Version 1.0 The mod provides an US Army Reserve footlocker that was issued to Sgt. Nathaniel (Nate) Survivor, and is stored in the bedroom closet of the Sole Survivor's house in Sanctuary.
This contains Nate's first-line soldier equipment, US Army issued weapon (Laser Rifle, Combat Rifle or Hand-Made Rifle*), ammunition, armor, med-packs, ration-packs, and other gear.
* Note: The Hand-Made Rifle version requires the Nuka-World DLC.
IMPORTANT: Only activate a single version of this mod - choose the version you want (Laser Rifle, Combat Rifle or Hand-Made Rifle). Download and use the version you want - but do not activate more than 1 version of this mod at a time.
For Version 1.1, I added several items to the mod, requested by users, which I believe adds to the immersion value of Nate's US Army Reserve Equipment:
1) With permission from SeanS16, I used his MRE textures from his mod Meals-Ready-To-Eat, to create a US Army MRE's that includes: US Army MRE ration packs, US Army MRE Gum & US Army Purified Water.
2) I added a modded version of US Army Gas Mask that can be worn with the Combat Helmet that is found in the footlocker. Note that the Combat Helmet and Gas Mask were specifically modded to allow this. Other versions of Combat Helmets and/or other headgear, and gas masks, found in the vanilla game will not allow you to wear both at once - only this version will.
- US Army Issued Rifle (Choose either: Laser Rifle, Combat Rifle or Hand-Made Rifle) - US Army Fatigues (Clean version) - US Army Combat Armor Full Set (Including Combat Armor Helmet) - US Army Issue Gas Mask (Modded to be able to be worn together with the Combat Helmet - but only the one from the locker) - US Army Combat Sunglasses (Can we worn instead of the the Gas Mask - depending on which look you prefer) - Appropriate Ammunition for the weapon (300 rounds) - US Army Version MRE Ration Packs (5 x MRE - Meals Ready To Eat, 5 x MRE Gum Rad Free and 5 x Purified Water) - US Army Version First Aid Kit (5 x Med-X, 5 x Stimpaks, 5 x Rad-Away)
The US Army version meds and food items also have a bit more potency than the other, less well preserved 200 year old vanilla ones, do.
- US Army Gas Mask and Combat Sunglasses now adds damage, energy and radiation resistance, and has a legendary slot. - The US Army Combat Helmet from the footlocker now has an added mod slot and working headlamp. - Fixed 7.62 ammunition provided in the footlocker for the Hand-made Rifle version (you can now equip it). - Adds enough corresponding crafting materials to the footlocker, to enable you to craft your first batches of ammo (30 of each type). - Now you have the ability to CRAFT AMMUNITION for Nate's US Army Issued Rifle .45 rounds, 7.62 rounds and/or fusion cells depending on which version you use. (Use the Chem Workbench - Under the AMMO tab).
If you have any suggestions or requests on how to improve this mod, please feel free to contact me.
PS: If you liked this mod please be so kind as to endorse it
Now! Gear Up Soldier! and go make those Bastards Pay!
RANT WARNING: This idea is brilliant. Occurred to me, the entire argument, but then found I was not alone in the conclusions.
What a mod like this needs, is also starting skills based on military service (lawyer/educational experience for Nora). Just from military training and experience, soldiers gain knowledge of guns (stripping and caring for, maintaining them) and would have similar knowledge about how to care for any worn gear. There is also basic first aid. He seems to have been infantry, so automatic weapons and/or rifleman skills. Basic survival, hand-to-hand is part of all military training. But he was active, fought in war, so his skills had been used, employed, repeatedly, for years. Soldiers are also inspiring or intimidating to many people, and as a Non-Com he had leadership skills.
Serving for years in the military, the scars on his face, indicate he was an experienced warrior; the giving of speeches indicates he was a decorated hero - it makes no sense that he just starts out a common survivor.
Indeed, it irritates me that so much of the game ignores his service.
The Brotherhood refers to him as a mercenary (hired gun), or as common wastelander (he has been helping people everywhere he goes), and he does not correct them, as they demean him as some inferior, when he had fought the Chinese for years, and was decorated soldier.
Even in the new America Rising II mod, they treat him and demean him as a mere civilian, and he never corrects them.
Nate's muted response to being demeaned, dismissed, outright misrepresented is often irritating - but I've never met a veteran who would let such a mis-statement stand uncorrected.
I can see him as not bragging, though most ex-soldiers are very proud of their service, and respected for their personal sacrifices.
Only the robots at the USS Constitution recognize his truth.
