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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
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DLC requirements
DLC name Automatron Far Harbor Nuka World Nexus requirements
Mod name Notes NPC Weapon Framework Requires NPC Weapon Framework to function. - Permissions and credits
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Credits and distribution permission
- Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources
- Upload permission You can upload this file to other sites but you must credit me as the creator of the file
- Modification permission You are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
- Conversion permission You can convert this file to work with other games as long as you credit me as the creator of the file
- Asset use permission You are allowed to use the assets in this file without permission as long as you credit me
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You are allowed to earn Donation Points for your mods if they use my assets
- Console modding permission The author gave permission for someone else to port this mod to console and for it to be uploaded to Bethesda.net. Please credit the author, however
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- Changelogs
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Version 2.3.0
- Fixed the Courser not drawing from his specific weapon level list.
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Version 2.2.9
- Redid the hp scaling of units for every plugin. Should hopefully be lower and more vanilla friendly.
- Lowered most of the higher priced units cost in caps.
- Removed a lot of redundant perks from units.
- Changed all units to the player faction, it was an inconsistent mix of player and companion factions in their records. Hopefully fixes hostility inconsistencies.
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Version 2.2.8
- Fully ported over Institute plugin to NPC Weapon Framework. Due to some form ID Changes, Institute npc's spawned by this mod may be naked. Simply use the RecycleActor command on them.
- Synths will now spawn with helmets again.
- Added Mechanist plugin update to the main fomod.
- Paint schemes have been redone using a better method from NPC Weapon Framework.
- NPC Weapon Framework now fixes a vanilla bug with Institute rifles standard and photon receivers not doing the correct damage.
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Version 2.2.7
- General: Changed all of this mods NPC Aggression values to Unaggresive in order to give more control over when combat begins. They will not attack unless attacked first or the player Initates combat.
- General: Lowered Boss units damage bonus from 50% to 25%.
- Mech: Robots can no longer be grabbed by dog npcs.
- Mech: Added Cybermech Tankbot by request. Spawns at level 30.
- RR: All units no longer have scaling levels of sneak perks. They instead just start out with rank 4.
- Raid: Removed test feature with allowing these npc's to utilize drugs.
- Raid: Removed Big League perks.
- Trig: Removed Big League perks.
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Version 2.2.6
- General: Overhauled packages. All units will sandbox when idle, and sleep at night if human. Immersive if you have units spawned and are doing something like settlement building.
- General: Power armor users and robots will use the guard idle packages and patrol, so they don't leave their armor. Or in robots' case, can't use furniture.
- General: Removed level restricted spawning on heavy weapons for high level units. Less tedious for testing npc battles and cheated early game spawns of late game units.
- General: Adjusted health and resistance values of all units.
- General: Added missing charging gatling instances to BoS, Inst, and Gunn high tier units level lists.
- General: Armor spawning has been overhauled, check NPC Weapon Framework for all the details on it. If you have existing units that have been made nude due to their armor record changes, click on them with the console and type " Recycleactor " without quotation marks.
- Inst: Fixed grenade naming scheme to correctly say Inst as the abbreviation.
- Inst: Grenade 1 has been replaced with a synth that will spawn with random damaged / dirty parts like vanilla roamers.
- Inst: Grenade 2, has been replaced with the clean gen 1 synth that was previously the 1st grenade.
- Inst: Removed Courser's relay grenades and replaced them with the Institute EM pulse grenade. Groups of this mods Coursers should no longer randomly crash the game due to spawning large hordes of Patroller Synths.
- Inst: Removed Chilling Plastic legendary weapon from Courser spawns. Should prevents any possible issues caused by the vanilla bug with Cryo for users that aren't using a fix for it. By simply not spawning the weapon that can cause the bug.
- Inst: Removed stealthboys.
- RR: Removed stealthboys.
- Trig: Added a low chance for earlier iterations of Triggerman units to spawn with an Assault rifle once reaching level 33.
- Raid: Fixed forged level lists and a broken inventory entry.
- Raid: Completely overhauled Raider armor spawning. Each part has a 25% chance to be missing with a rate of 3 / 4 Raider armor sets. Can now spawn with Leather, Metal and Combat sets.
- Gunn: Removed stealthboys.
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Version 2.2.5
- General: Removed CC paint patches. Their part of NPC Weapon Frameworks installer.
- General: Removed NPC Weapon Framework, it is it's own standalone mod now. Required for Faction Summon Grenades to function.
- Gunn: Adjusted Gunner armor spawns to have randomized missing parts like Raiders. Gunners will no longer always spawn with a static armor set.
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Version 2.2.4
- General: Removed all npc template references in order to make sure records don't get overwritten with vanilla factions.
- General: Adjustment to faction records in an attempt to address a report of units attacking neutral npc's again.
- General: Reworked all CC paint patches to no longer require the faction plugins. They are standalone patches just to enable the paints now.
- General: For issues with previous version npc's when updating. You must open the console, click on unit, type recycleactor and press enter. The game will then update the npc.
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Version 2.2.3
- General: Fixed a few weapons not being considered primary weapons. Causing the wielder to flee when it was equipped.
