About this mod
Visual and gameplay overhaul for vanilla Syringer. New look, new modifications, new syringes, more science. From a pure abomination to a elegant piece of metal.
- Requirements
- Permissions and credits
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Translations
- Spanish
- Mandarin
- French
- Changelogs
Lets admit, vanilla syringer is abomination, epic atrocity. Nobody want to use it, nobody cares about it, it is pretty useless and can cause harm to your consciousness and your family...But not anymore. I tried to mitigate this problem and think somewhat succeeded. Please don't expect some cool looking animations or anything fancy, it is a still vanilla syringer at heart. But nonetheless and from now on, this can be very deadly and interesting weapon.
FEATURES
- Enhanced look by using vanilla assets and remeshing them.
- Modified Firing Sounds.
- New modifications like: pressure system, laser and flashlight attachments, infusions and more.
- Paintjobs.
- Enhanced vanilla syringes and a couple of new ones.
- 1 Unique syringer.
- Power, properties and ammount (in crafting) of syringes depends on Chemist Perks and some weapon modifications.
- All syringes inject to medical shops and some containers like medkits, mirrors, coolers through script.
- Very high compatibility.
- As a neat bonus, if you are using Creation Club Weapon Paintjobs, paints can be applied to some parts like stocks and sights. So basically you can mix N' match paintjobs from this mod and CC.
Ideally it must be put in the bottom of your load oder in case, if you are using some mods that change Syringer and its Ammo (like its mods, weapon stats, & recipes). Otherwise this mod compatible with everything out of the box.
NEW MODIFICATIONS
- 3 Pressure Options
- 5 Flashlight Attachments
- 4 Laser Attachments
- 3 Barrels
- 2 Firing Mechanisms
- 4 Infusion Systems
- 9 Paintjobs
- 3 Chemical Modules
- 1 Sight
None of vanilla perks are overwritten, this was made with compatibility in mind through little script. You just take Chemist perk like before and thats it. If you already took all or some of the Chemist perks, nothing to worrie, everything work out of the box.
Chemist 1: +20% To Magnitude and Duration for syringes, +30% magnitude to frenzy effects.
Chemist 2: +40% To Magnitude and Duration for syringes, +100% magnitude to frenzy effects, x3 Crafting Ammount.
Chemist 3: +60% To Magnitude and Duration for syringes, +160% magnitude to frenzy effects.
Chemist 4: +80% To Magnitude and Duration for syringes, +240% magnitude to frenzy effects, x5 Crafting Ammount.
- Berserk: Upon Hit, targets go "frenzy". Additionaly gives Bonus to Max HP, Melee Damage and Damage Resistance to inflicted target. Does not work on mechanical targets and power armor users.
- Bleed Out: Upon hit deals lingering bleeding damage. Additionaly decreases targets damage resistance. Does not work on mechanical targets and power armor users.
- Blizzard: Instantly freezes target and inflicts freezing damage. Additionaly decreases targets damage resistance and moving speed.
- Bloatfly Larva: If victim dies, spawns a swarm of Bloatflies. Can spawn Legendary variant of this critter. Investing into chemistry, increases spawn count (5 max). Does not work on mechanical targets or power armor users.
- Bloodbug Larva: If victim dies, spawns a swarm of Bloodbugs. Can spawn Legendary variant of this critter. Investing into chemistry, increases spawn count (5 max). Does not work on mechanical targets or power armor users.
- Stingwing Larva: If victim dies, spawns a swarm of Stingwings. Can spawn Legendary variant of this critter. Investing into chemistry, increases spawn count (5 max). Does not work on mechanical targets or power armor users.
- Boomer: A small but powerful syringe with cluster of shaped charges, which blows away the target and inflicts massive explosive damage to everyone around. Very big and heavy targets only get stagger effect from the blast wave. Demolition Expert can further increase effectiveness of the blast.
- Endangerol: Staggers and disarms an opponent. Very useful to quickly steal a weapon of your foe.
- Ghoulification: Deals massive radiation damage. Upon reaching 700 units, victim turns into a powerful or Legendary ghoul. "Ghoulification" effect works only on humans, radiation damage works on everyone except mechanical targets and power armor users.
- FEV: Injects Forced Evolutionary Virus, into humans blood. After some time, victim turns into a powerful Supermutant, but suddenly dies. Body explodes into pieces, unable to withstand such enormous changes outside of laboratory conditions. Everyone caught by the blast gets massive radiation damage.
- Ram N' Slam: Simple, cheap and quite heavy syringe without any effects except, that it deals blunt raw damage and can stagger or knock off your opponent. Best choice, if you are not going invest into Chemistry or Science. Gets additional damage from the Rifleman perks.
- Heavy Metal: Overcharges fusion core systems in power armor suits, after which initiates meltdown process.
- HiJack: Mechanical targets have a chance to go "frenzy". Overloads the target's maximum health and movement speed.
- Hybernation: Disables nearby mechanical targets for some time. Robotics Expert can further expand duration from 10 seconds to a maximum of 40.
- Jailbrake: Remotely hacks mechanical targets such as robots or turrets.
- Jim-Dandy: Inflicts shock damage, after which it releases a shock wave (If target is organic only shock damage applies). Mechanical targets and power armor users structed by such wave additionaly get massive shock damage and fall to the ground. All others just get additionaly moderate shock damage and stagger.
- Lock Joint: Cripples targets limbs. Does not work on mechanical targets and power armor users.
- Mind Cloud: Target believes the player character has vanished and has a reduced chance to detect you. Upon hit pushes away the target. Mechanical targets and power armor users can only be strucked by a stunning blast.
- Party Starter: Upon hit, target goes crazy and starts dancing, annoying everyone around. Works only on humans and sane ghouls without power armor.
- Pax: Chance to make the target non-violent and additionaly gives debuff to damage resistance.
- Pharma Prince: Upon hit, heals targets wounds and increases damage resistance. Does not work on mechanical targets and power armor users.
- Radscorpion Venom: Deals poison damage to target and paralyzes it. Does not work on mechanical targets and power armor users.
- Sugar Bomb: Overloads victim with endorphins, after which the victim loses their head from happiness. Work only on Humans and sane Ghouls.
- Torchlight: Upon hitting, deals massive fire damage to the main target and ignits everyone around it. Demolition Expert can further increase effectiveness of ignition.
- X-Ray: Upon hitting targets body, scans and detects everyone through obstacles and barriers.
- Yellow Belly: Makes target flee and panically stumble. The stumbles occur a little longer after the flee effect ends. Very big and mighty targets only get stumble effect. Does not work on mechanical targets (except power armor users).
So, to the point...Now he will give you nice good looking syringer with good mods on it with a little legendary effect. If you already finished this quest, then no unique for you.
EYESHKEEPER Thank you и Большое Спасибо за несколько ассетов с твоего прекрасного мода Post-apocalyptic homemade weapons. Using myself and highly recommend it.
Thanks this awesome guys Invalidfate - Skyrim Dance Animations & Umpa - Dance Animation Modder Resource for funny dance idles.
seanms1991 Big thanks for a couple of assets from Tactical Weapons Mods. Also using myself and highly recommend it.