Fallout 4
0 of 0

File information

Last updated

Original upload

Created by

Sabutai_Khan

Uploaded by

SabutaiKhan

Virus scan

Safe to use

62 comments

  1. SabutaiKhan
    SabutaiKhan
    • premium
    • 51 kudos
    Locked
    Sticky
    Updated Version 1.2 Released - Nuka World Update
    Added Nuka World Raider Hit Squads (see description page for details)

    Other Changes:
    Archived all scripts/scripts fragments
    Added Legendary Chance to Hit Squads
    Power Armor Chance for Gunner Hit Squads

    Updated Private Contract - Talon Company Mercenaries Patch Released

    Update Installation:
    Simply uninstall old versions and install updated versions. Both can be installed at any point of the game or on any existing save file.
  2. SabutaiKhan
    SabutaiKhan
    • premium
    • 51 kudos
    Locked
    Sticky
    FNV LMG/Bozar Patch Released
    Replaces vanilla Assault Rifle of all Hit Squads with the FNV LMG and equips the Railroad Hit Squads with the Bozar by jkruse05

    Installation:
    Make sure you're using the updated version of the main file(version 1.2). Download first either the FNV LMG Stand Alone Version or the Main 5.56 Weapon Pack Version then install the patch. Will work with all other weapon patches and c
    an be installed at any point of the game or on any existing save file.

    HK G-11 Assault Rifle Patch 1.2 Released:
    Updated to work with the FNV LMG/Bozar Patch

    Update Installation:
    Simply uninstall old version and install updated version. Can be installed at any point of the game or on any existing save file.
  3. SabutaiKhan
    SabutaiKhan
    • premium
    • 51 kudos
    Locked
    Sticky
    HK G-11 Assault Rifle Patch 1.1 Released:
    Equips Gunner Hit Squads with the G-11 Assault Rifle by asXas.

    Changes:
    Added ammo types (JHP, JSP, AP, HP-BT)
    Polymer Skins/Materials upgrades now reduces weight of the G11

    Update Installation:
    Make sure you have the latest version of the main file. Download and install first HK G11 K2 by asXas, download and install optional patch. 

    Updating from HK G-11 Assault Rifle Patch 1.0
    Same as above then simply uninstall old version and reinstall new.
  4. SabutaiKhan
    SabutaiKhan
    • premium
    • 51 kudos
    Locked
    Sticky
    HK G-11 Assault Rifle Patch Released:
    Equips the Gunner Hit Squads with the G-11 Assault Rifle by asXas.

    Other changes made to the G-11:
    Fixed issue with the barrels not adding range when upgraded to
    Fixed both laser uniques having low Fire Rate
    Fixed Standard Receiver using vanilla SMG standard receiver misc mod 
    Added Armor Piercing receivers 
    Added INNR for weapon upgrades
    Added Hyper Burst upgrade which increases damage and rate of fire for 3 round burst
    Removed Raiders from G11 leveled list
    Removed Damage Modifier for balance purpose.

    Update Installation:
    Make sure you have the latest version of the main file. Download and install first HK G11 K2 by asXas, download and install optional patch. The G11 can no longer be used together with the G3 Battle Rifle.
  5. charlesdoromal
    charlesdoromal
    • premium
    • 51 kudos
    Locked
    Sticky
    Updated Main File Version 1.1 Released: 
    Some minor changes to the weapon leveled list to balanced out the weapon load out for all hit squads, and to accommodate future weapon patches. 

    Update Installation:
    Can be installed and uninstalled at any point of the game. Simply uninstall old version and install new one. 

    Gunner Hit Squad Alternative Patch for Captain Wes:
    If you are using the alternative patch, make sure to uninstall that also before updating to this version. Make sure that you also re-install the Alternative Patch after installing the updated main version.


    Miniguns Rebirth Patch:
    Equips BOS and Railroad Hit Squads with the miniguns from the Miniguns rebirth pack.

    Update Installation:
    Make sure you're using the updated version of the main file(version 1.1). Download first the Miniguns Rebirth pack and install the patch.

    Edit: 06/23/2022
    Forgot to mention that the Miniguns Rebirth patch is for the ESL version of the mod. If you've already downloaded the ESP version of the Miniguns Rebirth mod, just install the ESL version and reinstall my patch.
  6. charlesdoromal
    charlesdoromal
    • premium
    • 51 kudos
    Locked
    Sticky
    Gunner Outfit Pack Patch Version 1.1 released, patch now includes 10 outfits and headgear. Download available from the original Gunner Hit Squad page: https://www.nexusmods.com/fallout4/mods/52091?tab=files&file_id=239682
  7. Boogidycrook
    Boogidycrook
    • member
    • 0 kudos
    Thanks for making this. Looking forward to taking it for a spin.
  8. nukagobbler
    nukagobbler
    • member
    • 0 kudos
    I really liked the concept of consequential hit squads especially in New Vegas; this mod does make gunner hit squads very fun and fair (I do have some mods that affect armor like gunner outfit pack plus leveled weapons). However I have run into Pippin, Merry, and Sam three times, as already reported in bug report and Pippin actually just ruins my life. Pippin can absorb three direct hits from mini nukes, shrug off artillery fire, and always one/two-shot me. On the third encounter, he just rampaged through Good Neighbor and killed Kleo. I think having the option to disable certain unique encounters or at least remove their respawn would be great.
  9. vvk78
    vvk78
    • member
    • 80 kudos
    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 faction hit squads? e.g., if the player kills 3 hit squads without dying, then somehow word reach back to the faction that the Sole Survivor is mowing down their squads so the faction 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 faction), 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.
  10. cheshiremolotov
    cheshiremolotov
    • member
    • 0 kudos
    Does this also work with Chinese Remants
  11. Chadek
    Chadek
    • member
    • 0 kudos
    can this work with ss2?
    1. WasteLandCaravaner
      WasteLandCaravaner
      • member
      • 3 kudos
      now im wondering if all of his things would work with ss2
  12. aurorer519
    aurorer519
    • supporter
    • 15 kudos
    not necessary but tip - if you just give the hit squads vanilla LLs for whatever faction and rank they are (for weapons and armor atleast) you wont have to make weapon patches for stuff
  13. Babaloo321
    Babaloo321
    • premium
    • 77 kudos
    Just a heads up for anybody playing with SS2 - Chapter 3, the Gunner Hit-Squads will probably not make sense once the Gunners return and make their counter offensive in Chapter 3.