Certainly, the Enclave (ARII) and Brotherhood, let alone the Institute, would've had similar files to that which old robots had access to, at least once they became established in the Commonwealth. Kellogg seems oblivious, referring to him as a "soft pre-war vault dweller."
A battle-hardened and decorated veteran is treated like absolute sht initially by The Brotherhood, and as a civ by the Enclave in that particular mod. Irritating.
I'll be the devil's advocate here and point out three details:
One, Nate may have extensive experience in pre-war military affairs, but he lacks any true frame of reference for a post-war society. I doubt that the battlefields of Alaska, China, and other places were radioactive hellscapes with deathclaws, mirelurks, and the rest of the wasteland threats. Beyond this, I doubt that the pre-war armies would have been hanging corpses on hooks or impaling them on spike pillars. Simple fact is: Nate is not a wastelander and he didn't grow up in a world where food, water, and air may not be safe to consume. So his years of service, while not irrelevant, aren't as big a factor for groups like the Brotherhood or even the Enclave (and that group may want him dead even more for it) since the experience is dated and not entirely useful in the modern, post-nuclear, age.
Two, there is no certainty that Nate's records actually survived the two centuries he spent in cryostasis. Simple fact is that one random robot surviving with the records does not mean that other groups would have access to those records. After all, the Constitution was able to defend itself for centuries, a random data terminal would be much less capable. And without any real proof of his claims, Nate going around saying "I'm a soldier from pre-war, trust me" isn't going to be taken seriously.
Three, Nate does not give a f*#@ what some upstarts with powerarmor think about his past, why should he? They can say what they want, he'll enjoy being underestimated as a "soft, helpless vault dweller" right up until he slides in the knife. Why should Nate even risk rumors spreading that he's a pre-war supersoldier (because why else would they freeze him huh?) when he can just let people not know and leave them to their delusions that he's just some lucky f*#@ from pre-war? This is especially true for the Enclave - why would he want them to know the truth when they're such a despicable group? The very sort of group Nate would wage war against if he was an actual patriot.
Devil's Advocate aside, I agree with most of what you've said here. I feel like the whole 'pre-war soldier/lawyer' thing was grafted onto the game later in development than most of the quests and plotline. They may have planned on the MC being pre-war, but not on a backstory, since the majority of the games (both Fallout & Elder Scrolls) allow the character to be a true blank-slate rather than having an explored backstory. They should not have given the main character a backstory beyond "pre-war, son kidnapped, frozen for centuries" to allow for more extensive roleplay in-game.
Or they should have dove all-in on the backstory and built the game around it. A Pre-War soldier bringing order, peace, and prosperity to the Commonwealth, or a Pre-War Lawyer spreading the rule of law, peace of governance, and general prosperity through trade.
Something from an actual soldier about being in a Reserve unit: "you’d have body armor, NBC gear (so like a hazmat suit, Rad-x, Rad-away), probably some pharmaceutical-grade mentats as well, pretty much everything packed and ready to go except weapons (those would stay in the armory until you were mustered)."
Valid point, BUT - America, 2nd Amendment, 1950s type culture... He probably grew up with firearms, may have owned his own before the war, and, given looming WWIII, perhaps invested his own money to purchase items for his (his family's) survival.
I downloaded the HMR version and found that the combat helm light isn't working it cuts off the pip boy light and says its on but no light source to see by. I always preferred the wraparound glasses myself. This is an outstanding mod. Kudos Sarge
Thanks for pointing the helmet light problem out. It works perfectly in the first person view, but it looks like its in the third person view that is becomes screwy. I play exclusively using the first person view, so that's why I didn't pay attention to it.
But that being said, its a problem none the less and I will start tinkering with it immediately to get it fixed. I will upload a new version of the mod, as soon as it is properly fixed.
Other than that, I really appreciate the feedback and I am glad you like the mod.
