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Toro Montana

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ToroMontana

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About this mod

Adds a new craftable weapon modification called the "Molecular Destabilizer" for the Gamma Gun that allows the removal of both essential and protected NPC tags, making the NPCs shot by the weapon no longer immortal or immune to dismemberment. Fire it once to remove their immortality, then finish them off in any manner you see fit.

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The Molecular Destabilizer: Essential NPC Tag Removal
[Make Immortal NPCs Killable]

Version 1.0


Adds a new craftable weapon modification called the "Molecular Destabilizer" for the Gamma Gun that allows the removal of both essential and protected NPC tags, making the NPCs shot by the weapon no longer immortal or immune to dismemberment. Fire it once to remove their immortality, then finish them off in any manner you see fit.

Does not work on children or other NPCs that are made immortal by methods that don't involve an essential NPC tag.

Download the Overcharged Molecular Destabilizer mod instead if you want killable kids too.

Questions and Answers

Q: How do I get started?
A: Pick up any Gamma Gun, go to a weapon workbench and craft the "Molecular Destabilizer" mod using the materials required. The materials are not hard to get and no science or gun perks are required to craft it. Rename the weapon if you want after to clearly distinguish it from other Gamma Guns. Shoot the immortal NPC you want to no longer be immortal. Finish off the NPC with any weapon you want.

Q: Is it normal that it's doing far less damage than a regular Gamma Gun?
A: Yes, it's not intended to be a powerful weapon or even one that you use regularly. It has one main purpose, helping you kill essential NPCs.

Q: What about protected but non-essential NPCs?
A: Firing the weapon at a protected NPC will remove its protected tag and make the NPC vulnerable to dismemberment as well as other NPCs.

Q: What effect does it have on regular killable NPCs?
A: It doesn't have any (special) effect, it just does the tiny amount of damage it's set to do. The damage is on par with the Zeta Gun.

Q: Is this mod compatible with [insert popular mod title here]?
A: The only thing this mod adds is a weapon modification that can be ignored. It is completely optional. It is not found in any container and no NPC carries a version of this modified Gamma Gun. It doesn't edit anything in the vanilla game, not even the Gamma Gun weapon ID itself. So yeah, it's as compatible as it gets.

Note that killing NPCs from other mods can break that mod's story. If this happens, simply don't use the gun until you're done with the story or you stop caring about it.

Q: Is this mod compatible with Marked For Termination?
A: It is but no, you can't use the Molecular Destabilizer to kill off the robot villain from the future. Its invulnerability to most lethal methods does not rest purely on an essential tag.

Q: Can the Molecular Destabilizer be used to kill children?
A: No. Fallout 4 child immortality is handled way more strictly than adult immortality and does not rely on having essential NPC tags. In fact, many children in Fallout 4 are not marked as essential or even protected NPCs if you look in the Creation Kit. Bullets and other projectiles simply will not hit them, will not damage them, will not interact with them period. So if that's the level of "realism" you're aiming for (to the extent that anything at all in Fallout 4 can be considered "realistic"), you must download another mod. This mod does not offer a way to circumvent the special restrictions placed on hostile actions towards child NPCs.

Download the Overcharged Molecular Destabilizer mod instead or find another mod/create your own.

Q: Why is this mod necessary when you can just disable essential tags by editing an .ini file?
A: While I'm not a fan of essential tags to begin with, the truth is the game was not properly designed around the absolute freedom to kill whoever you want, at any time. Unlike Morrowind for example, you're not given any warning at all if you kill someone important so you may lock yourself out of vital story quests and never find out about it. The quests are also not all properly designed around being able to kill everyone. For example killing Preston doesn't actually conclude the Minutemen story, you may be left with an open quest permanently in your log that you can neither complete nor fail or worse... other NPCs may still pretend Preston's alive even as they are standing next to his body, breaking the immersion and ability to suspend disbelief.

Another major issue is companions being dumb. They rush into battle, they lose their HP fast. A complete removal of essential tags would make companions nearly useless without an overhaul of how companions work. There are also accidental killings of both companion and non-companion NPCs and the Commonwealth is extremely dangerous for most civilian type of NPCs. You may be the Sole Survivor of Vault 111, the great hero the Commonwealth and a great player in general... I assure you, the NPCs are not! For the most part, they are weak and dumb.

Did I mention that some people play on consoles and don't have an .ini file to edit?

This is where this mod comes in. It gives you more control over who you want dead. Maybe you're not sure that you want all NPCs to be vulnerable, but you're certain you want NPCs A, B and C dead and you're certain you've either done all their quests or don't care about their quests. Maybe in fact you want to slaughter 99.99% of the Commonwealth but you don't want Strong to randomly die to a random land mine because he was dumb enough to step on it on his way back to Sanctuary Hills.

Q: Don't other mods do the same thing?
A: Perhaps, but removing essential NPC tags by going through a list of 1000+ NPCs, editing them (potentially causing major conflicts with other mods) and clicking off the tag isn't actually a good way to make all NPCs killable for the simple reasons that:
1) it won't affect essential NPCs added by DLCs and other mods and while you could edit the few available DLCs, you definitely can't edit all the mods
2) many quests and scripts in the game re-enable the essential tags at various points or may even activate essential tags on NPCs that didn't have them initially, these tags are not static, so I don't expect a static solution to work.

This mod isn't limited to just vanilla or even official DLCs. You can kill any NPCs including essential NPCs from mods that will be released in the future.

Q: Why not just use console commands?
A: I never liked using them outside of testing mods because they break immersion, don't work on Survival anyway and require getting much closer to your target.

Also, some people play on consoles. This isn't an option.

Q: Is this available for XB1?
A: Yes.

Q: How about PS4?
A: No. As small as this mod appears to be, it relies on one custom script and Sony doesn't permit external assets. Blame them. If you think you can find a way to replicate this using only vanilla scripts let me know, but I doubt it.

What's needed for this to work is a weapon script that does two things: Turn NPC's protected status off. Turn NPC's essential status off. I don't know any vanilla script that does that.

Q: Okay seriously, what are the practical applications of this?
A: Doing a psychopath ending where you kill off all 4 factions, shutting up Preston for good (though you might want to time it right to avoid useless uncompletable quests in your log), cleaning up the Institute of bad actors as Director and role-playing an ending where you actually freed the synths, reformed the Institute (even if it means you're the only member left in some cases - keep in mind however that once you're Director you cannot be kicked out of the Institute) the possibilities are endless.

Other Mods I Made

Father Companion: Alternate Ending Option For Fallout 4
Marked for Termination: A Terminator-Inspired Manhunt in the Commonwealth

For more content click here...

Contact

[email protected]

Feel free to report bugs, post suggestions, post reviews and no I don't care if you think it's immoral and cruel to rub out Preston Gravy. Bye!

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.