Fallout 4

This is the third and last part of the patchnotes, treating the Parts Vi: Settlement turrets overhaul ; VII: Companions overhaul and VIII: Miscellaneous modifications.


-- Part six: Settlement turrets overhaul --

The update 3.0 introduces a new perk, Turret Syndrom. This new perk is also accompanied with a complete overhaul of the turrets of the game, and also adds 15 brand new turrets.

This overhaul aims at giving back their greatness to turrets, and to treat them as they really are and should have always been considered as: sophisticated engines built with motion and heat detectors, on top of being equipped with an AI advanced enough to be able of differenciate between an ally and a foe, which it can obliterate by the means of a heavy fire, all the while being protected by its thick metal or reinforced ceramic plating.

In short, engines of death who should and could not by any means be built by people lacking any knowledge of engineering and programming, but also the high amount of resource needed to build them.

Therefore, from now on, all turrets, with the notable exception of only two of them, who happen to be two of the 15 new turrets introduced by this update, require an external alimentation, and those who were already requiring energy to function have seen their energy consumption increased.

Also, the building costs of the turrets have been significantly increased, and now also include rare and pricey components, the goal being to reduce the number of turrets you build.
All base game turrets have also been completely overhauled and have been reclassified properly.
All the previous perks requirement for the turrets have been replaced by the unique requirement of having the needed rank of Turret Syndrom.

Although all turrets now cost much more resources and consume more energy, they have also become much more efficient and generate more safety for your settlements, on top of being generally more powerful and having more health than before.
Thus, quantity will be replaced by quality, with less turrets, but efficient and powerful, who will protect your settlements better than many low budget turrets.

Also, each turret, old like new, now possesses its own competences and particularities, thus making each turret unique and with their own strengths; which also means that while the turrets requiring higher ranks of Turret Syndrom will be undeniably superior to the low rank turrets, these low rank turrets won't end up rusting in a dump.

They won't, because of their unique abilities in one hand, and also because of the Turret Syndrom perk itself, who, as you progress in it, will increase the damage and resistance of all turrets.

These changes, including the bonus brought to the turrets by Turret Syndrom are, like every other change made by this mod and update, of course retroactive.

For a better comprehension, all turrets, old and new, now have a quick description in the settlement menu.


-- Part seven: Companions overhaul --

The complete overhaul of the companions constitutes one of the major aspects of this update, and is focused on reinforcing the uniqueness of the companions.

Now, on top of the general effects given by these perks: Attack dog, Role model and Roboticist; each of the game's companions, with the exceptions of Ada and the Automatrons you can build at the robot workbench, are given a set of unique skills and perks, fitting to their personalities, history and lifestyles.

These skills are divided in two distinct categories:

- Passive skills, who affect the companion only, giving him a bonus or a malus, who will be permanently active, regardless of him being with you or not.

- Active skills, who, like their name implies, are only activated when the companion is currently traveling with you; these active skills can give you an extra bonus, giving an extra bonus to the companion, or to both of you.

Passive skills will bear the mention (Passive) at the end of their description, while active ones will explicitly be described as such.

Also, with the exception of a couple of companions and robots, exceptions who will be treated below, all companions will now by default possess sneaking skills identical to the effects of the perk Silent death that you can obtain.

This skill level is different depending of the companion, and some of them will start the game with a level of proficiency above yours.

In any case, all companions, including those who start higher than you, will progress with you as you progress further in the perk Silent death.

Due to their very nature who severely limits their ability to be discrete, robotic companions do no benefit from these effects, however, they have all received an update to their systems, making them more capable of detecting when you want to be discrete.

Thus, as long as you are sneaking and not in combat, your robotic companions will automatically activate their newly built stealth field, rendering them invisible to the eyes of your enemies, however, it won't do nothing to muffle the noises they emit.

This particular update to robots concerns all robotic companions: Codsworth, Curie (Robot only), Ada, and any and all Automatrons, built before or after the update.

Finally, with the exception of the same couple of companions mentioned earlier, all companions will now no longer trigger bobby traps.

All these sneaking and bobby traps avoiding abilities are always active on the companions, thus, I won't add the (Passive) precision on them in the details below.

Let's now see the details:

--> Dogmeat.

