Fallout 4

About this mod

Adds a new quest, a new dungeon filled with new voice-acted hostile and non-hostile NPCs, new weapons, new armors, workshop stuff, other goodies.

Requirements
Permissions and credits
Translations
  • Russian
  • Portuguese
  • Mandarin
  • French
Changelogs
Donations
FULL CREDITS LIST




A quest/battle arena mod where you'll have a sprawling dungeon to explore, 4 unique hard bosses and their minions to defeat, and unique parts to gather to assemble the powerful Proton Axe or the fiery Cosmic Knife Superheater. Possibly make friends with a new kooky vendor to take to your settlements as well. Explore and investigate how the lobotomites came to Braintree and figure out a way to deal with them!


This mod adds:

ABRIDGED NON SPOILER VERSION:

A new quest, with 3 possible endings, around 1 hour to complete.
A new sidequest with a recruitable vendor settler at the end of it, fully voice-acted with mocap animations thanks to Neeher.
A new massive sprawling dungeon, the Braintree Mental Rehabilitation Center, is a place for the wealthy and mentally unwell.
New custom voice-acted enemies with unique behaviors and ambush mechanics.
Animated cybernetics on lobotomites (a moving antenna on the back, a beating robotic heart that sparks and smokes when they take too much damage)
Unique and varied outfits for the lobotomites (masks, muzzles, goggles, surgical gowns, jumpsuits, scientist gloves, etc).
Unique leveled weapons (Cosmic Knives, Saturnite Power Fists, Saturnite Super Sledges, Lamentor's Bells, all kinds of spears and lances)
Unique craftable-only weapons: Proton Axe/Hatchet (with custom animations and sounds) and Cosmic Knife Superheater (works like a miniature shishkebab)
4 unique custom masks worn by boss NPCs.
3 full sets of new makeshift modular armor.
A new unique trap!
New posters, lamps, bomb traps, benches, a satellite, and assorted stuff for your workshops.
Destructible parts of the environment (wooden doors, one specific room with a bomb)

HOW TO START THE QUEST:

Go south of Somerville Place until you find the place.



Compatibility:

Assets:
- This mod uses a vanilla-based custom body NIF with a custom texture, so all of the body mods should be compatible, the custom body mods like CBBE just won't show the scars and heart hole on lobotomites unless patched. If you want to make a patch, the files are here.
- Whatever edits the Laundered Dress (the denim/green/rose one) mesh, will also affect the Nurse Outfit (since it's a matswap).
Level Design:
Thanks to Exoclyps, this mods does not edit precombines since version 1.0.5+. This means it's:
- Compatible with Previsibines Repair Pack Stable Branch - PRP (Fully compatible with no patch needed)
- Compatible with South Of The Sea - Atom's Storm, since they share a cell with Quagmire. There is only one live lobotomite in the exterior cell and it's an ambush one, so they won't attack the Swampfolk.  (Fully compatible with no patch needed)
- Compatible with Chaotic Sun (Chaotic Sun adds a boat nearby, no patch needed)
Skeletons:
- NOT compatible with "Discrete Female Skeleton (DFS)" or other similar animation skeleton mods. Makes the game crash when you loot a heart or spine from their bodies, as their heart scripts makes their bodies explode, and if the body has weird or unexpected "limbs", it will CTD. If you have the mods already, then just don't loot the cyberware off lobotomites.
Scripts:
- Built-In support for Canary Save File Monitor.

Notice for mod authors:
If you use a lobotomite for any reason, specifically with an outfit that it doesn't often use, then the heart and spine will appear and might clip with the outfit you chose. Make sure to put the keyword on the Armor entry if you don't want the heart and spine to appear on them.


Smart Integration System

This mod comes with a script that will check if you have certain mods/DLC installed, and if that is the case, integrate some of the stuff they have into Leveled lists that Lobotomites use. The mod works with or without the mods/DLC listed below, but you might enjoy it more if playing with them. The current supported mods are:

- LAER (Laser Assisted Electrical Rifle) : If installed, ranged Lobotomites will spawn with them.

The current supported DLC:

- Nuka World: If you have the Project Cobalt Schematics, you can craft a Nuka Blade mod for the Cosmic Knives.

Also, almost every consumable or weapon has been placed as a dummy that loads from leveled lists, so they will spawn any item from other mods that inject into those vanilla lists. Lobotomites will use any weapon that is on the raider leveled lists as well.


FAQ (that I've gotten while showing this mod to others)

Q- Does this work with body replacer mods like CBBE, Atomic Body, Joe's Unrealistic Bazongas, etc?
A- Sort of. The lobotomites have a custom body and head texture for their scars and heart implant hole. However, I kept all my Substance Painter files, so go here and download it if you want to make a patch so the lobotomites use a custom body.

Q- Why are there lobotomites in the Commonwealth? Big MT is on the other side of the former USA!
A- You will get hints about why over the quest, but I don't want to spoil the rest.

Q - Why do the lobotomites have Cosmic Knives?
A- Because Cosmic Knives were made in Big MT, and are also present in the OWB files. From a gameplay perspective, it's for consistency since there was a Saturnite component added by this mod. Just pretend they come from shipments that were never delivered to Sierra Madre, or that the Think Tank started making more of them.

Q- Why are the knives dirty? There's no Cloud in FO4!
A- The Cloud was made in the Z-43 innovative toxins plant, which is located very close to the Saturnite alloy research facility. Maybe the batch got contaminated. Maybe it isn't cloud residue at all. Who knows.

Q- I've seen the Proton Axe/Cosmic Knife Superheater in the screenshots but none of the Lobotomites carry them! Why?
A- The Proton Axe and Cosmic Knife Superheater are very very powerful weapons, and we wanted to keep them unique. So to get one, you need to complete the quest at least up to a certain point to get the parts to assemble it, get the blueprints, and then craft them.

Q- Why are the hearts in the center of the chest? Hearts are on the left side of the body!
A- Thanks to Sagitarius22, I learned that they're actually in the center (pic) AND the left side, but we feel it more in the left side because the left ventricle is the strongest part of it.
From a design perspective, it looks cooler in the middle, and it has less chance of being wonky and clipping.
If you want a lore reason, the massive autopsy-like scar should let you know that the lobotomites have been almost entirely rearranged on the inside.

Q- I like Crazy Marty. How do I get Crazy Marty into a settlement?
A- Finish his quest first, then talk to him again.

Q- When are you adding more OWB stuff?
A- Never. This mod took 3 years and it's already plenty. There are other mods on Nexus if you want some of the other stuff from OWB.

Q- I don't like X thing and I want to remove it!
A- If you feel that way, open CK and go for it. But you do not have our permission to post any modification of this mod that breaks the set permissions in the permissions tab on Nexus, Beth.Net or any other modding sharing site.