Might be obsolete to ask, i currently can't check myself - but are the proper weapons mods included with the Laser Rifle? (Modifications: long barrel, full stock, reflex sight, beam splitter)
Some resource to check on: youtu.be/4NkHQs7ann4?t=155 fallout.fandom.com/wiki/Laser_gun_(Fallout_4)#Gallery fallout.fandom.com/wiki/Combat_armor_(Fallout_4)#Parts
About the Combat Armor, iirc even with the correct item codes you get somewhat randomized spawns - so idk how to force the game to give you the correct pieces! (Sadly idk where i noted them, spend ~40min to watch that video and select the correct parts ingame from a whole stack of added random spawns i made xP - otherwise i would just give you the codes! - but if you can't find a way to make those exact pieces spawn... meh xP)
Some Thoughts: First off, nice to have 3 separate Mods! :-) Gas-Mask & Sunglasses are a cool Idea to add, tough i'm not sure about the legendary bonuses, as the whole armor sports already an great advantage to the game's start! ;-) About the US Army Fatigues... - after 200 years, even in a chest, there won't be much left of it! (degradation of organic materials exposed to a highly radiated, toxic and sometimes even acidic atmosphere... even if there would be something left behind, you propably don't wanna wear it! ;-) - sure, Armor and other equipment has the same issue, but those materials could arguably be made to withstand such harsh environmental conditions for longer periods of time - even the gas mask!) About the other contents of the chest... - i tried to find actual Informations of RL personal soldier supply as a plain "5 of each" is obviously unlogic and with some items kinda OP ;-) - but couldn't find much so i made my own "Supply Package" numbers: 7x MRE (Whole Week) 7x Purified water 7x MRE Gum "Rad Free" (tough i couldn't find source to that in the wiki - so idk... - in our Packages are Usally ) 4x Mentats ("War never Changes" - and so doesn't drug abuse in the Army xP) 3x Med-X (Imagine them in 1 Pocket ;-) 2x Rad-X (i wish they would make it so that you have 1 Item with several uses - like 10 pills in 1 can) 1-2x Stimpak (Those doesn't look like you could carry that much around, rather fragile...) 1x Antibiotics (Is found in every good sorted first aid kit) I removed RadAway as it's not likely to be part of a personal first aid kit and a very specialized thing anyway - also because if looks like a blood bag - how to carry or even apply that safely on the battlefield??? ;-) - despite bit OP to just remove all radiation right from the beginning) Also, no crafting materials and recipes! - why he would have them in his chest?! - also OP to give ammo recipes right from the beginning! Instead 3-5x 'Fusion cell's for his Laser Rifle, 1-3x 'Fragmentation grenade's (i think i even see one on his belt in the Video...) and a 'Combat knife' with 'Stealth blade' modification (As that is how they look nowadays - a clean blade could course reflections and give the position of a soldier away) Maybe also 2x '10mm' Ammunition - as secondary weapon he might had one and might just had it elsewhere...
If you don't want to take all that into your existing mod, you could make a "Lore Hardcore" Version of it xD
Anyway, great Mod to have! :-) Stay healthy guys! - and remember, it always could be worse, like having no gaming rig available to play on during a lock-down xD
Nice mod but . . . it makes no sense for him to have a handmade rifle, because that's what it is, "hand made". It's something crafted from the wasteland. It would make more sense if the third option was a sniper rifle or an assault rifle. Just something to think about.
I actually like the idea that nate kept one of these Chinese ak-47's. Maybe he was in a pinch and had to use one? Maybe he developed a bit of respect for an ultra dependable gun, whereas his laser rifle might malfunction, or his CR might jam in poor conditions. If anything, keep the Handmade option, and maybe add another one.
55 comments
This contains Nate's first-line soldier equipment, US Army issued weapon (Laser Rifle, Combat Rifle or Hand-Made Rifle*), ammunition, armor, med-packs, ration-packs, and other gear.
* Note: The Hand-Made Rifle version requires the Nuka-World DLC.
IMPORTANT: Only activate a single version of this mod - choose the version you want (Laser Rifle, Combat Rifle or Hand-Made Rifle). Download and use the version you want - but do not activate more than 1 version of this mod at a time.
For Version 1.1, I added several items to the mod, requested by users, which I believe adds to the immersion value of Nate's US Army Reserve Equipment:
1) With permission from SeanS16, I used his MRE textures from his mod Meals-Ready-To-Eat, to create a US Army MRE's that includes: US Army MRE ration packs, US Army MRE Gum & US Army Purified Water.
2) I added a modded version of US Army Gas Mask that can be worn with the Combat Helmet that is found in the footlocker. Note that the Combat Helmet and Gas Mask were specifically modded to allow this. Other versions of Combat Helmets and/or other headgear, and gas masks, found in the vanilla game will not allow you to wear both at once - only this version will.
The contents of the footlocker now include:
- US Army Issued Rifle (Choose either: Laser Rifle, Combat Rifle or Hand-Made Rifle)
- US Army Fatigues (Clean version)
- US Army Combat Armor Full Set (Including Combat Armor Helmet)
- US Army Issue Gas Mask (Modded to be able to be worn together with the Combat Helmet - but only the one from the locker)
- US Army Combat Sunglasses (Can we worn instead of the the Gas Mask - depending on which look you prefer)
- Appropriate Ammunition for the weapon (300 rounds)
- US Army Version MRE Ration Packs (5 x MRE - Meals Ready To Eat, 5 x MRE Gum Rad Free and 5 x Purified Water)
- US Army Version First Aid Kit (5 x Med-X, 5 x Stimpaks, 5 x Rad-Away)
The US Army version meds and food items also have a bit more potency than the other, less well preserved 200 year old vanilla ones, do.