- Dogmeat does no longer benefits from the effects of Role model.
- Dogmeat starts the game without any sneaking abilities.
- Dogmeat now does 20% more damage and takes 30% less damage, and his attacks now have a chance to cause a bleeding to his organic enemies. (Passive)
- When Dogmeat is your active companion, his sense of smell proves a valuable asset to detect trouble from further away, increasing your Perception by 2 points.
- When Dogmeat is your active companion, when your health drop below 35% and as long as it stays below that threshold, Dogmeat enrages of seeing his master being wounded and attacks the enemy with a renewed frenzy, doing 50% more damage, however, blinded by his rage, he forgets all sense of self-preservation and takes 25% more damage.


--> Piper Wright.

- Piper starts the game with the equivalent of rank 2 of Silent death.
- Piper does 30% less damage. (Passive)
- When she is your active companion, Piper is completely ignored by the enemies, who will focus their entire attention on you as long as your health is above 75% of its maximum value, as they consider you the biggest threat compared to her, allowing Piper to flank and attack them in the meanwhile.
- When Piper is your active companion, she makes you benefit from her talents for negotiation, thus increasing your Charisma by 2 points.


--> Strong.

- Strong does no longer benefits from the effects of Role model (Rank 1).
- As a Super-mutant, Strong is incapable of any discretion, knowing only one way of doing things: the brutal way. Therefore, he starts the game without any skills of discretion, and cannot progress on this path either, also, considering the quickest path is the straight line, Strong will not do any effort to avoid triggering bobby traps.
- Strong does 50% more damage with every kind of melee weapon and his attacks cleave all his enemies in front of him; however, he also does 50% less damage with every other type of weapon. (Passive)
- Strong takes 20% more damage, but is immune to being staggered by anything less than a missile. (Passive)
- For each 10% of health he is missing, Strong become more and more frenzied and does 5% more melee damage, but his rage also makes him taking more risks, causing him to also take 5% more damage. (Passive)
- Due to his nature as a Super-mutant, and his berserker temperament, and also to compensate the loss of Role model (Rank 1), Strong's base health has been increased by 150% and he now benefits from a constant health regen effect. (Passive)
- When Strong is your active companion, his brutality stains on you and increases your Strength by 2 points.


--> Codsworth.

- Codsworth no longer benefits from the effects of Role model, but from the effects of Roboticist.
- Codsworth does 50% more damage to insects and small pest. (Passive)
- After spending 210 years trying to maintain your house and car without household products, Codsworth has learned to take the better from the resources retrieved in the neighbor to craft his own products, thus, when Codsworth is your active companion, you obtain 15% more resources when recycling.


--> Deacon.

- Deacon starts the game with the equivalent of the highest level of Silent death.
- Deacon has 35% more chances to deal a critical strike with ballistic pistols and these critical strikes do 25% more damage; however, he also does 30% less damage with every other type of weapon. (Passive)
- When Deacon is your active companion, when both of you go into sneaking mode and are not in combat, Deacon will automatically activate a Stealth Boy, making him invisible and undetectable by your enemies. He still does it even if he wears a Power Armor, making him the only companion able to sneak with a Power Armor.
- When Deacon is your active companion, he shares with you his intell about Synths, increasing the sneak damage you do against 1st and 2nd Gen Synths, on top of increasing your experience gains by destroying them by 15%.


--> Old Longfellow.

- Longfellow starts the game with the equivalent of rank 4 of Silent death.
- Longfellow's accuracy has been increased.
- Longfellow does 50% more damage to mutated creatures, but does 20% less damage to any other kind of target. (Passive)
- When he is your active companion, Longfellow shares with you his wisdom about survival, thus increasing the effect of all food by 20%.
- When he is your active companion, Longfellow assists you when you are using rifles, increasing the damage you do with them by 10%.


--> Porter Gage.

- Gage starts the game with the equivalent of rank 1 of Silent death.
- Gage reloads his weapons 30% faster and does 35% more damage with automatic ballistic weapons; however, being one-eyed, he has difficulties evaluating distance and perspective, causing all his shots to suffer from an increased 50% dispersion. (Passive)
- When Gage is your active companion, your Luck is increased by 1 point.
- Being a raider, Gage has the nose to find caps hidden in people's pockets, and especially in other raider's pockets, thus, when Gage is your active companion, you have a chance of finding extra caps on humans you kill, the chances being higher if these humans are raiders.