- General: Added Odds & Ends patch to the Fomod.
- General: Cleaned accidental duplicate level list of Forged weapons and some unneeded npc perks.
- SupM: Added Throw Boulder weapon.
- Gunn: Added Check Your Geiger weapon.
- Raid: Added Portable Cooker weapon.
- Trig: Added a custom perk to all units that allows them a low chance to grand slam. Units no longer deal super melee damage.
- Raid: Adjusted drug level list to spawn 1 drug and not them all like it previously was.
- Notice: If you used the beta update, the incorrect boulder damage bug causing it to do 75+ was fixed.
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Version 2.2.2
- General: Removed all mod added receivers and muzzles. Now implemented the effects directly into the weapon.
- General: All named unique, added weapons are now legendries.
- General: Reversed the Institute and BoS lasers. The BoS version is now incendiary while the Institute version is Cryo.
- General: Optimized vendor level lists since they no longer need to sell loose mods.
- General: Fixed Cryo effect accidently healing enemies over time instead of draining health.
- General: Fixed Electrical damage not ignoring resistance like the other effects.
- BoS: Fixed new paint modcol not correctly applying paints.
- Army: Fixed new paint modcol not correctly applying paints.
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Version 2.2.1
- General: Added Lever Action modcols.
- General: Added Harpoon Gun modcols.
- General: Added modcols for .44.
- General: Adjusted all heavy weapon modcols to have 2 chances of spawning default, no upgrades opposed to 3 like standard weapons. Done because they have less mods in general.
- General: All unique weapons with a damage over time effect have had their base damage lowered by 25%. This mods added weapons are intended to be side grades with a gimmick opposed to direct upgrades over vanilla.
- General: Removed a buff on npc miniguns that caused them to ignore armor.
- General: All unique damage over time effects have had their damage lowered from 5 each second to 3 each second for 3 seconds.
- Trig: Scorpion's Stinger has been adjusted for performing too well. Returned to single action, ammo has been changed to .45. Damage has been lowered to 24. ( -50% of vanilla.)
- Trig: The fire rate of Rival Killer has been lowered by 25%.
- Army: Adjusted minigun to do the intended damage.
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Version 2.2.0
- General: Cleaned up Fomod.
- General: Added new modcols to streamline applying weapon paints to faction themed weapons.
- General: Added CoA CC Paint patch for future weapons that may utilize it.
- General: Added Vault Tec CC Paint patch for future weapons that may utilize it.
- General: Added Minutemen CC Paint patch for future weapons that may utilize it.
- General: Fixed some npc weapons not being named the faction they belong to. Just a consistency update.
- General: Fixed Gatling and Miniguns not having their vanilla spin up.
- Army: Fixed Army gatling lasers not using the new modcols for mod distribution.
- CoA: Fixed CoA pipe weapons missing the modcol for muzzles. Previously they would only spawn with no muzzle..
- CoA: Added a chance for Lever action to spawn on Cultists at level 20 and Radium rifle at 24.
- CoA: Added a chance for Lever action and Harpoon gun to spawn on Zealots.
- CoA: Added a chance for Harpoon gun to spawn on Reborn.
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Version 2.1.9
- General: Fixed NPC's who may have spawned with the Pipe shot not having the correct ammo list to draw from.
- General: All mod added elemental effects now ignore resistance.
- Army: Added new weapon. Witch Trials. Refer to the new description for details.
- Ins: Removed muzzle attachments and streamlined burn upgrade to be equal with the BoS version's upgrade path.
- Gnr: Fixed Brigadier unable to use unique weapon. Reason was missing npc ammo list for the receiver conversion.
- RR: Removed muzzle attachment for Covert Pistol.
- Trg: Rival Killer's stats have been changed. Refer to the new description.
- Trg: Added new weapon. Scorpion's Stinger. Refer to the new description for details.
- Trg: Removed inspirational cigarette. Replaced mafia radio with cigarette model.
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Version 2.1.8
- General: Redid weapon spawning again, equalized both vendor spawns for the player weapons and the ones carried by npcs to vanilla level restrictions. Some weapons now show at level 1, a few others later than 30.
- General: Combat Rifle = Level 24, Combatshotgun = level 19, Hunting rifle = Level 12, Laser rifle = Level 14, Flamer = Level 15, Gatling Laser = Level 24, Minigun = Level 20, etc.
- General: Fixed naming of unique weapon mods to have the weapon they belong to at the front, in example: "Combat Rifle Nightmare Receiver."
- Army: Fixed PA soldier spawning with the vanilla assault rifle and not the modded version.
- CoA: Gamma gun now can spawn at level 1 on units as indicated by the vanilla gamma gun level list.
- RR: Railway rifle has been adjusted to spawn at level 20. Vanilla has no level restriction, but there is a hardcoded spawn in Bedford restricted to level 20. Due to the power of the Railway rifle, I find it a fair restriction.
- SM: Added a unique hunting rifle named "Get Meat" Spawns as a semi-automatic .38 with increased ammo capacity but slightly less damage. The receiver adds a 25% faster fire rate, 25% less damage, 25 radiation damage, and changes the ammo type to .38 when applied to a vanilla hunting rifle. Needs testing for how it interacts with animation replacers.
