566 comments

  1. micalov
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    Version 2.14-

    • Added imprved railroad HQ patch version
    • Fully removed tinker tom robco edits in hope of solving a rare crash some have in the HQ with certain options.
    Version 2.13-

    • Fixed the missing material file to tumba courser ground mesh, should hopefully fix the crash a few have been having, thanks to AL9984 for finding the fix.
    Version 2.12-

    • Fixed the missing turret body isse hopefully and should render without restarting game
    Version 2.11-

    • Small fix for rocket ammo leveled list
    Version 2.1-

    • Added new workshop/settlement craftable Institute turrets in laser, plasma and rocket.
    Rcoket requires director meeting to unlock, laser unlocks after libiteria as does the plasma (not the plasma will have laser turret sounds as gun sounds wouldnt work on it)


    
  2. micalov
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    Version 2.091-

    • Added America Rising to the robco options that should auto applu if you select them and have it installed for uniforms etc and weapons.
    Version 2.09-

    • Added small Generator, requires finsihing institutionalised
    • Added updated effects for tesla minigun and packpack courtisy of Princess Aries
    • Removed the robco adding jury rigged to tinker toms vendor list to try to stop crashes with Look at me (robco patch will remove it on existing installs)



    Version 2.086-

    • Added Institute Algae farm settlement object, produces food and water, required finishing institutionalised.


    Version 2.085-

    • Added deadly coursers robco patch for deadly coursers by whisky tango fawk
    • Fixed crusher patches.
  3. micalov
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    Frequently AskedQuestions:

    Q: Can I upgrade from ITO original?
    A:
    Unfortunately not, the mod has been rebuilt from the ground up with a bunch of added
    features, fully reworked weapon and ammo systems etc etc.

    Q: Will this work with X mod?
    A:
    ITO v2 Full has been designed to be as conflict free as possible in regards to installation, and optional world space edits, and supplied patches were required.
    The basic mod only edits a small part of the SRB cell for a new door and a worldspace edit adding a fast travel marker.
    The main  conflicts would be in some base synth spawns if using the full or this option as unfortunately they had to be altered due to the way synth
    spawns levelled lists works.

    Q: Xbawks when?
    A: There needs to be some background stuff done like switching to some script injections to levelled lists that's done with robco so that will be done eventually and the lock feature wont be on xbawks.

    Q: Does this work with NG Fallout 4?
    A:
    The robco/full versions obviously will not but the customised installation and sticking to esp only should theoretically work but no guarantees.

    Q: Why a new mod page and not just update the original ITO page?
    A:
    This was a near complete rebuild and includes a lot more things then just weapons, yes weapons is the main focus but its heavily different in
    the way its done and some of the features it offers then the original.

    Q: Can I make translations of the ESPs etc.?
    A:
    Yes, however please make it require the original mod download.

    Q: Will there be any updates to this mod? The past had some bugs and never seemed to get fixed fully?
    A:
    There was quite a few issues on the old release that compelled the author(s) to do a full rebuild instead, like the wonky stealth boy effect not
    working which I believe is down to hard coding somewhere.
    While no major features are particularly planned, there may be some added weapons or other items but streamlined feature that can be added optional at later dates.


    Q: Do I need to start a new game to use the mod?
    A:
    Technically no, but some effects like levelled lists of synths will not update straight away and its always recommended to start fresh with large
    overhaul mods.
    The scripts how ever for the workshop etc. should detect if your already at a certain rank in the Institute etc.

    Q: Can you add a patch for X mod?
    A:
    It depends what the mod does, it may not require one but feel free to ask.
    If its project valkarie and Thuggy verse mods, then sorry nope, I moraly dislike that its idea of freeing synths is basicly turning them into strippers.
  4. micalov
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    Improved Institute by the co-auther Warsaw has also been patched and is super highly recomended by me to go along with this mod!
  5. FullCityAzrael
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    Is anyone else having an issue of the guns never being locked (Yes i tried on a new save and spawned multiple guns in on lvl 1 so i would not have the hacker skill unlocked) and having infinite ammo ? 
    1. micalov
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      are you running the required mod for the lockeed gun and NOT on NG update as that mod defo aint updated for it as far as I know
    2. FullCityAzrael
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      Yes all the mods are correct and so is the version of the game. 
  6. IZUMITAZ
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    Salute!Micalov!As one of the best mods I've ever loaded, or doesn't even need say “one of the best”, ITO2's only Chinese translation is just ...... unsatisfactory. I've spent a little......lot,of time, to retranslating it, can you authorize me to release a Chinese translation of it please?
    1. micalov
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      of course, patches and transdlations are 100% fine
    2. IZUMITAZ
      IZUMITAZ
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      get😁
  7. flamingfist2
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    offsite requirements
    reading comprehension

    some magazine modifying mod?
    no, the f@#%ing wiki page on the ability to process what you read
    i laughed and made a joke to my impaired friend who plays fo4
  8. Qrsr
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    Hey micalov, would you mind having a look at this one: Railgun 3D model modder's resource
    maybe worth implementation? General ID software weapons fit Fallout true universe very good ...
  9. KroksWalansel
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    I give up. I can't get the weapon to appear. It's just invisible! And from the entire range offered, I only found the MK II and that was by touch! It's the only weapon that can shoot and play the reload animation. True, the laser still flies out from under my feet. I tried to isolate myself from Robco as much as possible, but there is still no weapon. I'm level 42 and I don't know what to do anymore.
    1. KroksWalansel
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      Well, I found something. I have the Institute Weapons Debulked Oudated for attachment pack and as soon as I started messing around with turning it on and off, a plasma pistol magically appeared.
  10. KroksWalansel
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    I don't know why, but I still have invisible institute weapons. I got to the quest where we get to the institute, there in the department with Dr. Lee I found a weapon that is not displayed for me. I also did not notice any update in the Synths' weapons.
  11. Lethal57
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    requirements: normal stuff, *READING COMPREHENSION* 
    that broke me i laughed so hard
  12. lukejenkinson35
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    So i'm a little stumped as to why the scientists still don’t appear with the updated uniforms, even after replacing or resurrecting them.
  13. Dahveed
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    This mod seems to mess with fusion cell ammo somehow, making it so that other mods here on the Nexus are broken.

    I'm using the Zap Gun and Photon Disruptor, and they now have infinite ammo basically since they never consume a charge when I reload.
    1. micalov
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      It does not touch fusion cell ammo, just adds new ammos and change the insitute gun and photon disruptor with the new ammo if you use the patches
    2. Dahveed
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      Perhaps a dirty edit then?  I dunno, I just know that with this mod installed my other mods are broken.  Uninstalling this mod fixes the problem.

      Must be some kind of bizarre incompatibility somewhere.  I popped it open in xedit and I didn't see anything either... It's strange.
  14. joedoe1278
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    does the weapon  has damage modifier in the workstation??
    1. micalov
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      yes