Fallout 4

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PastChristmas

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About this mod

Summon familiar NPCs back from the dead for a rematch as restless spirits.

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Changelogs
Introduction

I only ever played through Fallout 4 once, and I don't remember the playthrough well at all, but I recall how lonely it felt towards the end. Fitting with the themes of the game, I felt far removed from the people I once knew. I remember returning to an old dungeon and the mild sadness of confronting a generic boss as opposed to the named one I had fought before. Perhaps it was just where I was in real life at the time, but certainly the Sole Survivor's journey to isolation didn't help.

This mod was developed to simultaneously add some extra diversity to the modded enemies of the Fallout 4, while also allowing the player opportunities to reunite with some familiar faces, even if they are angry ones.

The ghosts of this mod are not encountered as regular opponents; instead, they are summoned by the player by crafting "invocation bottles" at the chemistry workbench under the "summon" tab. The bottles are like molotov cocktails, only the bottle is a means of insulting/challenging the spirit of a fallen adversary in to a fight. Invocation bottles are thrown and explode in to ethereal purple flames, from which a ghost steps out. It is like a fantasy version of the synth grenade.

Combat

Fighting ghosts is as you might expect different from fighting any other kind of enemy in the game. Ghosts are 'cursed' beings and are completely invincible to all forms of damage, unless they are from other cursed sources. You will be able to curse yourself by using the consumable "cursed ashes", which can be created from the chemistry bench under the healing tab. The curse will reduce your luck by three points, but it will allow you to damage ghosts with your weapons. The only other way to get cursed is to be within the ghost's cloak radius, which isn't recommended as it causes damage over time.

As a result of this invulnerability, other NPCs will run and cower from ghosts, which will include your companions. While this unintended effect increases the difficulty of the duel, it doesn't necessarily have to be used this way. Invoking a hostile ghost around NPCs may cause it to fight them instead. In most cases the NPCs will be powerless to fight back, unless the cloak curses them. Most ghosts retain the faction allegiances they held in life, so it is possible to summon ghosts to fight other ghosts, but keep in mind most if not all of them will be hostile to the player. One way or another, bringing a spirit back to the world means you will eventually have to send them back.

Apart from the ghost's have three other abilities to note...

  • Fade: Ghosts will disappear seconds after being defeated. If you're quick, you can loot the bodies before this, but this wasn't something I intended. Ghosts provide a minimum of a 100xp in defeat, but otherwise the rewards of summoning a ghost lie in the sentiment.
  • Cloak: As stated, approaching too close to a ghost will cause constant energy damage and inflicts the aforementioned curse.
  • Grudge: Like legendary enemies, should your attack bring a ghost to below 50% HP without defeating it it will return to full health with new abilities. Ghosts gain an extra 50% damage to their weapons, but also the ability to ricochet your own bullets back toward you for 1.3x the damage. 



Summoning Ghosts

Recipes to summon specific NPCs will not be unlocked until after you've progressed through certain quests or cleared areas. I placed the actual summons within spoiler tags for good reason. Therein may be spoilers for potential character deaths.

Raiders and Raider Bosses
Clearing a raider hideout will allow you to summon the boss as a ghost. To my knowledge all raider bosses are unlockable summons.

Gunners and Gunner Captains
Like with the raiders, gunner bosses can also be summoned after you've cleared their respective area. To my knowledge all gunner bosses are unlockable summons.

Faction NPCs
These were more complicated. I tied the prerequisites to quest stage completion. If you've killed a faction NPC by using a mod that enables the killing of essential NPCs, then their summon recipes will not be unlocked.

Spoiler:  
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Elder Maxson
Follow the Institute/Railroad/Minutemen questline until you defeat him, or destroy the Prydwen.

Prydwen Dead
Follow the Institute/Railroad/Minutemen questline until you destroy the Prydwen.
Invokes: Knight Captain Cade, Knight Captain Larsen, Lancer Captain Kells, Proctor Teagan, Proctor Quinlan, Proctor Ingram, or Senior Scribe Neriah.

Institute Dead
Follow the Railroad/Brotherhood/Minutemen questline until you destroy the Institute.
Invokes: Alan Binet, Allie Filmore, Clayton Holdren, Dean Volkert, Evan Watson, Justin Ayo, Nathan Filmore or Newton Oberly.

I'm not making an invocation bottle for Father. I find the idea too cruel.

Desdemona
Follow the Brotherhood/Institute questline until you finish the assault of Railroad HQ.

Railroad Dead
Follow the Brotherhood/Institute questline until you finish the assault of Railroad HQ.
Invokes: Tinker Tom, Drummer Boy or Doctor Carrington.

Captain Avery
Continue the Far Harbor questline until you're able to retrieve Captain Avery's remains.

Far Harbor Dead
Engulf Far Harbor in the fog at the end of the Far Harbor questline.
Invokes: Allen Lee, Andre Michaud, Cassie Dalton, Debby, Howard Dunbar, The Mariner, Mitch, Sandra Lee or Teddy Wright.

High Confessor Tektus
Continue the Far Harbor questline until you decide to kill Tektus or destroy the Nucleus.

Nucleus Dead
Continue the Far Harbor questline until you decide destroy the Nucleus.
Invokes: The Archemist, Brother Devin, Brother Kane, Grand Zealot Richter, Sister Aubert, Sister Mai, Zealot Theil or Zealot Ware.

Overboss Colter
Kill him at the beginning of the Nuka-World questline.

