Fallout 4

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RogueMatriarch

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RogueMatriarch

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About this mod

Inject some new life into your makeshift weapon and pain into your enemies with the reworked Syringer! Featuring tweaked Syringes, overhauled stats, and a new Air Tank mod slot, it offers a high dosage of fun for everyone!

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Syringer Weapon Rework
(For those who downloaded the V.1 main file, the correct one with the actual Syringer Weapon Rework ESP has been uploaded. If you weren't noticing any changes to the Syringer before, the original had the wrong file.)

A rather peculiar weapon that stands out in a game focused on dealing as much damage as possible, the Syringer focuses on more  unconventional of dealing with situations be it infighting, pacification, or inflicting damage over time without directly engaging in combat. Unfortunately, the crafting recipes for its ammo, said ammo's lackluster performance, and relative rarity of the weapon itself has made the impromptu firearm a poor choice compared to all the others. 

However, all that has been fixed and more with the second wind of the Syringer.

With an unchanging VATS cost of 26 AP,  a base weight of 3.2 pounds (.8 less then Vanilla's), and overhauled Ammo, the Syringer is now far more useful then it ever was before. Every mod has been reworked so that they are each suitable for different playstyles and none are a discernibly direct upgrade, benefits often coming at the cost of increased felt recoil, weight, or another meaningful stat.

Barrels primarily determine range and affecting weight accordingly but nothing else. The Crude Pistol Barrel offers the worst spread and range out of the three options but is the lightest unsurprisingly. The Crude Rifle Barrel is the middle-ground, sporting decent range, weight, and spread. The Crude Sniper Barrel is the longest and heaviest of the trio though its increased range and tighter spread makes it suitable for tackling targets farther away.

Sights have been overhauled as well, no longer altering any stats other then weight. They perform just like one would expect, making aiming easier at various ranges and affecting nothing else. Scopes have received a significant change, having their zoom levels shifted to Magnification which is available when the Makeshift Variable ScopeVariable Night-vision Scope, or Variable Recon Scope is attached.

A brand-new mod slot called Air Tank also been added. Similar to the Fatman Weapon Rework Mod, it affects the range of the weapon. The Low-pressure Tank reduces range but also weight and felt recoil while the regular Air Tank offers vanilla performance. Finally, the High-pressure Air Tank increases weight and felt recoil but enhance ranges in turn.


Lastly, Grips have been altered and expanded upon; allowing you to chose between Rifle or Pistol configuration. The Handmade Pistol Grip is minimalist, offering the lowest weight but worst performance in terms of stability out of the three available. The Curved Pistol Grip has a greater weight but also better stability. The Bird's Head Pistol Grip is arguably the best as its weight is between the others' and has the best stability. That said, the Rifle Stocks offer even better stability. The Pipe Stock is barebones, serving to stabilize the weapon and reduce felt recoil fairly well but nothing more. The Spring Stock is more dedicated in its role, minimizing felt recoil but at the cost of reduced stability. The Handmade Padded Stock, on the other hand, greatly increases stability but only has a marginal effect on felt recoil.

Syringes, the ammunition used by the weapon, have also gotten a rework. Their recipes have been adjusted in terms of their ingredients and creation count, making at least two at a time and three at most. This is to both promote the use of the Syringer and be more economical with rarer items like Chems and/or more difficult ones to acquire like Radscorpion Stingers and Stingwing Barbs. However, some require Chemist to craft now due to their more potent effects and the items in them. In addition to this, the trigger chance for some of the Syringes have been lowered to 1/4 or 1/3 to help balance the increase production count and their improved effectiveness.

Berserk Syringe (x3): 30% chance to send target into a berserker state for 100 seconds. Requires x3 plastic, x1 Psycho, and x1 Whiskey along with Rank 1 of Chemist.
Bleedout Syringe (x2): Does 90 damage over 30 seconds. Requires x2 Plastic, x1 Fiberglass, and x1 Oil.
Bloatfly Larva Syringe (x3): 30% chance to spawn a Bloatfly on target's death. Requires  x3 Plastic and x1 Bloatfly Gland.
Endangerol Syringe (x2): 1/4 chance of reducing target's resistances by 75% for 2 minutes. Requires x2 Plastic, x1 Acid, and x1 Nuclear Material along with Rank 1 of Chemist.
Lock-joint Syringe (x3): Paralyzes target for 10 seconds. Requires x3 Plastic, x1 Med-X, and x1 Stingwing Barb along with Rank 1 of Chemist.
Mind Cloud Syringe (x3): Has a 1/3 chance of reducing target's ability to perceive you for 100 seconds. Requires x3 Plastic, x1 Day Tripper, x1 Purified Water, and x1 Orange Mentats  along with Rank 2 of Chemist.
Pax Syringer (x2): Has a 15% chance to make target non-violent for 5 minutes, requires x3 Plastic, x2 Med-X, and x1 Day Tripper along with Rank 2 of Chemist.
Radscorpion Venom Syringe (x3): Deals 50 damage and 25 radiation damage over 5 seconds. Requires x3 Plastic, x1 Radscorpion Stinger.
Yellow Belly Syringe (x3): Has 1/3 chance of causing target to flee for 100 seconds. Requires x3 Plastic, x1 Day Tripper, and x1 Psycho along with Rank 2 of Chemist.


