Fallout 4
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CptCOOTS

Uploaded by

Dungeonmastermorin

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Safe to use

About this mod

Tweaks a few simple aspects of the Rust Devils. Random encounters with Rust Devils should be more rare. Added Robot Repair Kits to Rust Devil loot table. Added some creative names to Legendary Rust Devils.

Requirements
Permissions and credits
Translations
  • Spanish
Changelogs
Stupid Tweakers...

Tweaker /twēkər/ noun, informal 
1. Person who constantly cleans, organizes, sorts, tinkers, or makes slight alterations on (usually a very specific) object. 
2. A methamphetamine, or other form of speed, addict (who displays the above in an obsessive-compulsive manner).
Contents:

  • Introduction
  • Installation/Uninstallation/Compatibility
  • Future Plans
  • Technical
  • Thanks

INTRODUCTION

This mod seeks to ultimately do quite a few things to the Rust Devils, but for now I've started out small. Right at first, I was bothered by the fact that once I meet Ada the Commonwealth is OVERRUN by these tweakers. They should now occur at the EXACT SAME rate as vanilla encounters. This makes Automatron encounters MUCH rarer than before. IMPORTANT!!!  I did NOT alter the frequency with which the Mechanist's forces attack Workshops.  I believe that this is a deliberate plot device designed to 1) push you toward finding this evil doer, 2) instill a feeling of being targeted (because you are just listen to the holotapes), and 3) make you really want to exact revenge. Once you finish Automatron's main quest line these encounters will disappear. Next, why is it that the Rust Devils' Automatrons carry Robot Repair Kits, but they do not? I've never witnessed one of my robot companions heal another or themselves (maybe I'm just unobservant). To fix this, I added the chance for robot repair kits to all non-unique Rust Devils. Finally, I found their naming scheme very boring when compared to regular raiders. For now all non-legendary Rust Devils are still named Rust Devil, but the legendary ones should have new names.
This mod is in the beta stage (everything either works or I think it works), and once I'm satisfied that it works I will possibly be pivoting into a much more complex mod (see future plans).


INSTALLATION
Just drop this in your load order. As low as makes sense.

UNINSTALLATION
Should be safe to just remove. May require a cell reset to take effect.

COMPATIBILITY
Obviously, this requires Automatron DLC. I've edited several Actor records and the relevant Script Events. If you find an incompatibility then please let me know and I'll try to patch it. You could patch it yourself using FO4Edit, and if you do then let me know and I can post it here.

FUTURE PLANS
  • More variety in regular (non-legendary) Rust Devil names to mimic the way there is a great variety of regular Raider names.

My Quality of Life Mods
Automatron Bullshit and Rust Devil Tweaks
Let Me Sleep!

My Sim Settlements Add-Ons
Creations by COOTS
Plots by Paw Paw

My Other Mods
Conquest - Settlement Renamer Patch Collection

TECHNICAL

See Documentation.

THANKS
Thank you to LBraden for pointing me to Automatron RE and LS rarer which clued me on to the global variable.  Now I get how this stupid thing worked and I think I made a nice workaround.