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Inspired by OpheliaNeoma's mod, Synth Party.
Zero assets from the original mod were used. Be sure to endorse the author for their amazing work.
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- Adjusted grenade spawn chance, added a re-roll for certain synths, and changed relay grenade spawn to be based on the title, not just the level.
- Switched the normal synth relay grenade out for a new valueless disposable synth relay grenade, so synths aren't an unlimited caps farm.
- Made disposable synth relay grenade heavier to discourage hoarding.
- Added two chemistry station recipes to break down disposable synth relay grenades for a small bit of scrap depending on your Science! perk level.
Version 0.1
Pre-release version. Not publicly available.
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What is this? This mod distributes a new synth relay grenades to Gen 1 Synths and Coursers so they can call for backup from the Institute.
ESL-Flagged ESP. Powered by Robco Patcher. No manual edits for compatibility.
Why? Because Gen 1 Synths are a major pushover; Gen 1 Synths should be cheap, disposable, and numerous. Now you'll have to decide if you can take on that group of synths patrolling that area, knowing that they could call for some major backup.
Synths are distributed a new version of the classic grenade, the disposable synth relay grenade. This cost effective cutting edge piece of institute technology self-destructs its internal circuitry when the host synth dies, so it becomes a completely worthless heavy hunk of junk that no vendors will want to buy. No unlimited caps exploit today! Maybe you can try and salvage a few components at a chemistry station...
Synths have a 10% to 65% chance to receive one disposable synth relay grenade based on their classification / role. Coursers will always spawn with a couple in hand.
Grenade Chance Table: (Synth Name | SSS Leveled List | % Chance to Spawn, Max Amount)
OpheliaNeoma for coming up with the original idea, Synth Party. No assets from the original mod were used. Be sure to endorse the author for their amazing work.