Crafting recipes for the weapon mods have been changed to be as logical as possible as well, largely consisting of steel and copper due to its makeshift nature. Gun Nut 1 is necessary to craft the Bird's Head Grip along with the Makeshift Variable Scope, Spring Stock, and Handmade Padded Stock. It should be noted you can also create the Syringer with Rank 2 in Gun Nut if you haven't found it yet. The Variable Night-vision and Recon Scope require Rank 2 and 3 of Science! to craft respectively due to their advanced nature.

Some notable changes outside of the mods and the weapon itself have also been made. The most significant of them is the removal of the Leveled List system for the Syringer, allowing the mods to be found and used at any level both by the player and enemies. The second-most important is that Legendary effects can no longer be placed or spawn on Syringers. These two changes are personal attempts to handle said poorly-implemented systems and make weapon usage more organic and less heavy-handed. Lastly, prefixes and suffixes have been removed as well meaning the weapon should spawn as "Syringer Rifle" or "Syringer Pistol" only. If you don't want to accidentally scrap or sell a customized version, it's highly recommended to give said weapon a unique name. 

Finally, for those who wish for a more hardcore and/or immersive experience, an optional patch has been added removing the ability to craft any of the high-tech Scopes and Air Tanks but the rest is untouched. The reasoning behind this is that unlike every other weapon in the game, makeshift weapons like the Syringer could feasibly be made from literal junk. However, aforementioned mods aren't something that could not be made from what you just find laying about. Personally, I feel this adds a level of thrill when you finally get that particular mod that you really wanted. The removal of Leveled Lists makes this a player-friendly option without making it too easy as well.

Future Plans
The expansion of Syringes available to use such as Irradiated, Shortcircuit, and Healing among others. However, this was done as a quick break from working on another Rework and might not receive such additions for quite some time. That aside, there's not much else to do so the mod may be left as-is for the time being.

Compatibility/Issues
This mod will conflict with any others that touch the Syringer itself, its mods, the ammo utilized by the Syringer, or the crafting recipes for them.

 In terms of Perk functionality, the Syringer is oddball due to Syringes determining what sort of damage is done, if any, and not the weapon itself. This means those that boost damage like Rifleman, Gunslinger (due to the option of having Pistol Grips now), Bloody Mess, Sandman, and Ninja don't affect it even if the appropriate keywords are present. Quick Hands also doesn't affect the Syringer for some peculiar reason. That said, future reworks of the aforementioned Perks will shift change some of the damage-boosters to affect other aspects of performance instead meaning they will have a noticeable effect on the Syringer. Until then though, they won't have any affect.


Lastly, the only real discernible issue is that due to changing vanilla mods and adding an additional slot to the Syringer, all existing weapons will have to be dropped/modified at a workbench in order to have the name changed to get rid of pre/suffixes and to have the option of choosing Pressure Tanks available. However, the regular Air Tank has vanilla performance so you won't be missing out on anything if you decide to forgo adding one. Instances generated post-mod installation will be named properly and will include a Air Tank without player assistance. Starting a brand-new game will have all instances function as intended but is not necessary.

Recommended Mods
These are the mods used in the screenshots and/or suggested to get more of a rush from your Syringer. However, they are not included in the mod itself and must be downloaded separately.

Better Handmade Weapon Textures - Not intended specifically for the Syringer but affects the Scopes, Grips, and Stocks due to their textures being shared with other Handmade weapons; the display screenshots utilizing the Rusty 2.0 textures. 

Syringer 4k Retexture - For those who are going for a more medical look, this mod reskins the Syringer into something reminiscent of what a wasteland doctor might craft. However, it looks out of place without matching attachment colors and generally isn't suitable for most builds in terms of aesthetics. 



This mod is or will be included in Project Phoenix, a complete rework of Fallout 4 from the ground up. The mod can be found here while the dedicated forum is located here.

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