Fallout 4

About this mod

Vanilla friendly Courser overhaul. Coursers now pack quite the wallop! They visually look more intimidating, as well as having new custom armor.

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When looking for mods to buff Coursers, there seems to be a limited number of options. Most of them are VERY comprehensive, and while looking really cool, seem to overcomplicate the issue a bit, IMHO.

This is my take on a Courser overhaul. Trying to keep it simple, while at the same time technically and visually improving Coursers and making them live up to their name.

                                                CHANGES                                                        
Gameplay/Technical:

- Doubled the Energy and Damage Resistance given by the Courser Jacket
(60 Physical Resist, from 30 | 30 Energy Resist, from 15).

- Added a new Synth Armor material. Carbon Nanotube material. This idea was inspired by Shadowed Synth Armor by Moraelin. The armor acts as a Shadowed material, with the same bonuses to stealth as the other armor types, as well as having proper Instance Naming. It requires Level 4 Armorer, and Level 3 Science! to craft.

- Added a sleek new black jumpsuit (Assets graciously provided by akalor from their mod Black Synth Uniform Recolor) that they'll wear underneath the added Synth Armor pieces, instead of the default Courser Jacket. It has 2/3 the Physical Damage Resistance of the Courser Jacket, while having only a little bit less Energy Resistance than it. That is to say, after my changes to it, of course (40 Physical Resist | 25 Energy Resist).

These armors are worn by Coursers (And some high level Mk.1 and Mk.2 synths), who now have three different potential outfits:
- One they wear while walking around the inside of the Institute and on missions that expressly require subtlety/subterfuge (Only difference is an open-style helmet w/ Patrolman Sunglasses. I can remove the helmet and/or Patrolman Sunglasses later if enough people don't want it or think that it's too goofy looking). v1.7 has the Coursers inside the Institute wear just their Courser Jacket and Patrolman Sunglasses.
One they wear for general-purpose applications (Open-style helmet w/Patrolman Sunglasses, medium armor, and new jumpsuit).
And one they wear for explicit heavy combat missions, where taking heavy fire is almost guaranteed. (Closed-style helmet w/o Patrolman Sunglasses as they won't fit, heavy armor, and new jumpsuit).

- Modified certain quests to use different Courser NPCs that use the different outfits.
This means the following:

The Coursers at the assault on The Castle during the main Minutemen quest Defend the Castle will wear the heavy outfit.
- The Coursers that teleport in during the quest Airship Down will wear the heavy outfit.
X6-88 will wear the heavy outfit during the assault on Libertalia during the Institute quest Synth Retention and will change back into his jacket before meeting him at your quarters. He'll also have his medium armor and jumpsuit in his inventory.
- Most Coursers that you'll meet in the Commonwealth will have the medium outfit, meaning that they do not have their Courser Jacket equipped. I've added it to most of their inventories, however. At least where it made sense, that is.

- Coursers now have special Institute Stealth Boys with increased bonuses, compared to regular Stealth Boys. (Assets graciously provided by someoneyouknow from their mod Stealth Boy MkII (Institute version)) These bonuses are:
- 5x the cloaking power of the standard Stealth Boy when sneaking and not moving.
- 2x the cloaking power of the standard Stealth Boy when walking or sprinting.
- 4x the duration of the standard Stealth Boy (From 30 seconds to 2 minutes)
0.5x unit weight of the standard Stealth Boy.
- Automatic night vision.
Sneak attack damage buff (Likely only for player, but I'm not sure).
Institute themed skin.
Endurance -3 while in effect.

Added the new Stealth Boys to the Institute Equipment Vendor.
*(This requires RobCo Patcher by Zzyxzz, since modifying vendor containers is a compatibility nightmare)*
- There's also 3 on the equipment shelf in the SRB wing of the Institute.
- Virgil managed to snag one of the new Institute Stealth Boys during his escape. It'll be on his desk in his lab in the glowing sea (There was a regular Stealth Boy there, before).

- All Coursers will now drop Synth Components on death. Some didn't before, which I thought was odd.

- All Coursers are now Legendary, and benefit from all the normal Legendary bonuses.

- All Coursers now level with the player. They will all be the same level as each other, that being the hardest.

- Coursers have heavily increased Special Stats and Health, as well as more and powerful perks.

- The lockers in the equipment room of the SRB now contain a few sets of Courser Armor Pieces.

- Changed the Synth that spawns from the Institute Spawn Grenades that the Coursers have to a new, custom one. They'll always be 3/4 of the player's level. They'll be tougher, act smarter, and wear better armor, too.

- Also carried over the changes that UF4P makes to the quests that I've modified.

