Fallout 4

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th3t3rr1bl30n3

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th3t3rr1bl30n3

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38 comments

  1. Lythael
    Lythael
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    I think you missed something with the Endangerol
    there is literally 0 difference when damaging target affected by Endangerol or target not affected by it.
  2. mxswat
    mxswat
    • Web Developer
    • 4 kudos
    Is possible to have only the larva version?
  3. ShiranuiMahamayah
    ShiranuiMahamayah
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    Love the mod, makes using the syringer, not a complete joke. Just one problem all the syringes have weight, which when carrying hundreds of each is rather restrictive, don't suppose you could upload a version with them being weightless.
  4. ClancyDamon
    ClancyDamon
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    When I tried to craft the syringes in my game, I noticed that the descriptions at the Chemistry Station still list the Vanilla effects. Is this normal? Or should the descriptions reflect the values on this page?
    1. th3t3rr1bl30n3
      th3t3rr1bl30n3
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      The descriptions are updated with the new values in the game so I think something was not working properly. Without more info it's hard to tell but first guess is a load order conflict with a crafting or ammo mod that also included the Syringer ammo?
    2. th3t3rr1bl30n3
      th3t3rr1bl30n3
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      I think it is Crafting Workbenches, which also contains records for the Syringer Ammo and adds the 10x Syringer Ammo recipes. Loading Survival Syringer Ammo after Crafting Workbenches should work properly.
  5. count9us
    count9us
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    I like the infestation idea, any way to make the chance to that larger and spawn more?
    1. th3t3rr1bl30n3
      th3t3rr1bl30n3
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      Not yet but maybe after the GECK is released. I haven't been able to figure out exactly how the syringe "spawns" an enemy but I'm pretty sure it uses the bloatfly spit "weapon" mechanic and I might be close to being able to change the spawn type or rate. If I get anything to work it will definitely be in an update.
  6. Dieselpunker
    Dieselpunker
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    This guy, making epic mods like a boss
    1. th3t3rr1bl30n3
      th3t3rr1bl30n3
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      • 12 kudos
      haha. ty sir.
  7. Sir_Toejam
    Sir_Toejam
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    does this remove the level restriction to the beserk syringe?

    right now, vanilla, I can't even beserk standard raider psychos... "too high level" it says.

    1. timitin
      timitin
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      Wanna know this as well.
    2. th3t3rr1bl30n3
      th3t3rr1bl30n3
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      Good question? There isn't an entry for anything regarding a level restriction on any of the syringes, so it must depend on another variable like the chance of effect, or something related to the syringes like the chemist skill. I can verify that the Berserk syringe worked on Super Mutants on Survival difficulty, but I think I had a level or two of chemist and don't remember what level character I was or anything. If I find out more about how the level restriction works I'll post it here. Thanks for asking.
    3. Sir_Toejam
      Sir_Toejam
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      well, FWIW, after installing your mod, there is not a single enemy I have tried it on that it hasn't worked.

      frankly, I LIKE the fire effect! it fits somehow, aesthetically, plus it makes it easier to spot the one that has been berserked so you don't accidentally shoot them.

    4. th3t3rr1bl30n3
      th3t3rr1bl30n3
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      I liked it, too. I'll upload an alternate version that has the fire effect on the Berserk Syringe soon.
  8. th3t3rr1bl30n3
    th3t3rr1bl30n3
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    2.1 Update: May require you to craft new ammo, I renamed the file to drop out the version number so the game will recognize this update as a new mod, but this update corrects this problem for future updates. A few small description changes were made to the actual syringes and I removed the fire effect from the Berserk syringe, which I thought I had done previously. No major changes though.
  9. th3t3rr1bl30n3
    th3t3rr1bl30n3
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    Update 2.0 has many of your suggestions in mind. Removed the chance of effect on all syringes and removed the fire effect from Berserk, updated Descriptions and began working on all new variations for the next update. Maybe replace the Bloatfly with a Syringe that spawns some other creature like Deathclaws? Thanks for everyone's feedback.
    1. Tovias
      Tovias
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      Deathclaws would ruin it, keeping it with bugs would be better. Is it possible for it to spawn multiple bloodbug or mirelurks hatchlings?
      I like the idea of syringer working on Survival mode but going so over the top kills it a little.
    2. callmedc
      callmedc
      • supporter
      • 3 kudos
      Deathclaw would be overkill, and it wouldn't be very immersive. Multiple flies or bugs would be preferred.

      Also, after some more playing, crippling all limbs seems to make it a bit too easy. If you use a mod that disables the auto-limb-heal-sorcery that is especially true.
    3. Tovias
      Tovias
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      Adding to this, I just realized the fly you inject is level 1. I assume we can't make it so it levels up with the NPC yet?
    4. th3t3rr1bl30n3
      th3t3rr1bl30n3
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      I've looked into the Bloatfly ammo more and can't find the link to a "spawn creature" reference so I'm not sure where that comes from or how to change it. I'm sure the GECK will show more but it's difficult to figure out where the Bloatfly actually comes from working with only FO4Edit. I wondered what the "magnitude" variable would change but like most others it seems to be the chance of effect rather than the "magnitude" of the effect. I'm also not sure about leveling the bloatfly but the Chemist perk appears to affect the other Syringes so that may be a way to increase the number or level of the Bloatfly.
    5. Tovias
      Tovias
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      I take back what I said about the fly. I just injected a gunner commander with it and it spawned a level 17 Festering fly. Maybe it's random? Or level related? No idea now.
  10. avatarair
    avatarair
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    It would be great if lockjoint worked for a longer duration and had a 100% chance if it was possible- I would LOVE to try a pacifist run with that.