- US Army Gas Mask and Combat Sunglasses now adds damage, energy and radiation resistance, and has a legendary slot.
- The US Army Combat Helmet from the footlocker now has an added mod slot and working headlamp.
- Fixed 7.62 ammunition provided in the footlocker for the Hand-made Rifle version (you can now equip it).
- Adds enough corresponding crafting materials to the footlocker, to enable you to craft your first batches of ammo (30 of each type).
- Now you have the ability to CRAFT AMMUNITION for Nate's US Army Issued Rifle .45 rounds, 7.62 rounds and/or fusion cells depending on which version you use. (Use the Chem Workbench - Under the AMMO tab).
If you have any suggestions or requests on how to improve this mod, please feel free to contact me.
PS: If you liked this mod please be so kind as to endorse it
Now! Gear Up Soldier! and go make those Bastards Pay!
This idea is brilliant. Occurred to me, the entire argument, but then found I was not alone in the conclusions.
What a mod like this needs, is also starting skills based on military service (lawyer/educational experience for Nora). Just from military training and experience, soldiers gain knowledge of guns (stripping and caring for, maintaining them) and would have similar knowledge about how to care for any worn gear. There is also basic first aid. He seems to have been infantry, so automatic weapons and/or rifleman skills. Basic survival, hand-to-hand is part of all military training. But he was active, fought in war, so his skills had been used, employed, repeatedly, for years. Soldiers are also inspiring or intimidating to many people, and as a Non-Com he had leadership skills.
Serving for years in the military, the scars on his face, indicate he was an experienced warrior; the giving of speeches indicates he was a decorated hero - it makes no sense that he just starts out a common survivor.
Indeed, it irritates me that so much of the game ignores his service.
The Brotherhood refers to him as a mercenary (hired gun), or as common wastelander (he has been helping people everywhere he goes), and he does not correct them, as they demean him as some inferior, when he had fought the Chinese for years, and was decorated soldier.
Even in the new America Rising II mod, they treat him and demean him as a mere civilian, and he never corrects them.
Nate's muted response to being demeaned, dismissed, outright misrepresented is often irritating - but I've never met a veteran who would let such a mis-statement stand uncorrected.
I can see him as not bragging, though most ex-soldiers are very proud of their service, and respected for their personal sacrifices.
Only the robots at the USS Constitution recognize his truth.
Certainly, the Enclave (ARII) and Brotherhood, let alone the Institute, would've had similar files to that which old robots had access to, at least once they became established in the Commonwealth. Kellogg seems oblivious, referring to him as a "soft pre-war vault dweller."
A battle-hardened and decorated veteran is treated like absolute sht initially by The Brotherhood, and as a civ by the Enclave in that particular mod. Irritating.
One, Nate may have extensive experience in pre-war military affairs, but he lacks any true frame of reference for a post-war society. I doubt that the battlefields of Alaska, China, and other places were radioactive hellscapes with deathclaws, mirelurks, and the rest of the wasteland threats. Beyond this, I doubt that the pre-war armies would have been hanging corpses on hooks or impaling them on spike pillars. Simple fact is: Nate is not a wastelander and he didn't grow up in a world where food, water, and air may not be safe to consume. So his years of service, while not irrelevant, aren't as big a factor for groups like the Brotherhood or even the Enclave (and that group may want him dead even more for it) since the experience is dated and not entirely useful in the modern, post-nuclear, age.
Two, there is no certainty that Nate's records actually survived the two centuries he spent in cryostasis. Simple fact is that one random robot surviving with the records does not mean that other groups would have access to those records. After all, the Constitution was able to defend itself for centuries, a random data terminal would be much less capable. And without any real proof of his claims, Nate going around saying "I'm a soldier from pre-war, trust me" isn't going to be taken seriously.
Three, Nate does not give a f*#@ what some upstarts with powerarmor think about his past, why should he? They can say what they want, he'll enjoy being underestimated as a "soft, helpless vault dweller" right up until he slides in the knife. Why should Nate even risk rumors spreading that he's a pre-war supersoldier (because why else would they freeze him huh?) when he can just let people not know and leave them to their delusions that he's just some lucky f*#@ from pre-war? This is especially true for the Enclave - why would he want them to know the truth when they're such a despicable group? The very sort of group Nate would wage war against if he was an actual patriot.