- SM: Added flavor text to the Get Meat receiver's description. It does not tell you the stats, only my attempt at lore friendly humor. Sort of inspired by Borderlands legendary items flavor text, but if people don't like it, I'll change it to vanilla style. If people do like it, I'll go back and add text like this to the other unique attachments.
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Version 2.1.7
- General: Implemented Fatman into NPC Weapon Framework.
- General: Reimplemented Railway Rifle into NPC Weapon Framework.
- General: Reimplemented Gauss Rifle into NPC Weapon Framework.
- General: Reimplemented Flamer into NPC Weapon Framework.
- General: Reimplemented Missile Launcher into NPC Weapon Framework.
- General: Reimplemented Gatling Laser into NPC Weapon Framework.
- General: Fixed incorrect cap value and weight of all mod added gatling lasers. (Institute, Plasma Caster, etc.)
- General: NPC Weapon Framework is 70% towards an independent release.
- BoS: Added a Brotherhood painted version of the gatling laser that will be sold by the Brotherhood vendor. Uniquely deals more base damage but fires a bit slower than the vanilla version to be an option, opposed to a direct upgrade.
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Version 2.1.6
- General: Applied a faction tweak to all Robot npcs created by this mod. Hopefully they will properly attack and be aggroed by other robots now.
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Version 2.1.5
- General: Cleaned all plugins, fixed errors.
- General: Fixed a null omod on the Radium Rifle.
- Raid: Fixed Forged level list containing nonexistant weapons.
- Raid: Fixed Raider Boss level list containing nonexistent weapons.
- Ins: Cleaned old and broken leftover barrel that was throwing errors even though it wasn't used.
- If you check the Raid plugin using the error checker in Fo4 edit it may show an error for missing morphs. This issue also appears on vanilla npc's, but I haven't noticed an issue, nor have any mods shown up that specifically address this.
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Version 2.1.4
- General: Temporarily implemented NPC Weapon Framework into the fomod. 1 Click download now.
- General: Removed all NPCs from their real factions. No more random attacks towards vendors or neutral npc's from the mod's units. Let me know if I missed any.
- General: Removed loot related perks meant to boost loot the same way vanilla npcs are done. Reduction in free stuff granted when units die.
- General: Greatly reduced armor of all units, some unit's health have been reduced. Perk damage greatly reduced or removed for earlier units.
- General: Removed grenades from all early units.
- RR: Fixed Female Agent not having the small boost to energy resistance like her Male counterpart.
- RR: Fixed Runner not having a unique level list for her boss weapon(s).
- Raid: Fixed all Raiders not having the combat health regen actor value.
- Raid: Lowered dog damage from 40 to 30.
- SM: Lowered Hound damage from 40 to 30.
- Am in need of feedback for the performance of the new values. Let me know if they are still too strong or too weak. I'd like to hear how they hold up against different set ups. But ultimately my end goal will be to balance them the best against a mostly vanilla styled set up.
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Version 2.1.3
- General: Grenades lowered to from 30 of each to 10 of each.
- General: Reimplemented Radium Rifle into NPC Weapon Framework.
- General: All unique weapons and weapon mods will now spawn on vendors even without their faction plugin enabled.
- Army: Updated vendor level lists and level restrictions.
- Army: 10mm renamed to 2nd Amendment. Increased damage by 25% (18 to 22.)
- Army: Fixed a bug where PA soldier's level list had an old, non existant weapon in their level list.
- Mech: Updated vendor level lists and level restrictions.
- Mech: Buzzsaw no longer spawns with the electrified attachment. Damage restored to vanilla, but by default does +5 electrical damage. Overall, less damage at base and for the npc version, but goes back to it's old damage of 15 if you craft the mod.
- Raid: Updated vendor level lists and level restrictions.
- Raid: Fixed playable Raider outfits not being correct weight, armor values and having open slots like all the other playable added outfits.
- SM: Armored Glasses renamed to Virgil's Prototype. Armor decreased to 10.
- SM: Updated vendor level lists and level restrictions.
- CoA: Fixed Atom's Will not having the correct price. Increased damage by 25%. (27 to 33.) Increased AP cost by 5. (20 to 25.)
- CoA: Added unique gamma enchantments to all CoA weapons that drastically lower their radiation damage. Intended to reduce the incentive of cheesing by stacking CoA units to instant kill with radiation.
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Version 2.1.2
- General: NPC Weapon Framework updated to version 1.3.2
- General: Averaged all upgraded weapon spawns for units to level 20. They will mostly use pipe, hunting, and low tier lasers until then with a few exceptions for higher level units and factions.
- General: 3 rolls are guaranteed to be standard receiver, muzzle, or sights with higher player level adding more types based upon the vanilla leveling scheme. Intended to cut back NPC power creep.
- General: Added missing short recon scopes to the scope spawn list to all weapon that support them. (Vanilla oversight.)
- General: Faction summon grenades will no longer spawn on vendors until level 1 for basic, level 20 for tier 2, level 30 for tier 3, and 4. No more late game equipment in the early game.
- General: All weapons and armor from the mod will no longer spawn on vendors until level 30.