Visual:
- Incorporated the face and body morph edits from Subtle Courser Overhaul - Courser and X6-88 Face Edits by OnHolyServiceBound.

- Added the Courser tattoos to all Coursers. Previously, they were only on some of the Coursers, but not all of them. I've fixed that.

- Chase in Far Harbor has a tattoo now, as well. Credit to radbeetle for letting me use their edited female tattoo mesh from their mod Synth Tattoo Distribution (X6-88 Included).

                                                    FILES                                                             
There are quite a few files to download:

Main FIleImmersive Courser Overhaul (Vanilla Version): Makes all of the changes listed above.
Main FIleI.C.O. (Armor Paint Extended Version): Separate main file version that requires Armor Paint Extended by DankRafft. The only difference between the main files is that this version swaps out the new Synth Armor Material for that mod's "Shadowed" Synth Armor Material. Doesn't change the stats of that mod's "Shadowed" Synth Armor Material at all, so the armor the Coursers wear will be a bit weaker than in the Vanilla Version.
 
Optional FIle | ICO - Commonwealth Hit Squads Patch: Requires Commonwealth Hit Squads by SabutaiKhan. Makes the Coursers from Commonwealth Hit Squads use this mod's changes.

Optional FIle | Immersive Courser Overhaul - ECO-NEO INNR Patch:
Requires the INNR Plugins from either: 
Equipment and Crafting Overhaul (ECO) - Redux (Dank_ECO-INNR.esp),
OR
New Equipment Overhaul (NEO) (Dank_INNRoverride.esp)


This plugin will make the INNR injection from my mod compatible with the INNR changes from the two above mentioned mods.

DISCLAIMER!:
YOU MUST HAVE ONE OF THE TWO ABOVE PLUGINS TO USE THE OPTIONAL FILE "Immersive Courser Overhaul - ECO-NEO INNR Patch", OR ELSE THE NEW SYNTH ARMOR MATERIAL WILL HAVE THE WRONG NAME.


WILL NOT WORK IF INSTALLED ON AN ON-GOING SAVE!

Optional FIle | Immersive Courser Overhaul - NEO Patch: Requires New Equipment Overhaul (NEO) by DankRafft. Requires it's Main Plugin and Far Harbor Plugin. Just carries over some armor slot changes that NEO makes to the Vanilla and Far Harbor Courser Jackets. This file is different from the ECO-NEO INNR Patch, though you can use both if you want. This plugin does not make changes to INNR records.
                                           COMPATIBILITY                                                   
This mod is incompatible with any mods that edit the quests:
- "Synth Retention" (Inst301),
- "[Airship Down - Fight Controller]" (Inst307Fight), and
"A House Divided" (InstM03)

This mod is also incompatible with the Courser PA file from my other mod Institute Power Armor Redux Additions. I might make a patch later, however.

                                                  CREDITS                                                        
akalor for Black Synth Uniform Recolor

radbeetle for their edited tattoo mesh from Synth Tattoo Distribution (X6-88 Included)

DankRafft for their INNR injector script from Injector Scripts - Leveled Item - Legendaries - INNR - Form List 

Moraelin for Shadowed Synth Armor

OnHolyServiceBound for Subtle Courser Overhaul - Courser and X6-88 Face Edits

someoneyouknow for Stealth Boy MkII (Institute version)

                                             INSTALLATION                                                   
Manual:
Place in Fallout 4/Data

With Manager:
Download and Install normally

As always, criticism is always welcome, and even encouraged! I hope you enjoy! :)
                                    SOME OF MY OTHER MODS                                     
Misc To Melee - Fixes and Tweaks (Uses Base Object Swapper)
Immersive Courser Overhaul - Vanilla Friendly
- Fallout 3 Styled Alien Blaster
Yet Another Spectacle Island Bridge - Wide Tho
Bunker Hill Vendors Fix - Kay and Joe Savoldi Actually Sell Things
No More Self-Destructing Robot Settlers
Goodneighbor Watch - Redux
Bunkerhill Patrols - Redux
Raider Children and Other Horrors of the Commonwealth Replacer - Big Al and Serum Changes
Institute Automatron Robot Lasers
Basement Living - Immersion Adjustment - ESP Marked as Light (Plus Separated Workshops and SMM Patch)
- 
Snappable Covenant Walls - SMM - Standalone (No More Settlement Keywords Requirement)
- 
No BoS Before Call to Arms - An Enter The Brotherhood Alternative
Institute Power Armor Redux Additions
- Northland Diggers - Fixes and Tweaks
Lost Soul Quest Tweak - No Faction Hostility
You and What Army - Faction Robot Paints and Alliance Fix
We Are The Minutemen - Tweaks - Fixes - Power Armor Expansion - Patches


Check out my page for more!