NPCs fleeing from combat when using the Syringer sounds like the vanilla bug whereby NPCs will flee from combat if the damage resistance of their target is too high. They basically realise they can't damage their target and run away in fear. This bug becomes more prevalent in mods that massively increase power armour resistance levels to lore/realistic levels (so .38s, Molerat bites, etc, don't do any damage to power armour) for the reason above.
Sounds like the same thing is going on with the Syringer, which makes sense if it's only doing weird effects (such as Frenzy) on NPCs rather than damaging them.
Iirc there's also no NPC animation for Syringer. although it should be possible to make the NPC use Syringer with Hunting Rifle Anims (and make it so their Syringer is not usable by the player cuz it will look jank when used by the player)
Does the mod also work with companions or only with NPC'S? So far I've only tested the mod with Valentin. He still drew his revolver with a lot of scrap in his luggage.
It should work with companions too. Maybe his revolver does more damage and he chose to use it instead. Try removing all other weapons from his inventory.
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Sounds like the same thing is going on with the Syringer, which makes sense if it's only doing weird effects (such as Frenzy) on NPCs rather than damaging them.