    Maybe someone could make a patch that re-invigorates the Gunner Hit-Squads once that part of the SS2 story starts, and then diminishes again whenever you beat the Gunners again in Chapter 3. Would likely require scripting, however.
  14. nanashi50
    nanashi50
    • member
    • 22 kudos
    Is it possible to get a patch that makes it so this mod uses vanilla weapon and NPC records rather than its own unique duplicate copies?

    This causes consistency issues and defeats weapon replacer mods. Ditto for modifications to NPCs.
    1. Crazydeal
      Crazydeal
      • member
      • 8 kudos
      I second this. I have a lot of mods that edit various things and patching this mod is a bit of a nightmare for me. I'd really prefer if it used vanilla records.
    2. xenon4ever
      xenon4ever
      • member
      • 3 kudos
      Third This.
  15. pianopirate
    pianopirate
    • member
    • 1 kudos
    So, I already have Gunner Hit Squad(Stand Alone). You say this mod page is an expansion.
    Does it also Replace the Gunner mod I already have?

    Also I want to use Random Encounter Framework(REF) plus Commonwealth Hit Squads, then add Talons, Enclave, Gun for Hire and Feral Infestations (Since REF has patches for all). Mostly many mods to get rid of one mod...Endless Warfare. Love that mod but Buffout keeps telling me it might be one of the causes of frequent CTDs that I am currently trying to cure.

    Can I finish that list with the 3 day Timer on the Talon Co page? in other words, will everybody use the timer or will 3 days for all spawns overwhelm my game?
    (Maybe I may not even need the timer?)

    Would I still need "Gunner Hit Squad - Private Contract Talon Patch" or will REF connect everything?

    Last:
    I run  a "FO4 Matrarchy" made up of many Fem replacements and an all Female Patch from LMSE. I used the Talon plugin and turned it off 'cause no Females were spawning with them. I'm Pretty sure it's the same with Gunner Squad, just haven't really noticed because I'm running SKK Stalkers and that mod is  definitely spawning mostly Females.
    Do you think the Female Spawning will work with the setup I'm proposing? Or am I doomed to attend xEdit College and figure it out in my tiny, non computer trained brain?
    My Zombies are already replaced with gorgeous female models in high heels and nothing else.
    I'll just sign off as one more crazy mod user.
  16. JBianculli
    JBianculli
    • supporter
    • 19 kudos
    Just a heads up, it conflicts with Crime and Punishment in the Story Manager Quest Node.  Put this after C&P for an easy fix but you will not get the Raider Boss chokepoint. I'm not totally sure what that does but I assume that works with the Raider Retaliations. Let me know if I'm wrong.  This mod has WAY more forms under that setting so it looks like it may not trigger any of the spawns if you have C&P under C. Hit Squads.
    1. SabutaiKhan
      SabutaiKhan
      • premium
      • 51 kudos
      Well the mod is built upon the story manager to utilize existing in-game spawn locations and triggers, so ofcourse all my quest that handles all hit the squads will have entries under the story manager node.

      Using F04edit is a better fix to patch both mods, so all quest under the Story Manager Nodes from both mods will spawn in game. A good reference in doing this is my patch for both CHS and Private Contract. Using Merged Patch or Bashed patch may also work.
    2. Glitchfinder
      Glitchfinder
      • premium
      • 675 kudos
      The story manager is really inflexible about this kind of thing, and you're basically required to either make rule of one conflicts (as this mod does) or toss your things at the end of the list and hope the game gives it a chance to spawn by deciding to leave an encounter point empty (the way your enclave remnants mod does.)

      That's kind of why I made Random Encounter Framework, since the purpose of that mod is to let people add encounters like this in a way where they'll be checked alongside bethesda content, without actually needing to add your content directly to the bethesda quest nodes. Unfortunately, nobody really noticed it and so it doesn't get used.

      It would, however, allow you to skip patching against your own random encounter mods the way you've done with this and private contracts. Not to mention that if you keep making mods using the approach you have in Enclave Remnants, the encounters you add will get increasingly rare, with the rarest ones being at the bottom of your load order and the most common at the top.
    3. SabutaiKhan
      SabutaiKhan
      • premium
      • 51 kudos
      Im actually working on making custom Branch Nodes for both this and Private Contract which will eliminate the need for patches between my mods that uses the Story Manager and avoid conflict with any other mods, similar to how I made my Custom Branch Nodes for the Enclave Remnants Mod. I actually plan all my encounters for all my mods as a whole to be balanced before starting work on any update or on a new mod, so every encounter will be given equal chance and the rare ones will be rare. 

      I think you made a great mod and hope authors or aspiring authors will take notice, Using the Story Manager is really helpful for adding content to not only quest mods but other mods that want to add custom NPCs or Items.