Fallout 4
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Created by

StiffyWoods

Uploaded by

StiffyWoods

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About this mod

MASSIVE UPDATE! "Could the young but realize how soon they will become mere walking bundles of habits, they would give more heed to their conduct while in the plastic state. We are spinning our own fates, good or evil, and never to be undone."

Requirements
Permissions and credits
Translations
  • German
Mirrors
Changelogs

Warning: As with all mods it is highly advised that you backup your saves before use!
It's very rare for a problem to occur, but it'd suck if something happened!


Summary

This mod gives the relay grenades a purpose. They no longer spawn useless target practice for the enemies!
These Synths are armored and battle ready as it should be!

"Could the young but realize how soon they will become mere walking bundles of habits, they would give more heed to their conduct while in the plastic state. We are spinning our own fates, good or evil, and never to be undone."



Note that you may need to wait for the vendor's inventory to respawn!

Features
* All grenades are craftable!

* Optional file to replace Eradicator X-01 with M150's I-01 under miscellaneous.

* Optional file to add Synths to the Institute faction under Optional files.

*
Synths follow the player! However, they do not fast travel with you.

* Very basic commands implemented. To command Synths in squad version speak to the squad leader. If the squad leader dies you'll have to spawn a new one to issue new commands. This is not the case with the No Squads version, obviously.

* Original grenades are left alone so that Coursers don't throw the new versions!

* All grenade versions available at Institute vendor!

* No Squad version grenades include : Gen 1 Synths, Gen 2 Synths, Gen 3 Synths, Institute Power Armor donning Gen 2's "Eradicators" (Spawns ONE), Coursers, and Gorillas!

* Squad version grenades spawn full squads each with their own unique spawnlists. Gorillas are left alone.

* Spawnlist (Basic/Gen 1) : Synth Conduit(Squad Leader) and random chances of Synths(ranged) and Synth Striders(melee)

* Spawnlist (Support/Gen 2) : Synth Leader(Squad Leader) and random chances of Troopers(ranged), Seekers(high accuracy), and Patrollers(melee)

* Spawnlist (Assault/Gen 3) : Courser(Squad Leader) and 3 Synth Assaulters

* Spawnlist (Shock/Power Armor) : Eradicator(Squad Leader) and random chances of Stormers(Ranged or melee variant)

* No Squad Version : Added the "Experimental Institute Shock Rifle" as a new weapon for the Eradicators! Hello explosive laser rifle!

* Squad Version : Added the "Experimental Gatling Laser" as a new weapon for Eradicators! Hello explosive Gatling Laser!

* Squad Version : Added the "Experimental Institute Shock Rifle" as a new weapon for the Stormers! Hello explosive laser rifle!

* Shock Rifle and Gatling Laser along with ammo available at Institute vendor. Ammo craftable.

* Spawn a squad of powerful Synths that level with you!

* Synths are only Allied with the player making them only attack whoever attacks you. Institute still friendly with them.

Incoming Features

* Looking into a few bug fixes.

Mod Compatibility
* This mod should be compatible with everything that doesn't change the Institute weapon vendor's item list!

* This mod should be compatible with anything that doesn't override the Institute or Synth Factions.
   If there's a mod that does this I can make compatibility patches! Reason being because I made it so
   that Vanilla Synths are friendly towards these Synths!

Recommended Mods

Credits
* Thanks to Ryanjtombs for beta testing and pointing out bugs!

Misc
Please let me know of any bugs or additions that you'd like to see.

P.S. I'm aware that sometimes the Synths don't spawn instantly! This is a game issue. It depends on the game loading, how cluttered the location you spawn them in is, your pc, and if you've already used them before. Rest assured, they do spawn, but don't expect them to always make it there in time to save your life if you're getting stomped! Be safe!