

- Brotherhood of steel assault rifle mod#
- Brotherhood of steel assault rifle mods#
- Brotherhood of steel assault rifle software#
Three different copies of the Broadsider, presumably used for the Minutemen artillery strikes. It deals a rather high damage output for an unarmed weapon. The gun can be fired in third person, but lacks a firing noise and its world model is broken.Ī strange weapon, the Mini Nuke attaches the titular ammo to the player's right hand. It can be equipped, but all the weapon does is make the player stick out their fists without the ability to punch. The name suggests it was meant for a flammable gas trap.Ī gun that has no range and is listed as using 5.56mm rounds. It's designed to hack and destroy turrets, similar to the holotape acquired from the turret edition of Total Hack.Īn unequippable melee/unarmed weapon. However, what that Vault would have contained outside these mutated creatures is anyone's guess, as several of the files appear to overlap with the Institute Bioscience area (referred to internally as Hydroponics).Ī holotape that serves as a (fake) defragmenter for the terminals and Pip Boy.Ī modified version of the RobCo defragmenter. Notes: Prototype testing of neural net upgrades.Īdditionally, several cut quest scripts, namely DN158QuestScript, point to originally using the Yangtze itself to locate an underwater vault, in this case, Vault 120.
Brotherhood of steel assault rifle software#
Notes: More programming work on new AI software update. Notes: Routine diagnostic on Courser designate X6-88, all functions nominal. There's also a marker (MS03ResurfaceMarker) located between the Yangtze and the Shamrock Taphouse, as well as an unused Institute terminal entry (InstM02Terminal2Message) called 'MS03 Temp Hydroponics Message': The Sole Survivor would fought said creatures off presumably with a harpoon gun (discussed in further detail below). Vault 120 would have been inhabited by a massive sentient octopus outside the vault and mutated sea creatures.
Brotherhood of steel assault rifle mod#
I don't mind the Raider Pilots being clones of Walter but is there something I can do in FO4edit to make the Raider Pilots not regenerate so fast making them mortal? Still a big fan of your mod by the way.

The real Walter is enough to get my thrill kill going. So I'm having the fight of my life right now trying to kill the real Walter while trying to evade and slow down the two Raider Pilots. Right now I'm fighting Walter (the real one) and sadly two invincible Raider Pilots that look just like him (same rare outfit), have the same pumped up weapons and stats but are completely invincible. He also has a Luck of 30, is very agile, is LVL 380 and is very fast and has 500 action points. Otherwise I'm just waisting ammo until I die. He regens faster than I can damage him so the best I can do is hit him with a poisonous rifle to slow him down enough to get away from him. I can kill him as himself but not as a Raider Pilot. A good challenge for me, but often he shows up as a Raider Pilot and will not die. I have a mod called called 'Walter' that sends a bad guy out to hunt me down. To challenge me I use FO4edit to make my enemies extremely hard to kill.
Brotherhood of steel assault rifle mods#
I sometimes find them to be recycled from other mods like 'Plague Doctors.' I am a long time gamer going back to Quake II. I've noticed that the Raider Pilots seem to be random bad guys. My Raider Pilots are invincible for some reason.
