Fallout 4

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HH511

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HH511

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  1. HH511
    HH511
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    15 September 2019

    V1.1 uploaded
    - 4 new syringes added (Atonement, Broken Mask, Immobilizer, Inhibitor).
    - Bloatfly Gland & Radscorpion Stinger can no longer be scrapped for junk, like Stingwing Barb, to avoid accidental scrapping.

    All the details in the Description/Image tabs. Also, I will be working on a syringe that can damage
    gen1/gen2 synths, power armor, robots, and turrets (maybe vertibirds) for the next update.
  2. razhenta
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    Fantastic mod. Just want to point out that this mod breaks the Fury crafting recipe. You may have to adjust the Fury crafting recipe in xEdit to use the new berserk syringe instead of the vanilla one if you plan on using Fury during your playthrough. Separately, the mod also seemingly neglects to replace hand-placed, in-world instances of vanilla syringes with the adjusted syringes. Not really a deal breaker, but it may result in having two different syringes in your inventory that share the same name.
  3. wonszlol
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    Probably the best Syringer overhaul available out there, it doesn't make the weapon overpowered nor too easy to maintain, it just fixes the lack of scaling and adds some QoL improvement. Great work.
    1. deleted3267159
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      I second this, decided to give this a go and dramatically makes using syringer more fun

      having an absolute blast playing with it, using it via vats cos my aiming still sucks..

      wonderful mod
  4. KizuStrife
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    One of my favorite mods. Makes the syringer fun to play with.
    1. HH511
      HH511
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      Thanks!!
  5. TheHarbinger117
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    would be a bit comical, but what about a nuke syringe?

    deals radiation damage over time, and similar to the bloatfly one, if the enemy is killed within a certain time, they explode like a mini nuke?
    or it could just be straight up like the bloatfly, but instead of a fly, it's just an explosion
    1. HH511
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      Timed explosives. I could try doing something similar to reverse pickpocket but by projectile. I guess I'll mess around and see what I can do. Thanks!
  6. pra
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    In case you are planning on updatding this great mod: could you add syringe versions of stimpacks and robot repair kits, for remote companion revival?

    Or maybe I'll try doing that myself at some point. For some of the suggestions you got, I have a fairly good idea how to implement them, too. Like the remote robot hacking one.
    1. HH511
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      Haven't thought about the healing aspect. I heard something a while ago that there was a legendary effect that is meant to heal when firing a weapon but never got implemented. I'll give it a try since stimpaks and repair kits are ingestibles like the syringer ammo.

      Don't know about the hacking one though but I can give it a try again since I feel more comfortable messing around with perks and stuff.
  7. Atrementis
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    Hello Friend. Is it possible to turn "a chance to" syringes into ones that work every time? An element of randomness that fucks up your plans can be really annouying. A modding mate of mine said it was difficult to change, but that was years ago, so maybe there is a way now? Thanks for the awesome mod regardless.
    1. HH511
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      Hello. Bethesda's use of "chance to" is actually not based on random chances ranging from 0% to 100%. I only stuck with the wording just to keep them in line with Bethesda's world. This means all syringes work all the time unless the target either exceeds the level cap, is immune to the syringe, or in one case with the Bloatfly Larva Syringe, you exceed the time for the larva's to spawn. In almost all cases you could level up your Chemist perk to increase the level cap, and duration. For immunity, you could use other syringes, like Broken Mask, which is meant to target Gen1/Gen2 synths. Hopefully this helps and thank you for the support.

      Little fun fact, Potted Meat actually has a random chance ranging from 0% to 25% to hit the player with an extra 25 rads.
  8. dsalter
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    neat but some slight tweak suggestions to make it more balanced if i may?
    those damage numbers should probably be delt over 6 seconds rather than 4 as you'll be taking down even the hardest enemies in the game early as hell (Nuka-World Overboss Colter for example.)
    the bloat flies could cause a crash with the amount it spawns at once on lower end systems, i'd swap out the duration and amount of flies to instead increase the strength of the flies. basically rank 1 would be 20seconds, 1 normal fly, rank 2 would be 30 seconds 2 black bloat flies, rank 3 would be 40 seconds, 2 festering flies and rank 4 would be 3 glowing flies and 40 seconds. that way they'll be more impactful without risking a crash :)
    the X-drop dart could possibly crash the game if used on a brotherhood soldier whole they are in a virtibird.

