Fallout 3

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MrSlackPants

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mrslackpants

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About this mod

Different kinds of turrets and a LOT more deadly then the vanilla ones. Plus ... a lot more to be encountered.

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What the name says. It makes the turrets in game a lot more deadly. I found them quite unpowerfull and easy to destroy. Certainly if you use some mods that increase weapon damage etc. This made hacking them also an utterly useless thing to do apart from the XP. Not anymore. Even better! In vanilla when you hacked them, they would simply attack everything. But now you have 2 different hacking options. You can either set them to attack everything or better ... make them your ally! So now they wont attack you anymore, but will attack everything else. Whoohoo.

Also important to note is that there are more levels of turrets. In vanilla there where 3 powerlevels when it comes to turrets, now there are 5, giving you a lot more powerfull turrets at higher levels. Turn these puppies into your enemies with hacking and they can actualy clear a room of enemies. ;) Depending on the level of their killed foes, you get a small amount of XP for what they kill as well. Though if the level difference of the kill differs greatly from you (5 levels lower) you wont get any XP.

And .. More difference in turrets as well. Each turret will get a random amount of health and damage resistance. So no turret you encounter will be exacly the same.

And what i love about it myself ... Ceiling turrets are not standard bullet turrets anymore ... ground turrets wont be solely laser turrets anymore. You'll encounter bullet, laser, plasma ... and if you're really unlucky rocket turrets!

All in all .. a lot more variation in your encounters.

================================ Version 1.1 ================================

Added more turrets around the world. Most new ones will be in coorperate buildings like vault tec, fort constantine, LOB enterprice and corvega factory for example. The raiders in Alexandria arms and Bethesda ruins will have (a) turret(s) now as well and so do the raiders at Wheaton armory. (can you say rocket turret) Also added some turrets to some of the enclave camps. Not all, but some will have a turret with them now.

Figured out how the terminal would recognize player skills, so i can use science to determent whether or not you can change targeting data. For making them go hostile on everyone (old hacking method) you will need a certain skill and to make them your allies you'll need 10 more skill points. So, for very easy terminals you'll need 50, easy - 60, average - 70, hard - 80 and very hard 90. As said, To make them your allies you need ten more. Meaning that to ally turrets with a very hard terminal you'll need science of 100.

Also i solved the problem where allied turrets would attack each other. Now they wont anymore. Yay!

Made the turret lens more resilient. So you wont be able to frenzy them as easely. Main reason for doing this though is that enemies wont be able to frenzy your hacked turrets as easely. I found my hacked turrets frenzied quite often because of a broken lens.

Related to above, you can use the terminal to repair the brain and perception condition of your turrets.

You can also reprogram the AI data of your turrets. i.e. Set them to unaggressive, aggressive, very aggressive or frenzy. In order this will mean, Do not initiate combat, attack enemies on sight, attack neutrals and enemies on sight, attack all. Though turrets are a bit tricky, since they also have an aggro radius behaviour.