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Squads : Buffed Shock Rifle. Buffed Gatling Laser. Added close button to shock squad menu. Fixed Synth Faction.
No Squads : Buffed Shock Rifle. Fixed Synth Faction.
Version 8.1
SQUADS VERSION 8.1
Reduced Experimental Gatling Laser fire rate.
Gave seekers automatic weapons, but greatly improved their accuracy to avoid the no sound bug.
NO SQUADS VERSION 8.1
Buffed Shock Rifle.
BOTH VERSIONS
Added "Close" button in orders menu.
Version 8
SQUADS VERSION 8
Basic commands such as follow, wait, and guard have been implemented. To give a squad commands talk to the squad leader.
If the squad leader dies you'll have to spawn a new one to give new commands.
Added the "Experimental Institute Shock Rifle" as a new weapon for the Stormers!
Added the "Experimental Gatling Laser" as a new weapon for Eradicators!
Shock rifle and Gatling Laser available to purchase from the Institute vendor or can be scavenged off of Eradicators/Stormers.
Ammo for both weapons can be crafted at the Chemistry bench under "MISC"
Grenades come in four variations with their own 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(sniper), 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 SQUADS VERSION 8
Basic commands such as follow, wait, and guard have been implemented.
Coursers and Assaulters now sneak with the player. This feature is only available in no squads version.
BOTH VERSIONS 8
Coursers now have stealthboys and cryo grenades, spawn with cool guy glasses.
Donations
No donations accepted
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."
Features * All grenades are craftable.
* Craftable holotape for giving commands and setting hostility towards factions, companions and settlers.
* Synths can wait, guard or follow the player. However, they do not fast travel with you.
* Original grenades are left alone so that Coursers don't throw the new versions.
* 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 Gorilla.
* 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 2Synth Assaulters
* Spawnlist (Shock/Power Armor) : Eradicator(Squad Leader) and random chance of a Stormer(Ranged or melee variant) Incoming Features * Mod is in Final stage.
Mod Compatibility
* Should be compatible with everything.
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!