    otherwise planning to download this on my main system soon as i can as syringer is a very underrated weapon :)
    1. Salensis
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      The damage scaling is fine, I think, I'd actually increase it, possibly by tying it to another perk that increases duration.
      As for the bloatflies, having 5 flies spawn at once, given their rather basic ai packages, that would be rather unlikely to cause a crash. If that were the case, the legendary Radroaches in Nuka-World would be game breaking.
      I do like the idea of the bloatflies becoming stronger versions depending upon chemist level, however.
    2. dsalter
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      never underestimate heavily modded games crashing ability ;)
    3. Salensis
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      I have 506 active mods. I think I might know a little about that.
    4. HH511
      HH511
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      All v1.0 syringes are made to not affect power armor, among other things (check description). The Bloatfly spawns are fine since you need to kill within the amount of time given which is lower per Bloatfly (you have to kill pretty instant at lower levels to get all five). Also, vanilla random encounter events spawn more than 5 npc's at times, so no worries about crashing. They also level up dependent on location and player level. And Drop-X doesn't cause a crash in the situation with Vertibirds, it has been tested.

      As far as the damage for both Bleed Out and Radscorpion Venom, they have no resistances that can weaken it. So at base with no Chemist perk and being able to craft 4 at a time is:
      Spoiler:  
      Show
      - 40 * 4 syringes = 160 points of damage for BO
      - 60 * 4 syringes = 240 points of damage for RV
      At max Chemist, you're looking at these values:
      - 120 * 4 syringes = 480 points of damage for BO
      - 180 * 4 syringes = 720 points of damage for RV

      To me, this feels pretty good as it can stand for itself but not be overly powerful. What do you think?
    5. Salensis
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      I think you're right.
      I'd prefer an option for increased damage, just as a personal preference as I crank the difficulty on survival with other mods, but, what you've made here will definitely stand on its own.

      I honestly think this is the best syringer overhaul I've seen so far.
    6. HH511
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      Thank you. Don't forgot though that I am planning on making mixes of syringes like Bleed Out and Radscorpion Venom. Hopefully that will be what you're looking for.
    7. Salensis
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      From what I've seen of what you've implemented so far, I'm looking forward to it. :)
  9. Gorky07
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    Nice one! If I might add a suggestion, how bout a Rad Bomb syringe, that deals a lot of Flat radiation damage to add a good alternative against human enemies?
    Possible crafting recipe could be 1 Steel, 1 Glass and 2 Nuclear Material, Damage could be something like 80 / 120 / 160 / 200 / 240.
    Had this thought for quite some time but I have exactly 0 understanding of modding and thought you might like it :D
    1. dsalter
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      actually i'd love rad damage as a damage over time, think nuclear waste injection, it'll destroy humanoids but can be used to heal ghouls (our bro hancock or random ghoulies)
      would defo be resourceful of a player since tbh if i had the option i'd use all the filth around me as a tool if i could and seeing as only some animals and humans would be effected by it, it would be very situational in most cases
    2. HH511
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      I was thinking of calling it "Syringe - Praise for Atom" or Atom's Message, something with Atom in it. This one has been in the works for a while but because it's radiation damage, it's a bit difficult to get exact damage numbers. So I'll release it with estimated damages as close to exact as possible.
    3. jaderiver
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      Atom's Message sounds great ...=)
  10. ImmortalAbsol
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    Would you consider;
    -Hacker darts for robots? (initiates hacking via Pip-boy over long distances).
    -Pacification syringe that allows you to send the NPC to a settlement as a settler, protected, in the player and ally factions, and to be able to trade gear with them?
    -Domestication syringe makes an animal (animal friend) or wasteland creature (wasteland whisperer) become protected, join the player and ally factions and be recruited to a settlement as a pet, livestock or endangered species in a zoo/sanctuary.
    ?
    Thanks for reading.
    1. HH511
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      These are pretty difficult since they involve quest and scripts to achieve. Hacker darts are simple without the pip-boy hacking, since that also involves a quest. The hacker darts I'm creating act like the Berserk syringe, you just shoot them but they last half as long with their own visual effects.
    2. ImmortalAbsol
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      Ah, okay.

      Do you plan to do paint material swaps?
      I have been looking extensively with no luck.

      I feel like it would suit the faction specific markings of the Ins and BOS CC skins.
    3. HH511
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      Pretty sure that involves some texturing to fit the Syringer. Unfortunately, I have no experience with that. But, I did find some hidden weapon modifications for the Syringer not used in-game. Nothing too exciting since they're just pistol grips but I'm going to try and mess around to see if I can get them to work.