Fallout 4
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Siatru

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Siatru

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46 comments

  1. Charles721376
    Charles721376
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    please could you explain how you added new npcs or changed the weapons armor ect when i edit the npcs in ck kit they dont spawn with what i added 
    1. Siatru
      Siatru
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      I used Fo4edit. Haven't even touched CK kit.
    2. pain123456789
      pain123456789
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      Do you know if it is possible to add more soldier slots? i really want more soldiers than 9 by category and 36.
    3. Siatru
      Siatru
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      Nope, you're better off trying to use pre-3.0 version of FCOM. That one didn't have limits IIRC.
  2. demonicmyst
    demonicmyst
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    does this mod conflict with cast or look at me institute because neither heavy or stormers are working cant get exo suits pulse carbones pasrails or special institute gatling lasers 

    edit as testing them myself
    look at me is what conflicted with stormers  turn off look at me and stormers began to work (heavy still no tworking testing other mod conflicts

    EDIT 2
    no clue what is stopping heavy from gaining plasmarail  

    edit 3
    to get plasrail to work had turn off horizzon patch for fcom  
    1. Siatru
      Siatru
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      What do you mean by not working? 

      Also, Heavy only has a 25% chance of spawning with plasrail. So it might that you're just having bad luck. 
    2. demonicmyst
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      spawned hundreds of heavy's in cheat mode zero plasma rails showed up  
    3. Siatru
      Siatru
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      that's odd. So they always spawn with the Institute Gatling laser? Were there times when they were unarmed? 
    4. demonicmyst
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      didnt find any unarmed sorry latw reply i didnt know you replied 
    5. demonicmyst
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      an update on the issue i was having its the horizon patch te horizon patch messes with the character files   and prevents plasrail from entering the level list for heavys  ill add that to my edit so anyone else who has the issue may find it 
  3. Jaggernaut365
    Jaggernaut365
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    Hello Siatru. I have an idea for a Heavy Courser. You could replace their power armor with armor from institutepowerarmor by m150 https://www.nexusmods.com/fallout4/mods/18315
    Think about it. Sorry for my poor English.
    1. Siatru
      Siatru
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      Honestly wanted to do this but setting up power armor presets seems a bit more complicated than just giving them an outfit preset. It involves a "furniture" or something, I'm not really sure. That and I think X-01 PA suits Heavy Coursers more. Maybe if there were "Heavy" Synths.
    2. demonicmyst
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      doesn't really suit them the x-01 was a prototype  of the apa1  the prototypes had no connection to the cis  and were not mass produced till after the war by the enclave  in the west coast

      but yea seems hard to edit them
  4. drabmajesty97
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    where did you get the institute gatling laser at?
    1. Siatru
      Siatru
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      the ones in the screenshots I posted are from "Institute Heavy Weapons" 
      but the "Heavy Courser weapons" file I uploaded uses the ones from "Institute Gatling Laser standalone" 
      Because the former edits the vanilla Gatling laser. 
  5. GonzoTheSamuraiiii
    GonzoTheSamuraiiii
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    elite courser crusher is not working, theyre not wearing the spec ops strigae suit just the common suits.
    1. Siatru
      Siatru
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      did you put my mod bellow strigidae and courser crusher? in the Load Order I mean
    2. LuckyPatch455
      LuckyPatch455
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      quick question about this topic with what you said, do we load ur mod after strigidae and courser crusher or before?
    3. Siatru
      Siatru
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      After both Strigidae and Courser Crusher. Keep in mind though, that my mod is currently outdated as FCOM just released a new update.
    4. Ausarq23
      Ausarq23
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      so roll back to the previous version? and run a clean save like is required for 3.1?
  6. ilimir10
    ilimir10
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    do i need main file if i need Courser Crusher
    1. Siatru
      Siatru
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      Nope, just Strigidae mod, FCOM itself and Courser crusher ofc.
    2. ilimir10
      ilimir10
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      They start teleport only when they fight me but when they fight gunners they dont use there teleport abulity, how i can fix this?
    3. ilimir10
      ilimir10
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      In my game there name is "elite couser" there name must change to Courser Crusher ?
    4. Siatru
      Siatru
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      It might be an issue with the original mod. I haven't actually tested their teleporting ability but it might be tied to the way they fight the player.

      All I did was add that spell/skill into FCOM Coursers
      I probably can't fix it, sorry. 

      and the names probably doesn't affect anything. 
  7. CptQueenbee
    CptQueenbee
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    This is not how the Exo suit is supposed to look on Synths is it ?
    1. Siatru
      Siatru
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      IMG link is broken, I can't see it. 
    2. CptQueenbee
      CptQueenbee
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      It's okay nvm. I found out it was another mod's doing.
  8. Basilario
    Basilario
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    I can't get the new Institute guys to spawn in. I have this mod after the requirements like another comment says to do. 
    1. Siatru
      Siatru
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      I couldn't change their names in the FCOM UI but they should spawn in if you pick Courser
  9. CptQueenbee
    CptQueenbee
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    How many optional files can I download ? If I download more than 1 do they all work in game ? Do I get to pick which one spawns if so ? Or does the last installed just replaces them all ?
    1. Siatru
      Siatru
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      They can all work together.
      Though some of them require the other. 
      Do tell me if something bugs out.

      Oh and sorry for the extremely late reply.
    2. ilimir10
      ilimir10
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      do i need to download main file if i need elite courser crasher ?
  10. demonicmyst
    demonicmyst
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    love this i allready have the gun in my game and have the institute turbo laser which gives synths the equipment and use the institute power armor mod with power armor to the people so some synths are heavy in my game already this helps keep that theme going