- General: Reimplemented Combat Shotgun into NPC Weapon Framework.
- General: Reimplemented Combat Rifle into NPC Weapon Framework.
- General: Reimplemented Submachinegun into NPC Weapon Framework.
- General: Reimplemented Pipe gun into NPC Weapon Framework.
- General: Reimplemented Pipe shotgun into NPC Weapon Framework.
- General: Reimplemented Hunting Rifle into NPC Weapon Framework.
- General: Reimplemented Assault Rifle into NPC Weapon Framework.
- General: Reimplemented Plasma Gun into NPC Weapon Framework.
- General: Reimplemented Multi-Plasma Gun (Flamer, sniper and shotgun barrel only.) into NPC Weapon Framework.
- General: Reimplemented Pipe Bolt-action into NPC Weapon Framework.
- General: Reimplemented Charging Laser Gun (Sniper barrel only.) into NPC Weapon Framework.
- General: If an NPC is missing equipment after the weapon revamp, open the console and click on them. Then type "recycleactor" without the quotation marks.
- RR: Added silenced Combat Shotgun to level lists.
- RR: Added silenced Pipe Shotgun to level lists.
- RR: Added silenced Pipe Bolt-Action to level lists.
- RR: Faction unique modifcation. All Railroad weapons spawn with silencers.
- CoA: Player usable Irradiated pipe weapons will spawn on vendors early due to being pipe weapons.
- CoA: Atom's Continuous blessing range increased to 40. Radiation damage is 3 a second.
- CoA: Faction unique modification. All Children of Atom weapons will spawn with glow sights.
- Trg: Rival killer has been rebalanced for performing too well. Damage lowered from double to +25% (16 from vanilla 13.) AP Cost increased from 10 to 20. (Vanilla is 35.)
- Trg: Fixed incorrect damage of Triggermen submachinegun. It is now 13 like vanilla, but higher-level Triggermen have perks that increase its base damage from 25% - 50%. Also, higher level receivers farther boost that damage. Overall, a big damage decrease, but still useful units.
- Raid: Burning Feather renamed to Ambush. Damage increased by 25% (11 from vanilla 9.)
- Gnr: The Nightmare Rifle's default ammo has been changed to .308 if you remove the .50 receiver. Base weapon deals 25% more damage. (41 from 33.) But has a lower ammo capacity (20 to 15.) and costs more AP as an offset. (25 AP cost to 35.)
- SuperMutants, Raiders, Army and Mechanist will be updated next patch. I'm tired after working on this 7 hour today while being sick.
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Version 2.1.1
- General: Lowered all stimpaks given to units who can use them to 1.
- Army: Changed vendor to Daisy in Good Neighbor. Fits better with her prewar remembrance theme.
- Army: Adjusted accessory spawn rate to 70%.
- Brotherhood: Increased helmet spawn rate to 85%.
- Brotherhood: Paladin barrels stats have been changed to automatic, +10% damage, long range, -0.25% vats cost.
- Gunners: Increased helmet spawn rate to 85%.
- Gunners: Adjusted accessory spawn rate to 85%.
- Institute: Eradicator barrels stats have been changed to automatic, +10% damage, long range, -0.25% vats cost.
- Raider: Adjusted helmet spawn rate to 70%.
- NPC Weapon Framework version 1.3.1 implementation has begun. Weapon templates are now being much more optimized with better level scaling mods through modcols. Currently only the Laser and Institute Laser have been done but more are to come.
- Thanks to this new modcol method, any future created content should be faster and easier. Instead of building around 12 or more weapon combinations by hand for each weapon multiple times, the modcols now handle better random distribution based on the player's level.
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Version 2.1.0
- General: Incorporated crafting into the plugins themselves. No longer an addon, and all compacted into 1 crafting category.
- General: Rewrote Pre-war Military plugin from scratch and incorporated it into the main package as a selectable option.
- General: Removed Heavy Combat Armor spawns and replaced them with an additional chance for Medium. (Reason being heavy is ugly, and these units are strong enough.)
- Army: Purchase new items at Dr.Sun from Diamond City for the Pre-war Military.
- Army: Added new obtainable 10mm. (Patriot's Sidearm) Inflicts bleed, while mirroring the stats of Piper's Unique 10mm. (Lower clip size, faster fire rate.)
- Army: Added new obtainable Fatigues. (Officer Fatigues) Increases accuracy of vats by 10%.
- Army: Added Pre-war Military faction. Units are more expensive but better equipped earlier on with military weapons. For balance, they will not spawn with armor until level 17.
- Mech: Added crafting.
- Raid: Added combat shotgun to level lists.
- BoS: Fixed Robots not having passive health regen like all other units.
- BoS: Changed grenade model to holotags.
- Gnr: Fixed Robot not having passive health regen like all other units.
- Gnr: Fixed Nightmare rifle being a combat rifle with an assault rifle receiver. Since it's now a combat rifle completely for some strange reason.
- Gnr: Fixed Gunner Plasma Caster (Player Version) Not being obtainable.
- Dog recently died, so work has been very slow. Anyway, enjoy the update.