Devil's Advocate aside, I agree with most of what you've said here. I feel like the whole 'pre-war soldier/lawyer' thing was grafted onto the game later in development than most of the quests and plotline. They may have planned on the MC being pre-war, but not on a backstory, since the majority of the games (both Fallout & Elder Scrolls) allow the character to be a true blank-slate rather than having an explored backstory. They should not have given the main character a backstory beyond "pre-war, son kidnapped, frozen for centuries" to allow for more extensive roleplay in-game.
Or they should have dove all-in on the backstory and built the game around it. A Pre-War soldier bringing order, peace, and prosperity to the Commonwealth, or a Pre-War Lawyer spreading the rule of law, peace of governance, and general prosperity through trade.
...maybe a version of this mod with no weapons?
I always preferred the wraparound glasses myself.
This is an outstanding mod. Kudos Sarge
Thanks for pointing the helmet light problem out. It works perfectly in the first person view, but it looks like its in the third person view that is becomes screwy. I play exclusively using the first person view, so that's why I didn't pay attention to it.
But that being said, its a problem none the less and I will start tinkering with it immediately to get it fixed. I will upload a new version of the mod, as soon as it is properly fixed.
Other than that, I really appreciate the feedback and I am glad you like the mod.
Have fun out there.
Cheers,
Avengarth
The helmet light is not working for me in either first or third person. I'm just getting a low glow around the pipboy which illuminates nothing.
(Modifications: long barrel, full stock, reflex sight, beam splitter)
Some resource to check on:
youtu.be/4NkHQs7ann4?t=155
fallout.fandom.com/wiki/Laser_gun_(Fallout_4)#Gallery
fallout.fandom.com/wiki/Combat_armor_(Fallout_4)#Parts
About the Combat Armor, iirc even with the correct item codes you get somewhat randomized spawns - so idk how to force the game to give you the correct pieces!
(Sadly idk where i noted them, spend ~40min to watch that video and select the correct parts ingame from a whole stack of added random spawns i made xP - otherwise i would just give you the codes! - but if you can't find a way to make those exact pieces spawn... meh xP)
Some Thoughts:
First off, nice to have 3 separate Mods! :-)
Gas-Mask & Sunglasses are a cool Idea to add, tough i'm not sure about the legendary bonuses, as the whole armor sports already an great advantage to the game's start! ;-)
About the US Army Fatigues... - after 200 years, even in a chest, there won't be much left of it! (degradation of organic materials exposed to a highly radiated, toxic and sometimes even acidic atmosphere... even if there would be something left behind, you propably don't wanna wear it! ;-) - sure, Armor and other equipment has the same issue, but those materials could arguably be made to withstand such harsh environmental conditions for longer periods of time - even the gas mask!)
About the other contents of the chest... - i tried to find actual Informations of RL personal soldier supply as a plain "5 of each" is obviously unlogic and with some items kinda OP ;-) - but couldn't find much so i made my own "Supply Package" numbers:
7x MRE (Whole Week)
7x Purified water
7x MRE Gum "Rad Free" (tough i couldn't find source to that in the wiki - so idk... - in our Packages are Usally )
4x Mentats ("War never Changes" - and so doesn't drug abuse in the Army xP)
3x Med-X (Imagine them in 1 Pocket ;-)
2x Rad-X (i wish they would make it so that you have 1 Item with several uses - like 10 pills in 1 can)
1-2x Stimpak (Those doesn't look like you could carry that much around, rather fragile...)
1x Antibiotics (Is found in every good sorted first aid kit)
I removed RadAway as it's not likely to be part of a personal first aid kit and a very specialized thing anyway - also because if looks like a blood bag - how to carry or even apply that safely on the battlefield??? ;-) - despite bit OP to just remove all radiation right from the beginning)
Also, no crafting materials and recipes! - why he would have them in his chest?! - also OP to give ammo recipes right from the beginning!
Instead 3-5x 'Fusion cell's for his Laser Rifle, 1-3x 'Fragmentation grenade's (i think i even see one on his belt in the Video...) and a 'Combat knife' with 'Stealth blade' modification (As that is how they look nowadays - a clean blade could course reflections and give the position of a soldier away)
Maybe also 2x '10mm' Ammunition - as secondary weapon he might had one and might just had it elsewhere...
If you don't want to take all that into your existing mod, you could make a "Lore Hardcore" Version of it xD
Anyway, great Mod to have! :-)
Stay healthy guys! - and remember, it always could be worse, like having no gaming rig available to play on during a lock-down xD
i like it