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Warsaw and micalovUploaded by
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Tags for this mod
- Lore-Friendly
- Fair and balanced
- English
- Models/Meshes
- Textures
- Clothing
- Items - Furniture
- Locations - World Map
- Weapons
- Weapons - Energy
- Weapons - Conventional
- Weapons - Melee
- Weapons - Components
- Weapons - Explosive
- Overhaul
- DLC: Automatron
- DLC: Wasteland Workshop
- DLC: Far Harbor
- DLC: Contraptions Workshop
- DLC: Vault-Tec Workshop
- DLC: Nuka-World
- Items - Food
- Crafting
- Quality of Life
- Armour
Current section
566 comments
- 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)
- 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-Version 2.086-
Version 2.085-
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.
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
maybe worth implementation? General ID software weapons fit Fallout true universe very good ...
that broke me i laughed so hard
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.
Must be some kind of bizarre incompatibility somewhere. I popped it open in xedit and I didn't see anything either... It's strange.