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Version 2.0.9
- General: All updates moving forward will now require the new mod "NPC Weapon Framework." This will later get it's own mod page, but for now it is located in the update section.
- General: Updated Factions to utilize the new and improved NPC Weapon Framework. Allows a global framework for editing weapons that can be utilized along infinite npcs.
- General: Expanded weapon arsenal of Lasers to include automatic, long, and short. If you miss the old auto lasers only version, then grab the mod by me named Subtle Laser Overhaul on my profile.
- General: Expanded weapon mods to cover semi, auto, and special barrels like the plasma sniper, plasma flamer, and plasma shotgun.
- General: Added Multi Plasma gun. Has a chance to cycle between sniper, flamer, and shotgun barrels.
- RR: Changed name of Recruit to Tourist for a more lore friendly name of their rank.
- RR: Changed name of Spy to Runner for a more lore friendly name of their rank.
- RR: Added a pipe rifle to the Tourist weapon level lists.
- BoS: Changed name of Brotherhood Star Paladin to Brotherhood Paladin.
- BoS: Changed name of BoS Scribe to Brotherhood Scribe.
- Ins: Changed name of Hot Eraser to Hot Plastic. Mirrors the Brotherhood version Cold Steel.
- Gnr: Changed name of Plasma Gatling to Plasma Caster.
- Gnr: Added Combat shotgun
- Gnr: Added Multi Plasma Gun.
- Gnr: Changed name of Nightmare rifle to Nightmare.
- SM: Adjusted stats of Fire Hydrant. Weight reduced from 50 to 25. Damage reduced from 125 to 90. AP Cost reduced from 100 to 60.
- Raid: Added Unique Forged Laser with flamer enchant.
- Raid: Added Unique Forged Super Sledge with flamer enchant.
- Raid: Changed name of Feather Weight Incinerator to Flaming Feather.
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Version 2.0.8
- General: Fixed crash from Railroad plugin, due to having cc masters. Thanks to GraceWalker for reporting.
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Version 2.0.7
- General: Combat armor has been restricted to the vanilla level requirement of 17. Units that usually spawned with combat armor, will spawn unarmored or with lower tier armor until the player levels up like vanilla.
- BoS: Cryo Laser has been given a unique name. "Cold Steel"
- BoS: Cold Steel laser rifle has had a custom Cyro barrel made to mirror the Institute Flame barrel.
- BoS: Paladin's laser rifle has had a custom Armor Piercing barrel made to mirror the Institute Eradicator barrel. Includes new adjustments in the Institute section.
- BoS: Scribe's Cold Steel Laser will only spawn as a pistol.
- BoS: Scribe's perks adjusted to match the change above.
- BoS: Added Cryo and Paladin barrels to be purchased.
- Ins: Eradicator, and Flamer barrel weight increase has been adjusted to a 50% modifier.
- Ins: Eradicator barrel no longer has a firing speed bonus.
- Ins: Eradicator and Flame barrel now have a 10% ammo capacity penalty. Reducing ammo per a clip to 27.
- Ins: Flame barrel speed reduction adjusted to a 10% modifier.
- Ins: Flame barrel armor penetration cut in half to 20%. I prefer options over direct upgrades, this puts them on par. Get a flat 40% armor penetration with the Eradicator and Paladin barrels. Or trade 20% and some firing speed for additional damage over time effects.
- Ins: Commonwealth Cleanser renamed to Hot Eraser.
- Ins: Hot Eraser Laser will only spawn as a pistol.
- Ins: Added chance for Z#-## to spawn with a Hot Eraser or Institute Gatling. Same as Paladins spawn with the Paladin Laser Rifle or a Gatling Laser.
- RR: Assassin has been renamed to Spy.
- RR: All Railroad members have been granted RRSecretAgentPerk "Secret Agent" [PERK:0009AC95] Which increases stealth boy durations by 10 seconds.
- RR: Heavies and Spies have been granted RRTheHeavyPerk """The Heavy""" [PERK:0009AC99] which increases damage to Institute members by 10%.
- RR: Heavies and Spies no longer have a scripted stealth effect. They will instead just use Railroad stealth boys to prevent script lag.
- RR: Fixed Spies being equipped with standard Railroad fatigues, and not the Spy version.
- RR: Standard issue receiver for the Gauss Pistol has been changed to the Tuned Receiver.
- CoA: Added a fix to Self-Radiation spell. Changed from Constant effect to Concentration.
- Gnr: Added a fix to the Extreme Conditioning spell. Changed from Constant effect to Concentration.
- Trg: Added a fix to Money is Power spell. Changed from Constant effect to Concentration.
- Rdr: Added level scaled combat armor to the armor list. Can only spawn torso and left / right leg. No full armor sets because their Raiders.
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Version 2.0.6
- General: Adjusted weapon damage values back to mass majority vanilla. Overall power of all units has lowered with lower tier weapons.
- Gnr: Fixed Assaultron not following the normal naming scheme.
- Gnr: Fixed Corporals having a faster than intended reload speed.
- BoS: Fixed Mr.Gusty not following the normal naming scheme.
