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PlayerInfinite

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PlayerInfinite

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About this mod

Adds new grenades to spawn generic faction npcs. They will follow the player around until killed and fight hostiles. Followed by unique armor used by the high-level versions, which players can purchase alongside the grenades.

Requirements
Permissions and credits
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Esp flagged as Esl fomod.
Requires Far Harbor, Nuka World, and Automatron dlc.
Requires NPC Weapon Framework.    

This project has been canceled due to lack of community interest. No farther content updates will be released, only bug fixes.

Disclaimer do not use these in populated areas with neutral NPCs. I have spent multiple days attempting to add them to factions and get them to not attack innocents, but some will agro and some won't. The funniest part is every npc in this mod has the exact same faction data, yet they behave differently. You are better off using something like Fallout Commander.

What does this add?
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Brand new flares and relay grenades to spawn generic npcs from Fallout 4's factions. These npcs will follow you until they are killed off. They will fast travel and go through loading doors with you. Npc data is based off of vanilla templates, loosely edited to make these npc's able to survive longer and fight alongside you. Special equipment and weapons utilized by higher rank and boss npcs are also purchasable by the player.

All npcs also come with various perks to make them more specialized. Globally they have radiation immunity, so they don't randomly die to hazards, and a small amount of hp regeneration to get more value out of surviving units. Flares and Relay grenades do not damage anyone and aren't considered hostile like vanilla. You can use them anywhere and around anyone without triggering a negative reaction.


Which factions are done?
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- Brotherhood of steel.

- Institute.

- Railroad.

- Church of the Children of Atom.

- Triggermen.

- Gunners.

- The Mechanist.  

- Commonwealth Raiders / Forged.

- Super Mutants.

- Pre-war Military.

I may try putting together more flares for additional factions. But no promises. In the off chance that you want them now and can't wait, I made a template plugin to make it easy for putting new ones together yourself. The instructions aren't exactly how I do it, but they are simplistic enough that even someone who has never used FO4 Edit should be able to do them. (In my opinion at least. Plus, you can just ask me for help if you ever get stuck.)

Where to obtain?
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- Tinker Tom from Railroad HQ for the Railroad.

- Synth Requisition from the Institute for the Institute.

- Proctor Teagan from the Prydwen for Brotherhood of Steel.

- Brother Ogden from the Crater of Atom (Commonwealth) and Brother Kane from the Nucleus for the Church of the Children of Atom.

- Kleo from Goodneighbor for Triggermen.

- Solomon from Diamond City for the Gunners.

- Isabel Cruz for the Mechanist Robots.

- Deb from Bunker Hill for the Raiders.

- Fred Allen from Goodneighbor for Super Mutants.

- Daisy from Goodneighbor for the Pre-war Military.

Player Obtainable Special Equipment:
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Institute 
Special Items

Synth uniform = Grants immunity to radiation. Note this isn't actually used by the synths since they immune by default in vanilla. It was added to offer roleplay options. I'm thinking like SKK's start as a synth mod.


Railroad Special Items

Railroad Fatigues = Ability to marks enemies like a recon scope when aiming with any weapon.

Brotherhood of Steel Special Items

BoS Battle coat = Grants the wearer the power armor perk, including its special stat boosts.

Church of the Children of Atom 
Special Items

Atom's Blessing = Wet suit that Irradiates the user with 100 rads when equipped.

Atom's Continuous Blessing = Wet suit that Continuously irradiates the user, followed by anyone within 40 radius. Just like the glowing creatures. Was the original but is optional because it can be script heavy and kill innocent npcs.

Triggermen Special Items

Armored suit = Suits with a stacking special effect named Money is Power. (All colors available.)

Money is Power = Grants 2 special points for every 1000 caps in your inventory. 1000 = Strength + 2, 2000 = Perception +2, 3000 = Endurance +2, 4000 = Charisma + 2, 5000 = Intelligence +2, 6000 = Agility +2, 7000 = Luck +2.


Gunners Special Items

Authority = Gunner Flannels with a special effect named Extreme Conditioning.

Extreme Conditioning = Increases health, ap, unarmed, and melee damage by 25 points.

Mechanist Special Items

Imitation Mechanist Helmet = Increases Intelligence, Charisma, and Luck by 1.

Imitation Mechanist Armor = (Testing, may be changed.) Restored cut magic effect. Increases mechanical crafting efficiency by 50%.

Shocking. Isn't it? = A Mr. Handy Buzz Saw modified to also deal electrical damage.

Raider Special Items

Forged Cage armor and Forged Helmeted cage armor = Significantly more defense versions of cage armor with immunity to being set on fire. Increases strength by 1. Only weighs 3 pounds and has armor slots open to allow legs, arms and torso armor. Expect clipping in third person, if you mostly play first then it doesn't really matter.

Super Mutant Special Items

Virgil's Prototype = Increases accuracy when worn. (Currently may not work. Glasses are still wearable and provide armor.)

Fire Hydrant = Very heavy, weighs 25 pounds. (0.5/20th the weight of a real one.) Swings very slow and consumes 60 AP in vats. Offset by dealing the highest base damage in the game for a melee weapon (90) and having a 3x crit damage multiplier.

Pre-war Army Special Items

Officer Fatigues = Increases accuracy of vats by 10%.


Important Notes:

- Each flare / grenade can only spawn 1 npc, from 1 template. This means every npc for each flare / grenade will have the same face. For the most part this will be hidden by outfits / hats. But using a bunch of the same npc grenade in an area may result in making this more obvious. At some point I may attempt to find a way to give them random faces using a level list, but don't count on it.

- Why are they so expensive? Early iterations are cheap and balanced units. The later versions are expensive because you get what you pay for. You pay the big caps; you get the more powerful units. Same as legendary weapons.