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  1. charlesdoromal
    charlesdoromal
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    Gunner Outfit Pack Patch Version 1.1 released, patch now includes 10 outfits and headgear. Patch will also work with Commonwealth Hit Squads.
  2. charlesdoromal
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    The Expansion of this mod "Commonwealth Hit Squads" has been released: https://www.nexusmods.com/fallout4/mods/60452

    Either download this or the expansion.
  3. charlesdoromal
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    Patches for both the Gunner Outfit Pack and the Winterized Gunner Outfit Pack released: Only choose and download one of the patches.

    Alternative patch for Capt West also released.
    Credits to nexus user stupidusernameshit for the idea.
  4. charlesdoromal
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    PANPC mod which improves  NPC combat AI has been move to their discord server. https://discord.com/invite/jMUnXDV

    Although the mod is not required, I highly recommend it to anyone wanting to improve their game play further.
  5. charlesdoromal
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    Gunner Hit Squad Classic Combat Armor released: Equips hit squads with the Classic Combat Armor, see description page of update details and installation.
  6. charlesdoromal
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    Alternative patch for Capt. West released: 

    Patch for players that have already killed Capt. West. See description page for details and update installation.
  7. TheRealGeneral
    TheRealGeneral
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    Does anyone know if this also has the "unique" npc duplication bug like "commonwealth hit squads" ?
  8. vvk78
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    Not sure this mod is being updated.

    But I have a couple of requests please:
    * Can the mod have an additional feature where the player has consequences on the Gunner hit squads? e.g., if the player kills 3 hit squads without dying, then somehow word reach back to the Gunners that the Sole Survivor is mowing down their squads so the Gunners decide to lie low for a while as they recoup and reground. Then a few days later, they send more hit squads against the player.
    *Additionally, if the player has killed 20 more hit squads (i.e., player's notoriety has increased among the Gunners), then there would randomly be more elite hit squads (or at least elite members in some hit squads) who are equipped with better armor and stronger guns and mines/grenades/miniguns/gatlings.

    This kind of ebb and flow in the player vs Gunner hit squads battles would make for very interesting gameplay.
  9. If I kill Wes through the SS2 questline will this still have an effect? Or do I need to kill him like its vanilla.
  10. TheDAN69
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    I need some help with this mod as i downloaded the mod and i killed captain wes and waited 3 days the hitsquad doesn't seem to want to spawn at all then i downloaded the captain wes patch and waited 3 days and that also didnt work is there any fix to this?
  11. LIIVIADBRO
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    If my gunners use custom armor it won't apply to these guys right? since they've got their own different set.
    1. Magickingdom
      Magickingdom
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      Same here, Gunners in my game get better weapons and armor as is. Would not want to mess with their normal load out.
    2. Mythor
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      Yes, an option for the hit squad to be drawn from the regular Gunners list would be cool. Lots of people using things like the Galac Tac armours to jazz up their Gunners, plus eleventy different weapon mods that are added to the standard Gunner lists.
      Perhaps the leader of the group could be set up specifically with the custom armour from this mod and have 2-3 from the regular list supporting them?
    3. speedgato
      speedgato
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      I miss the hit squads!!

      I am concerned this won't play well with my Gunners in PMC armors using Modern Firearms.  I have Talon Mercs on this playthrough but haven't advanced far enough to encounter them yet. 
    4. gungho95
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      Try making the mod who’s gear you want them to use load after this one, if it pulls from Gunner leveled lists then the lower one down should override it
    5. william09703
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      It will be better with Gunner outfit pack, and now there is a patch, so you really need to try it
    6. charlesdoromal
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      The Gunners in the Commonwealth expansion are now compatible with custom armors with leveled list or replacement patches. I made them use vanilla leveled list for that. Unless said integration or replacement patches edits the npcs itself, most custom armors should work without a need for a patch. 
  12. mdkd99
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    I see the quest checks if Captain Wes was killed, while the mod is installed. You could make it so the quest checks if the Gunner HQ was cleared already, if possible.

    Amazing idea as well. I love the concept of gunners coming to kill you after you kill their boss. Well done
    1. charlesdoromal
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      Will consider this, might be a good alternative to those that have already killed Capt. Wes.
  13. Deadeye221
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    Oooh I did miss the hit squads from factions I've pissed off! One question though: if you've already killed Captain Wes, will this still work, or does it need to be installed on a save BEFORE you kill Captain Wes to function properly?
    1. maxwellian01
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      Yes I also am wondering the same thing.
    2. charlesdoromal
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      I've been trying this for a while now, with a my character that already killed Capt Wes. Sadly the hit squad does not show up. There's a scripted hidden quest that runs everything from Capt Wes' death to the appearance of the Hit Squads. I think if the mod is installed after he's killed, the hidden quest wont trigger. 
    3. Deadeye221
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      Ah, that's unfortunate but definitely makes sense. Oh well, I'll just have to be sure to remember to put this into my next save, thanks for the mod!
    4. charlesdoromal
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      I haven't tried it yet cause of all the updates I'm working on. But the quest ID that handles Capt Wes' death and the hit squads is xx000f99 quest name 00Misc_GunnerHitSquad, the stage that will that will start the hit squad spawns is stage 20. Maybe you can try to use console commands to set the quest stage to 20 and see if a hit squad will spawn. Best areas to test are bridges, the one between Abernathy and Sunshine Tidings is a good place to test. 
    5. VigilantWarden
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      Really hoping that this mod will eventually be made automatically retroactive for those of us who have already eliminated Captain Wes.
    6. stupidusernameshit
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      hi man, thanks for this mod, damn amazing. Can i suggest a way to bypass the death of wes? what do you think to script the quest to an item, instead of the death of wes itself? like, putting a holotape or a note on his body or inside gunner's plaza, so you can pick it up and trigger the quest to start, spawning the hitsquads? just an idea, hope it helps.
    7. charlesdoromal
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      Seriously considering your idea on my next update, thank you.
  14. gungho95
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    This is a great idea. You should consider taking it a step further with the other groups we can make screw over
    1. charlesdoromal
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      I might actually turn this into a bigger mod in the future, that will also include the major factions and maybe some minor ones. 
    2. neoncontact
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      Do it! This type of consequence is lacking in the game, hopefully it's not too hard to implement. Endorsed
    3. charlesdoromal
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      With a working template I used in this mod, it will still take some work and heavy testing. But it will be much easier than starting from scratch.
    4. stupidusernameshit
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      well, thats a nice idea. Like, triggerman hitsquads if you kill Bobbi no nose, minutemen if you are a raider, DC guards if you are a criminal, Bos or railroad even. interisting concept.
  15. djchunt
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    I’ve recently played Hearts of Darkness where one of the quests is to attack and kill everyone at the gunner base including Wes. I had installed you mod before Wes was killed, but I haven’t had any interactions with hit squads so I’m wondering if because he was killed via HoD, that your mod isn’t triggered.

    Any suggestions?
    1. stupidusernameshit
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      looks man, first idea should be to put this mod after heart of darkness, hope it helps.
  16. rextable
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    Yo

    Just a quick question: will the hit squads keep coming indefinitely - even if the player has cleared all the gunner strongholds on the map?

    spanx