- Rdr: Changed all Forged Laser combinations to use the Gamma Wave and Boosted Gamma Wave receivers to follow their fire occult theme.
- Rdr: Fixed Raider Dog not following the normal naming scheme.
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Version 2.0.5
- General: Added craft able patches to all factions.
- RR: Fixed not having the lighter model like intended. Again.
- Gnr: Slowed plasma gatling fire rate down more, as it's outclassing other heavy weapons with its dual damage type output.
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Version 2.0.4
- Inst: Repurposed old, plasma weapons in the plugin to a unique Institute Laser for the Courser and Player. Check the Institute section in comments for the new details.
- Inst: Institute Gatling, Eradicator Barrel, and Institute focuser may now be purchased from the Faction Vendor. (Vanilla price.)
- Inst: After extensive damage testing, I have decided to increase the Eradicator barrels armor penetration to 40 and restore some bonus damage. It acts as a partial equivalent of the Handmade rifle, but in energy form.
- CoA: Zealots will now randomly spawn with either a set of Zealot armor or a set of Inquisitor armor.
- CoA: Reborn will always spawn with an Inquisitor armor set.
- CoA: Zealots and Reborn no longer drop free Marine armor sets.
- Gunn: Plasma Gatling and Plasma focuser can now be purchased. (Vanilla price.)
- Mech: Fixed new buzzsaw not being added to the merchant.
- Rebuilt fomod.
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Version 2.0.3
- General : Added Super Mutant faction.
- Ins: Fixed grenade names having not been updated to display the unit.
- Ins: Added patch to replace Courser armor with CROSS Strigidae Armor.
- Ins: Heavily nerfed the Eradicator barrel. Armor penetration lowered to 30% to be more in line with vanilla. Removed damage bonus.
- Bos: Fixed grenade names having not been updated to display the unit.
- Raid: Adjusted power of the dog to be a little closer to vanilla dogs.
- Mech: Added special weapon. A Mr.Handy buzzsaw named "Shocking. Isn't it?" Deals electrical damage, followed by double the vanilla damage.
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Version 2.0.2
- Gunn: Fixed incorrect names of the grenades.
- Gunn: Fixed an issue with the Gunner Plasma Gatling still firing vanilla lasers with the non-painted version.
- RR: Added 2 additional combinations to the Railway Rifle to make use of more scopes and the Bayonet.
- RR: Reverted Railway Rifle to standard receiver. Meant to allow it to benefit from Rifleman perks and the Sniper perk.
- RR: Added Sniper perk to RR Agents. Small chance to knock down enemies when using Gauss, Hunting or Railway rifles.
- RR: Added missing Steady Aim rank 1 perk to NPCs. Was missing from them but is used in all the other Faction Summon Grenade plugins.
- RR: Increased fire rate of Railway Rifle by 15%.
- Raid: 85% completion of building armor level lists. Raider armor and Metal armor are done, level scaling, and will no longer be loot able. Combat armor will come at a later date.
- Raid: Reduced flamer damage to 19. Nice middle point between Fallout 4 and Fallout 76's damage.
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Version 2.0.1
- Fixed issue with the Railroad plugin accidently requiring CC paints.
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Version 2.0
- General: Redid naming scheme. All grenades now have the full name of the unit and an abbreviated faction name. Gender also abbreviated as M or F. Overall, shorter names.
- Trig: Added a 1 in 4 chance for Rookie, Triggermen, and Triggerwomen to spawn with the upgraded Assault Rifle used by Veterans.
- Trig: Added a 1 in 4 chance for Rookie to upgrade his tier 1 Submachinegun to the tier 2 version used by Triggermen and Triggerwomen.
- Trig: Fixed missing inspirational cigarette from Triggerboss.
- Trig: Lowered healing from Inspirational cigarette to 30.
- CoA: Fixed Reborn, and Zealots missing boss bonus effect.
- CoA: Fixed missing defense and health regen for CoA Cultist.
- CoA: Lowered Gamma Grenade Radiation to 100.
- CoA: Lowered Radium Rifle Radiation damage to 10. Stacking rads from a team of CoA becomes extremely game breaking when all it takes is 1000 rads to instantly kill humans.
- CoA: Added Radiation damage to the meat hook.
- CoA: Gamma gun Radiation lowered to 50 for large and 25 for small. Deals Ballistic damage like Fallout 76 as well.
- Added Raider faction. Biggest set of weapons I've done so far.
- RR: Changed RR flare into a Lighter, for more uniqueness. I have decided I will probably do the Minutemen, so the flare is being reserved for them.
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Version 1.9.1
- BoS - Changed flare into a Brotherhood Distress Pulser so it is more distinct.
- Mech - Changed Imitation Mechanist Tesla gun into a Laser Rifle. Should no longer randomly aggro caravan and neutral npc's due to runaway shockwaves.
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Version 1.9
- Added The Mechanist Faction.
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Version 1.8
- Added RailRoad CC patch.
- Added Institute CC patch.
- Ins: Redone armor again. All units will be easily identifiable by their armor color now. Stormers have default white armor. Eradicators have shiny armor. Bosses have Commando black armor.
- Ins: Removed Power Armor from boss synth.
