Fallout 4

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Atomheart

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Atomheart

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22 comments

  1. jewkesman
    jewkesman
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    how easy is it to make new ammo types for syringer like maybe sex change syringe   or maybe one that makes their different bodyparts too large or too small?  
  2. nicksaur
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    i cant find the new ammo anywhere in the work benchs do i have to craft a new work bench ?
    if not then the mod is broken
  3. BoundByMoonsilver
    BoundByMoonsilver
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    Still better than the new syringer overhaul because these ammo types are way more useful and make sense.
  4. FN343
    FN343
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    Omg, this mod is amazing just by reading about it! (Still have yet to download it, but I know I'll love it already) I was recently experimenting with the vanilla Syringer and found out how horrible it is in itself and this is literally like the God mod for it, lmao. Now, I have a few questions and some suggestions or additions for this awesome mod... (hopefully you're still active in 2019, haha)

    Most of the syringes have a chance for most of the effects to work. For example:
    Berserk has a 20% chance to work
    Bloatfly lava has a 95% chance to spawn bloatflies upon target death (Legendary or not)
    Other syringes have a 95% chance of effect (Pax, Lock Joint, Yellow Belly)
    My question is, does this mod completely guarantees the chances to 100% across the entire board?
    If not, you should release an update for this because that would be pretty awesome!

    Now, these are suggestions that I had in mind to add on to your mod that I think you might really like to implement! I know other players might agree too!
    Make two more tiers of Bloatfly Larvae! (You can name the tiers however you want other than mine, the ingredients are up you as well, but I do have ideas for them too, and lastly make them a 100% spawn chance just as previously mentioned)
    Tier 2: Potent Bloatfly Lava - Slightly increased chance of Legendary Bloatflies spawning, as well as a chance for Festering Bloatflies to spawn (Small chance at Legendaries as well if the Player is a good level) [For the suggested ingredients, I was thinking fiberglass & Psychojet up from glass & Psycho]
    Tier 3: Omnipotent Bloatfly Lava - Identical to previous tier but with better chance of Legendaries spawns, slightly reduced chance of spawning regular Black Bloatflies, Glowing Bloatflies now have a chance to spawn, including their Legendary likelihoods but only if playing on Hard or Very Hard. [For ingredients, I was thinking higher yields of the previous tier but with Psychobuff instead of PschoJet because it makes sense]

    Two more Mind Cloud tiers! (Once again, name and ingredients are also up to you, lol)
    Tier 2: Illusional Thoughts - Target believes you have vanished and has a more reduced chance to detect you for 60 seconds, doubled from vanilla. (add chalk and oil to incredients[?] from tier 1)
    Tier 3: Houdini Brained - You are literally invisible to the eyes of the target which lasts for 2 minutes (Or less time, configured by you if it's too long. Ingredients now requires Abraxo cleaner industrial grade instead and industrial solvent, no longer needs oil or chalk)

    Hopefully all these can get implemented very soon! I put a lot of thought onto this and tried my best to appeal to your mod by reading your description and doing Fallout 4 wiki research on the Syringer ammos, bloatflies, and crafting ingredients/components.
  5. SeanBlader
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    Hey Atom, I finally realized the biggest problem with the syringer, you can find ammo for every other weapon fricken everywhere in the game, but you can't find syringer ammo anywhere. Even Dr. Forsythe gives you a syringer with no ammo, or what I typically call a paperweight. But if you were to put syringer ammo in strategic cache's all over the commonwealth that would make it a lot more viable. Every med center should have some in a cabinet or nine, Parsons should have a boatload of them, all the doctors/chem and weapons dealers should sell ammo for it, I'd even expect Vault-Tec to have supplied it's locations with a variety of them (mostly harmful ones probably).
    1. Atomheart
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      I hadn't even thought of that, thanks. I'll look into distribution options when my schedule clears up a bit. Chem dealers should definitely have some stock. Not so sure about putting it into all pre-war medical facilities, but in a box near the gun itself makes sense. Will try to get Doc Forsythe to give some as well, but I haven't touched any quests yet so no guarantees.
    2. TheHarbinger117
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      That's actually a very good idea. I'm gonna download this mod, and hope that maybe you'll be able to put some ammo in places, maybe even make it so NPCs use the syringer as a weapon, if possible? (Why would Vault 81 just have some random syringer rifle? Surely other people use it?) Which would mean that you could get even more ammo from dead enemies