Mason
Kill Mason when he decides to betray you in 'Power Play' or you betray him in 'Open Season'.

Nisha
Kill Nisha when she decides to betray you in 'Power Play' or you betray her in 'Open Season'.

Mags Black
Kill Mags Black when she decides to betray you in 'Power Play' or you betray her in 'Open Season'.

William Black
Kill William Black when he decides to betray you in 'Power Play' or you betray him in 'Open Season'.



Quest NPCs
The summon recipes for these characters are unlocked the same way as the faction NPCs, they must die a plotline death.

Spoiler:  
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Sinjin
Kill Sinjin at the end of the Silver Shroud questline.

Sinjin's Crew
Kill Sinjin at the end of the Silver Shroud questline.
Invokes: AJ, Kendra, Northy, Smiling Kate or Wayne.

Cabot Family
Either the Cabots must die in their final confrontation with Lorenzo, or they all die at the the conclusion of the 'The Secret of Cabot House' quest. 
Invokes: Jack Cabot Emogene Cabot, Wilhemina Cabot and Edward Deegan.

Lorenzo Cabot
Kill Lorenzo at any point you are able to in the 'The Secret of Cabot House' quest.
 
Covenant Dead
Kill Chambers in the 'Human Error' quest. There are no quest stages for the rest of the inhabitants, so I'm assuming most players that kill Chambers would have killed the townspeople too.
Invokes: Blythe, Brian Fitzgerald, Roslyn Chambers, Swanson, Talia McGovern or Ted Huntley.

Bobbi No-Nose
Kill Bobbi No-Nose in 'The Big Dig' or in the following quest if you let her live.

Bullet
Kill Bullet in the 'Kid in the Fridge' quest.

Ivey
Clear 'Fort Hagen Satellite Array'.

Isabel Cruz
Kill the Mechanist at the conclusion of the Automatron questline.

Captain Zao
Kill Zao in the quest 'Here There Be Monsters'.

Slab
Kill Slab and all the raiders at the Pickman Gallery.

Pickman
Kill Pickman in the Pickman Gallery.

Kellogg
Kill Kellogg in the confrontation at the end of the 'Reunions' quest.

Eddie Winter
Kill Eddie Winter at the conclusion of 'Long Time Coming'.

Gristle
Kill Gristle during 'Freedom Calls'.

Trudy
Resolve the standoff at Drumlin Diner by killing Trudy.

Wolfgang
Resolve the standoff at Drumlin Diner by killing Wolfgang.

Ship Scavengers
Kill the scavengers in the 'Last Voyage of the USS Constitution' quest.
Invokes: Mandy or Davies.

Egg Thieves
Finish the 'Devils Due' quest.
Invokes: Jefferies, Private Hart and Sergeant Lee.

Vadim's Thugs
Kill Bull and Gouger at the end of 'Confidence Man'.
Invokes: Bull or Gouger.



Dead NPCs
These NPCs were originally spawned in to world as corpses or are for some reason technically dead. My earlier plans were to place their ghosts near where their bodies are discovered, but I've never enjoyed messing with cells and worldspaces. You'll be surprised at the NPCs you'll be able to summon this way. I plan to add more of these type of NPCs in the future.

Spoiler:  
Show


Vault 111 Dead
Escape from Vault 111.
Invokes: Cindy Cofran, Mr. Able, Mr. Callahan, Mr. Cofran, Mr. DiPietro, Mr.Russell, Mrs. Able, Mrs. Callahan, Mrs. Cofran, Mrs. Whitfield or Mr. Whitfield.

Switchboard Dead
Complete 'Tradecraft' for the Railroad.
Invokes: Beatrice Bell, Francis O'Dell, Kelly K, Maven, Mr Mathers, Ms. Boom, Roger, Sly Nicholas, Snowbird or Tommy Whispers.

Quincy Dead
Agree to be general of the Minutemen, then clear the 'Super Duper Mart'.
Invokes: Emma or Josh.

Jackson
Agree to help Ada during 'Mechanical Menace'.

Ricca
Clear 'College Square'.

Jezebel
Complete the 'Headhunting' quest. 
Invokes: Human Jezebel.

Husky Brothers
Pick up any of the brothers' holotapes on Haddock Cove.
Invokes: Luke Husky, Bray Husky, Rowan Husky or Braun Husky.

Doomed Traders
Clear 'Mad Mulligan's Minecart Coaster' in Nuka World.
Invokes: Terry Tanaka, Sam Teller or Ricky Braxton.

Gauntlet Dead
Survive the Raider gauntlet at Nuka World.
Invokes: 


The ghosts are levelled and are intended to always outlevel the player, although some of these spirits pose a greater threat than others. Lorenzo already possessed high HP as a human, but as a levelled ghost his HP can climb even further. Some such as Clint, appear in the power armour they wore in life. Pickman and  

Compatibility

Great care was taken with implementation of these NPCs to make sure there were no potential incompatibilities with other mods. At worst, a mod added weapon may be able to penetrate the ghost's immunity perk, otherwise I don't foresee any problems.

Known Issues

NPCs with attacks that have certain DoT effects are able to damage through the ghost's natural immunity so they will attempt to battle them if they are enemies. A companion with Grognak's Axe for example will attempt to battle ghosts, perhaps even win against a few.

My testing has been enough to know that the base systems work fine, but I would like input on balance. The mod adds powerful enemies, maybe too powerful.

Credits

Bethesda, for making the game
My sister, for her photoshop skills in creating the necessary textures.