- Ins: Added 7th relay grenade. You can now buy these to spawn a Power Armor frame anywhere you want to. They are 2000 caps, the same as buying a power armor frame from a regular merchant.
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Version 1.7
- Pretty big update with a lot of things overhauled.
- General: Added level scaling armor tiers to all factions, following vanilla level restrictions, faction restrictions, and patterns.
- General: Added melee weapons to all lower tier units as a back up weapon since they are often front line. No longer auto lose vs Super Mutants bomb rush with sledgehammers.
- General: Higher tier units will not use a melee weapon. As they have better guns and this forces the ai to prioritize shooting.
- General: Reduced overall confidence of NPC's to brave. Only robots, synths, and power armor users will have foolhardy confidence.
- Gunners: Added level scaling combat and leather armor.
- Gunners: Added Gunner combat knife.
- Gunners: Increased damage of Plasma gatling. Lowered fire rate by 30% for more uniqueness and equality to vanilla plasma weapons.
- Institute: Added Institute baton.
- Institute: Basic Boss Synth has been reworked into a Synth Eradicator. Meant to be used alongside the Synth Stormer in the same sense all the other Faction Grenade plugins utilize male / female.
- Institute: Eradicator sports shadowed synth armor and comes equipped with the new Eradicator Rifle. It works as a medium range rifle with armor penetration and higher damage at the cost of being heavy.
- Institute: Power Armor Synth now uses an Institute Gatling with 30% faster fire rate, 15% less damage and ap cost.
- Institute: Units will no longer spawn with plasma weaponry. Plasma mods and special weapons are still available to the player.
- Institute: Institute pulse grenade has had its energy damage increased from 150 to 200, as a slight difference from the standard pulse grenade.
- Institute: Removed scripted spawning of Institute units. Their spawns are script lag free now.
- Institute: Added level scaling synth armor.
- Railroad: Added RR Switchblade.
- RR: Converted RR Veteran Agent to a RR Female Agent. Finally found a couple of female RR templates. Must have glanced over them since I did have to go through 400+ NPC's.
- CoA: Added CoA MeatHook.
- Triggermen: Removed bats from Triggerveterans so the ai focuses more on putting those upgraded drum mag Assault Rifles to use.
- Triggermen: Triggerveteran melee perks converted to Steady Aim.
- BoS: Fixed BoS units having old health values which were higher than intended. (Aka health before the equalization patch.)
- BoS: Changed Cryo laser projectile to the (As far as I've seen at least) Unused Cryo projectile. Instead of using just a vanilla red laser.
- BoS: Added Wrench.
- BoS: Reworked BoS Doppelganger into BoS Scribe. Retains the experimental Cryo laser. It makes more sense in self-made lore that research was done to develop this weapon, and it's being field tested by those who created it. Scribe can build up to 3 Jury-Rigged BoS Mr. Gustys that spawns with random arm weapons.
- BoS: Fixed Flare 6 costing double it's intended price.
- BoS: Added CC paints patch.
- BoS: Added flare 7. Allows you to spawn a stronger, higher-level, version of the BoS Mr Gusty compared to the one used by Scribes.
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Version 1.6
- Added missing ESL flag to Gunners plugin.
- Adjusted Gunner Lieutenant back to standard Gunner combat package.
- Removed the missile launcher from the Gunner Brigadier. It was constantly in a loop of being too weak, too powerful, or causing too much collateral damage.
- Added plasma gatling gun to Gunner Brigadier to replace the removed missile launcher.
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Version 1.5
- Added Gunners faction.
- Added Patch for Gunners faction to enable Creation Club skins.
- Added sandbox packages to all factions, to make them seem more alive when the player is idle or in dialogue.
- Removed enemy styled npc's actually being in the enemy faction. In order to not create any strange sceneries when engaging that faction in normal gameplay.
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Version 1.4
- Added Triggermen faction. Requires Nuka World dlc for perks and bat mods.
- Coa: Fixed shotgun receiver doing over 32k damage.
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Version 1.3
- Standardized unit health across all plugins. Starting at 400, 600, 800, 1000.
- Standardized unit base damage / energy resistance to 30/30, 40/40, 75/75, 100/100.
- Overall prices of grenades reduced to 50, 100, 200, 400. Note some prices may be different for special units. In example, the power armored boss synth is 800.
- Overall prices of Special armor / weapons reduced to 200.
- Ins: Fixed missing flamer enchant on the plasma flamer.
- Added Fomod installer. Will only support ESP flagged as ESL. If you no longer wish to have your slots saved, unflag them with your mod manager.
- Added vanilla boss actor effect to boss styled units. Perception +2, Health +25, Damage resist +10.
- CoA: Added Irradiated pipe shotgun to Zealot weapons for some variety.
- CoA: Added pipe shotgun mod for the Irradiated pipe gun. Can be purchased.
- CoA: Adjusted Bolt action pipe weapons to only spawn in the weapon pool of the basic Child of Atom.
- CoA: Adjusted Gamma Grenade radiation from 150 to 200.
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Version 1.2
- General : Added playable versions of custom outfits to Faction vendor shops. 300 caps base value each.