      Either way, putting some ammo in medical centres would be cool. The ones like Lockjoint and Pax would definitely have some sort of use in medical facilities, for patients who are restless and won't stop moving about/are hostile to the doctors
  6. dunatypon
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    It obsolete from the start of game :(
    1. dpsampson
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      What are you talking about?
    2. jaderiver
      jaderiver
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      I think they mean they cant start their game with this active , due to some conflict with another mod perhaps
    3. Hiemfire
      Hiemfire
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      They're referring to the syringer not being a very viable tool from the moment you get it, more of a just for giggles thing. Really a problem with the base game and not this mod.
  7. Hiemfire
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    Bleed effects and poison/acid (game treats poison and acid the same) are dealt differently within the game. Allot of creatures have a resistance to poison/acid and poison/acid effects don't stack. Bleed effects do stack, quite dramatically (wounding automatic weapons and the Harvester demonstrate this devastatingly). Could you possibly split the two effects into different trees replacing the Bleedout syringe with a simple acid injector and then doing tiers of bleedout?
    1. Atomheart
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      I could do that, sure, but doesn't it make sense that a creature with poison resistance should resist poison and that an air gun shooting darts can't inflict tons of pure bleed damage?
      I kept Bleedout at tier 1 as a sort of basic early-game dart and introduced advanced options that ignore poison resistance, such as cryo and burn damage, as well as fast-acting neurotoxin darts, to keep things interesting instead of having one bleed dart for any and all opponents.

      One thing I definitely don't want to do here is make the syringer flat out better than all other ranged weapons. I can easily make a little add-on with advanced bleed darts if you really want them, but I don't think there's a place for them in the main mod.
    2. Hiemfire
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      I can understand your point of bleed out tiers and weapon power (there is a reason it is mostly limited to the wounding legendary effect and a few blade types). A tier 0 poison/acid syringe by swapping the oil out of the bleed out recipe for acid? Not to replace bleed out syringes in the game, but to add another low tier option.
    3. Atomheart
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      I actually like the idea of a cheapo tier 0 dart that you could make a bunch of early in the game. Made it 1 acid + 1 steel, yields 5 per batch, does 30 bleed damage over 10s compared to Bleedout's 45 over 15. So it's a sort of spammy option, which could work since bleed stacks. Will be included with the next update.
      I have a feeling I'll have to adjust damage/duration ratios, 10-15 seconds might be way too slow early in the game when stealth is not that great of an option yet and the 10mm does the same damage in a couple shots.

      Thanks for the feedback!
  8. Kodiak412
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    Every good syringer needs a frenzy dart that is not level specific. If you do decide to add this please do not be cheap with the time. Some others make them and have something like a 30 second time duration. By the time the frenzy takes effect, and others notice him, they get one hit in and the 30 seconds runs out and they go back to normal. Boring.

    At least 2 minutes so you can watch some fighting before you need to shoot again. Good luck with this.
    1. Atomheart
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      The level 1000 frenzy dart is supposed to be the level-independent one since there's no way that I know of (yet?) to explicitly uncap the effect, short of making a new one from scratch and that is beyond me for now.
      Good point on the duration, though; I personally don't use the frenzy darts much (I'm more of a sneaky-non-lethal-put-em-all-to-sleep type of player myself) and this entire mod was more or less done by request, so I'll definitely keep that in mind for the next update. Thanks.
    2. Atomheart
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      Had a look at duration values I had for the frenzy darts and they already were at 2 minutes, like in the vanilla game. Extended them to 3 minutes for tier 2 and 5 minutes for tier 3, which should be enough for the target to do some damage or at least get thoroughly wrecked by his buddies.
  9. jaderiver
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    Tracking this and will download just so I can endorse too and will enable even if I havent done the railroad yet , love the sound of the syringes
    Minor request, could we see some more images of the different syringes you made or making at the chem station plz ?
    1. Atomheart
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      Thanks! More images coming right up. And you don't have to do anything with the Railroad to get the Syringer (you're probably thinking about the Railway Rifle), you can either look for it in medical buildings, complete a certain doctor-related quest in Vault 81 to get it as a reward or just buy it off Dr. Sun in Diamond City.
  10. TechElder
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    Finally get to do my Syringer Doc playthrough properly. Thanks dude!!
    1. Atomheart
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      Glad you liked it! Stay tuned 'cos I'm going to try and add some completely new types of syringes as I get more and more familiar with the Creation Kit.