--> Hancock.

- Hancock starts the game without any sneaking abilities.
- As a ghoul, Hancock knows very well the strength and weaknesses of his kind, allowing him to do 50% more damage to ghouls of all kinds, feral and non-feral. (Passive)
- When Hancock is your active companion, he increases the effect of drugs you take by 30%.


--> Cait.

- Cait starts the game with the equivalent of rank 4 of Silent death.
- Cait's accuracy is increased.
- Cait does 50% damage to the limbs of her enemies, this amount is doubled if she uses a melee weapon or a sawed-off shotgun. (Passive)
- When Cait is your active companion, she shares with you her experience and knowledge about lockpicking, increasing your current lockpicking level by 1.
Your character will still comment on being unable to pick a lock if he doesn't have the required skill, because technically, he indeed couldn't do it if Cait wasn't next to him and giving him advice.
- When Cait is your active companion, she drags you along with her party girl tendencies and increases the effect duration of alcohol by 50%, also, you have a chance of finding strong alcoholic beverages on human enemies, although sometimes these bottles with be empty.


--> Nick Valentine.

- Nick starts the game with the equivalent of rank 2 of Silent death.
- Nick's accuracy has been increased.
- Nick does 30% more damage with ballistic pistols. (Passive)
- When Nick is your active companion, his knowledge about robot functionment allow you to be harder to detect by them when you are sneaking.
- When Nick is your active companion, he shares with you his knowledge about computers security protocols, thus increasing your current hacking level by 1.
Your character will still comment on his inaptitude to hack a computer he doesn't have the skill for, because indeed, he couldn't do it if it wasn't for Nick on his side.


--> X6-88.

- X6-88 starts the game with the equivalent of rank 4 of Silent death.
- X6-88's accuracy has been increased.
- X6-88 does 35% more damage with energy weapons,  has 15% more chances of dealing a critical strike with them and the dispersion of his shots is reduced by 80%.
However, like all Institute's servants, X6-88 suffers from a crippling overspecialization who left him lacking in the mastery of other kinds of weapons, reducing the damage he does with every other kind of weapons by 40%. (Passive)
- When X6-88 is your active companion, he increases the duration of your Stealth Boys by 100%.
- When X6-88 is your active companion, he increases by 30% the critical damage you do with energy weapons.


--> Paladin Danse.

- After a life spend at the service of the Brotherhood of Steel and having had its sole doctrine of the direct approach ingrained in his mind for so long, Danse is utterly incapable of any sort of discretion, and will start the game without any discretion skills, and like Strong, will not progress with the player.
Also, because he spends most of his time inside a Power Armor who basically renders him immune from anything, he doesn't even attempt to avoid bobby traps, the explosion of a landmine under his foot being barely able to scratch the paint of his boot.
- Danse does 30% more damage to feral ghouls, super-mutants (including hounds) and 1st and 2nd Gen Synths. (Passive)
- When Danse is your active companion, he places himself in arms way to shield you from attacks, thus reducing the damage you take by 20%.
- When Danse is your active companion, your Endurance is increased by 1 point.


--> MacCready.

- MacCready starts the game with the equivalent of rank 2 of Silent death.
- MacCready's accuracy has been increased.
- MacCready does 10% more damage to humans, this amount is doubled if they are members of the Gunners. (Passive)
- MacCready's attacks ignore 25% of the resistances of his targets. (Passive)
- MacCready's weapon range is increased by 25%, this amount is doubled if he uses a scoped rifle. (Passive)
- When MacCready is your active companion, he increases your chances of critical strike by 8% when you use a scoped rifle, and increases your weapon range by 20%.


--> Preston Garvey.

- Preston starts the game without any sneaking abilities.
- Preston's accuracy has been increased.
- Preston does 35% more damage with ballistic weapons and the Laser Musket; however, he does 35% less damage with energy weapons, sans the Laser Musket. (Passive)
- When Preston is your active companion, both of your reload speed is increased by 12%.
- When Preston is your active companion, you gain 5% more experience.
- When Preston is your active companion and if you completed the quest Taking Independance, you can both carry 8% more weight.
- When Preston is your active companion and if you completed the quest Old Guns, you both do 5% more damage and take 5% less damage.


