Fallout 4

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WarMocK

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WarMocK

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About this mod

Customized faction-based turrets and more immersive turret creation for your settlements.

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-= Turret Syndrome =-


Never liked the fact that you could build turrets out of the blue (except for the pre-war turrets which the SS obviously was well aware of), the workshop turrets looked kinda odd, and I found it kinda boring that all the turrets looked the same, so I created this mod to fix those issues to some extend.

-= About the mod =-


Toolz and Turretz requires my Toolz mod simply because I don't want to stick to the incredibly stupid crafting requirement for the vanilla turrets (and I'm definitely not going to change that again and revert back to the stupid old vanilla crafting!). What this mod brings to the table is as follows:

- New mesh for the workshop turrets! They got quite a facelift to look more plausible. No more stupid and redundant hexagonal frame under an otherwise fully-functional tripod, the makeshift frame now just mounts the electric actuators at the back of the turret (and optionally some armor plating)

- You cannot craft the workshop turrets by default. In order to unlock them you need to find a new issue of "Total Hack" which includes the source code and the blueprints for them. There are two mags in the game, one in Vault 111 (on the file cabinet under the Cryolator) and in the cellar of the Electric Hobbyists Club (on the side table next to the couch). Once you picked either one of them up, the workshop turrets will be unlocked.

- Added two new turrets. The pipe turret deals a good amount of damage and comes in three flavors: normal, armored (more DR/ER and HP), and armored plus powered by two makeshift batteries (which are required as an additional crafting component). The minigun turret is a nasty beast which will turn even a Deathclaw into minced meat fairly quickly, and also comes in the aforementioned versions.

- New mesh for the raider turrets! They also deal more damage now, but being makeshift they are somewhat squishy and can't take as much punishment as a standard turret.

- New mesh for supermutant turrets! The big guys managed to add some extra armor plating and make them notably more resilient, but the extra weight somewhat hampered their agility.

- New Minutemen turrets! They feature an armored shell and a new laser musket barrel (which I took from my Minutemen Arsenal mod), which makes them heavy-hitting sniper turrets that can take quite a beating. However, they only come without an integrated power supply and therefore always require a generator to operate. You can unlock them by picking up the schematics in the armory of the Castle.


-= To-Do =-


- Add new decal meshes for both the raider and supermutant turrets (still haven't quite figured out how to replace them). Right now they just generate the usual "gore" meshes when they are blown up.