- General: Added playable versions of custom weapons to Faction vendor shops. 300 caps base value each.
- General: All existing plugins are now in a state of which I wanted them. I can now move on and work on some new stuff.
- BoS: Out of beta and confirmed fully working. Requires a clean save. If you don't know how to make a clean save, disable the plugin. Launch game. Save your game. Exit. Use the fallout 4 save cleaner. Remove old save from save folder. Enable the new version.
- BoS: Doppelganger now has shades to hide eyes. Helps make clones look a little more different.
- Bos: Doppelganger will now switch between signature laser rifle and a gatling laser.
- BoS: BoS Battlecoat now grants the power armor effect. Game treats user as if wearing power armor, including special stat boosts.
- Bos: Increased Paladin Gatling Laser spawn chance to 50%. Decreased Tier 2 Auto Laser spawn chance to 50%.
- RR: Increased Heavy Minigun spawn chance to 50%. Decreased Tier 2 Assault Rifle spawn chance to 50%.
- RR: RR Fatigues now grants the Recon effect. All equipped weapons mark enemies like a recon sight when aiming at them.
- RR: Added missing electrical damage enchant to Gauss pistol.
- RR: Gauss pistol requires the new gauss silencer or no muzzle to continue firing gauss rounds when equipped. Which can be purchased for cheap at the Railroad faction vendor. Equipping a normal silencer will change the bullets to vanilla 10mm and break your immersion. You have been warned.
- Ins: Coursers will now summon Gen 1 synths from this mod when using relay grenades.
- Ins: Made an edit to the Institute Pulse grenade so Institute npc's will equip it.
- Ins: Institute Plasma gun requires the new Plasma muzzles or no muzzle to continue firing plasma rounds when equipped. Which can be purchased for cheap at the Institute faction vendor. Equipping a normal muzzle will change the plasma to a vanilla laser and break your immersion. You have been warned.
- Ins: Custom Synth uniform now grants immunity to radiation. (Purchasable) Note this isn't actually used by the synths since they're immune by default in vanilla. It was added to offer roleplay options. I'm thinking like SKK's start as a synth mod. There is no way to make the Black Synth Armor playable, because it is directly attached to the actor in their actor template. That would mean I'd have to edit the player template itself. Causing who knows how many compatibility issues, and you would be permanently stuck with it, had it been playable.
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Version 1.1
- BoS : Beta test for a remade from scratch version.
- Pre-War Military Soldiers: Added missing player faction flag.
- Template plugin was updated and made easier to use. No longer requires RailRoad version.
- Institute: Redone all npc perks.
- Institute: Redone weapons similar to the npc weapon framework mod I'm working on. Allows tons more weapon mod variety by adding tiered versions.
- Institute: Added police shades to the Courser outfit.
- Institute: Adjusted strength of power armor to mirror Fallout 76. Leave feedback, power will shift with different set ups.
- Institute: Synth Patroller health increased from 255 to 305. Base defense increased from 20 DR / ER to 30 DR / ER
- RailRoad: Redone all NPC perks.
- RailRoad: Redone weapons similar to the npc weapon framework mod I'm working on. Allows tons more weapon mod variety by adding tiered versions.
- RailRoad: Redone Assassin. Changed to Female. Added max gunslinger and sneak perks. Added chance to disarm when using a pistol. Added new gauss pistol.
- RailRoad: Changed Heavy loadout to 66% chance tier 2 assault rifle, 33% Chance minigun.
- RailRoad: Changed Recruit and Agent weapons to randomly roll between tier 1 and tier 2 combat rifle, hunting rifle, and assault rifle.
- RailRoad: Changed Railroad Sniper to RailRoad Veteran Agent.
- RailRoad: Changed RailRoad Veteran Agent loadout to 33% chance for each weapon, between gauss rifle, railway rifle, and 50.Cal hunting rifle.
- RailRoad: Added .308 hunting rifle to Recruit and Agent weapon level lists, as a tier 1 hunting rifle.
- Removed Railroad Assassin coat. Transformed into Assassin Fatigues with a disarm melee attackers legendary effect.
- General: Reduced base regen rate from .25 to .15 for all units. Reduced Synth Patroller regen rate from .5 to .3
- General: Reduced all stealthboy, railroad stealthboys, and stimpak loadouts from 2 to 1.
- General : Weapon Tier system that dictates the allowed mod combinations. tier 1 are standard / average mods. tier 2 are high end mods.
- CoA: Fixed crash related to the Gamma Radium Silencer
- CoA: Buffed Pipe Guns to let weaker units scale a little higher into late game.
- CoA: Adjusted Special item prices to match the other Faction Special item prices.
- CoA: Allowed Gamma Grenade to spawn on Faction vendors, Zealots, and Reborn. The hazard currently still doesn't work. But the grenade still deals damage + radiation damage. Cheaper, makeshift, alternative to the frag that is only really effective against humans.
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- Donations
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Straight donations accepted
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?
Which factions are done?
Where to obtain?
Player Obtainable Special Equipment:
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.
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?
Spoiler:
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.
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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?
Spoiler:
- 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.)
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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?
Spoiler:
- 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.
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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:
Spoiler:
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%.
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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.