--> Curie.

Curie is a unique companion, who goes through two different incarnations, who benefit from different effects, thus, we distinguish here between Curie (Robot) and Curie (Synth).

- Curie (Robot)
Curie (Robot) does no longer benefits from the effects of Role model, but from those of Roboticist.

- Curie (Synth)
Curie (Synth) starts the game without any sneaking abilities.

- Curie (Both)
Curie is considerably less agressive in combat.
- Curie's accuracy has been reduced.
- Curie does 50% less damage. (Passive)
- When Curie is your active companion, she shares with you her medical knowledge and expertise, increasing the effects of Stimpaks and Radaway by 20%.
- When Curie is your active companion, she reduces by half the duration of the negative effects of the Super Stimpak and Mega-Radaway.
- When Curie is your active companion, she treats your wounds outside of combat, thus making you benefit from a small health regen.
- When Curie is your active companion, your Intelligence is increased by 1.


--> The SPECIAL stats of the companions have been overhauled to better fit their personalities and actual abilities.


--> Companions who had level caps no longer have them.


--> The base carry weight capacity of several companions have been modified:
- Cait max carry weight has been reduced from 205 to 180.
- Curie (Synth) max carry weight has been reduced from 280 to 180.
- Nick max carry weight has been increased from 260 to 300.
- X6-88 max carry weight has been reduced from 320 to 280.
- Paladin Danse max carry weight has been reduced from 320 to 280.

--> Robotic companions no longer benefit from a passive damage bonus and damage reduction bonus depending on your Intelligence, these effects having been moved to the new perk Roboticist.


Finally, a few words to conclude this Part VII.

The changes brought to the companions with the update 3.0 have also been accompanied with more global modifications who now bring a complete compatibility with mods who add new companions to the game.

More precisely, it means the companions added by mods will be able to benefit from the general effects of the perk Role model, and this, without having to create any compatibility patch or extra work.

However, this is only true if my mod is loaded after the others mods adding new companions, in the opposite case, I cannot guarantee any compatibility.

These modifications also allow for a partial compatibility with others mods who change companions from the base game.
Partial, because while the companion touched upon by this hypothetical other mod coud probably still benefit from the general effects of Role model, the unique traits and skills that were added to them by my mod would certainly not be compatible and wouldn't be available in that case.

This scenario would apply only if the aforementioned companion mod was loaded after my mod, which I don't recommend anyway.


-- Part eight: Miscellaneous modifications --

--> The messages displayed when you reach the maximum affinity level with a companion have been updated to fit with the modifications of the update 3.0.

--> An alternate way has been found for the mod to know how and when to enable the Normal or Survival variant of the perks.
This change now allows players to use mods or console commands who allow the use of Fast Travel in Survival mode, or to use mods or console commands who disable the use of Fast Travel in Normal mode, as the mod will no longer be confused by these changes.

--> The loading screens have been updated, and loading screens mentioning perks or things that have been removed from the game will no longer appear.

--> The mod is not longer incompatible with Looks Menu.

--> Pulse grenades and Pulse mines now properly inflict shock damage.

--> A new system taking into account elemental damage has been put in place, allowing thedevelopment of new combat strategies.

- Now, your weapons causing fire damage, like the flamer or molotov cocktails, will do 100% more damage to aquatic and swamp creatures like mirelurks, and insects.

- Your weapons causing cryo damage, like the cryolator of the cryo grenades, will do 150% more damage to cold blooded creatures like insects or deathclaws.

- Your weapons causing shock damage, like the lightning gun or the pulse grenades, will do 200% more damage to all machines, from the Protectrons to the 1st and 2nd Gen Synths, and also including the turrets.

Speaking of the turrets, some of the new turrets added by the update also benefit from this system, as indicated in their descriptions in the game.

This is how these patchnotes ends, the longest I've ever wrote, for the biggest and most ambitious update I ever made.

If you managed to get through all of this and read all, congratulations.

Thanks for your download and have fun.

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Clanggedin

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