You don't get any loot from what you TP away or XP, so it's a tradeoff. I want people to have fun not necessarily break the bank but I'm open to suggestions ><
  8. ShadoxLunik
    ShadoxLunik
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    Dr.Shadox like this.

    Also if you want for french language :

    Seringue de téléportation
    Seringue explosive
    1. jef9999
      jef9999
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      Glad you like it, don't forget to endorse =D
  9. GuardianAngel566
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    Any possibility of making this nexus MM friendly?
    1. jef9999
      jef9999
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      I'll look into it, but I thought I had to add extra stuff for it to work with NMM so that's why I left it off.I have to research it more.
    2. jef9999
      jef9999
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      I've tested it and seems to be working for me, so enabling.
  10. Coffeepotion
    Coffeepotion
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    Any chance you add one with rockets as ingredient and let it have a small explosion? (Small explosion because the syringes are pretty small)
    1. jef9999
      jef9999
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      I'll see what I can come up with ><
    2. jef9999
      jef9999
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      I've been looking at this and I have the damage and AoE but there's just no way to add a Missile sound effect or visual without using missile ammo as a master unless I'm missing something. Would have to Create an entirely new Syringer rifle that basically shoots missile ammo and that's specifically for that ammo type and wouldn't be able to shoot the syringer ammo which I don't think anyone would want it just for that. Hitting things in an AoE with missile damage and being silent doesn't add up unless you can think of a lore friendly way to justify it. Would just be better off using a missile launcher to achieve this I'm thinking.

      I do have plans to add more syringer ammo that does AoE damage or facilitates it. Now I might create a silent concussion syringe or something, not sure yet.
    3. Coffeepotion
      Coffeepotion
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      That's too bad but thanks for trying