File information
Created by
Warsaw and micalovUploaded by
micalovVirus scan
About this mod
ITO Full v2 is a complete rebuild, streamlining of mechanics and
adding new features, weapons, clothing and workshop items and items to make The Institute either a
great faction to join or a better enemy to fight.
- Requirements
- Permissions and credits
-
Translations
- Spanish
- Russian
- Mandarin
- Changelogs
Installation: Download with your preferred mod manager (hint it should be MO2) and follow the on screen instructions.
Although there is no hard requirements, these 2 mods are highly recomended for the full experience and required for for some install options and the FULL install.
Robco Patch
Remove Ammo From Dropped Guns
Patches Included
Phton Disruptor by Neheer
The Disruptor by Dak
Institute Subversion by Tora Montana
Courser Crusher by trainwiz and Niero
Pulse Carbine by Dak
Munitions by Codecrashblack
Cyberout77 Sword Animations by AnotherOne
Synth Power Armor by TumbaJamba
Synth Combat Armor by TumbaJamba
InstituteTechnology Overhaul Full Version II
The Sequel to Institute Technology Overhaul – Weapons, the mod
itself has been in the works for nearly a year rebuilt nearly 100%
from the ground up with new weapons, tools, chems, workshop items and
foods.
The mod itself was built from the ground up to be as modular and
compatible from the start with the help of Warsaw whose expertise in
stuff like rob-co patcher, levelled list integrations and NPC spawns
to help bring it to life.
Features:
- New weapons and a few remastered old weapons with better attachments and features including some new Jury Rigged weapons for The Railroad and speciality weapon vendors and custom Institute ammo for the weapons although they are capable of using vanilla or munitions with provided patch.
- New tools for non combat NPC characters and synths that can also work as weapons like The Maintenance Tool.
- New explosives and Synth relay grenade to summon heavy Bulwark PA synths.
- New Institute chems that have no addiction but only half the duration of standard chems (no humans were harmed during Synth testing.)
- New workshop items including a full set of Institute themed crafting benches, Institute themed display racks for weapons and a few other minor workshop items.
- New interior custom cell, The Secondary Relay Alpha which contains a full working workshop with linked crafting benches and map marker/door that unlocks as you progress through the Institute quest line.
- New Institute food pastes including the out of production Supplement 77.
- New Synth spawn chances for heavy synths in m150's Institute power armour that carry new heavy weapons like the Institute EM Mini-gun and Elite Stalker Synths that utilise Stealth Boys and focus on sword melee and suppressed pistols.
- A simplified but robust biometric lock system for most weapons that can be overwrote in a weapons workbench instead of having to build and have enemies drop misc item. (this is optional)
New Uniforms(optionals):-
Standard Production Weapons:-
These are standard issue mass produced weapons assigned amongst all synths designed to be cheap to produce and extremely modular to fit a variety of situations and needs:
- Standard Vanilla Laser re-meshed and improved visually and slimmed down as much as a mesh only replacer will allow and comes with built in Attachment Pack compatibility.
- Mark II Laser, a slimmer lighter improved version of the vanilla laser gun with its own set of attachments, scopes and a Unique barrel mod.
- EM gun, a ballistic pistol or rifle gauss weapon that fires cheap Institute EC ammo or vanilla 2mm EC to act as a parallel to normal projectile weapons, also has its own unique high damage sniper barrel.
- Plasma Gun, like the vanilla plasma gun but with an institute twist, has its own set of attachments, with some unique and can use fusion cell based ammo or pre-war cells.
- Baton, a standard issue baton.
- Heavy Laser, a support weapon that uses the heavy weapon skill, the closest analogue would be a laser LMG.
These are mainly found on Heavy Bulwark Synths if using the full version or will be added to the rest of the levelled lists when not:
- EM Minigun, a gauss minigun, fires Institute EM rounds by default and and a varied set of attachments
- Plasma Cannon, a powerful slow firing beam weapon that explodes on impact in a small area.
- Institute Launcher, a launcher that fires Institute missiles or rockets by default but is capable of being modified to fire all explosive projectile types all the way up-to Fatman rounds.
- Heavy Plasma, an automatic powerful but wide spread weapon with heavy recoil.
These are primarily found on Coursers and Elite Stalker Synths.
- SRB Laser, a compact PDW based on early P90 ergonomics, short range but deadly at close range due to a good ammo capacity and high rate of fire.
- SRB EM Rifle, a gauss rifle capable of varied roles, from sniper to automatic commando fits.
- Stealth EM Pistol, a gauss pistol with integrated silenced capability while still being able to pack a punch.
- Assassins Sword, a weapon to embrace your true inner Ninja that comes with a variety of blade enhancements.
- Synth Relay Grenades, comes in standard issue and Heavy Bulwark issue.
These are misc tools mainly carried by non combatants like scientists and maintenance synths that would not carry weapons:
- Scalpel, used by medical personal and for testing dissection of biological specimens, can be upgraded with cart-arising blade.
- Pen, it is not mightier then the sword but good for writing down notes.
- Hypospray, used for injecting chemicals into subjects.
- Maintenance Tool, used by synths during routine repair work but safety is advised.
- Laser Cutter, mainly used for cutting through troublesome parts or during synth salvage operations on the surface.
Including a full sweet of Institute grenades an mines and new relay, there is also new ammunition like the Institute rocket and missile:
- Institute Fusion Cell, using institute technology the cell can hold 20% more charge then standard pre-war fusion cells.
- Institute Missile/Rocket, utilizing an efficient plasma propulsion system allows the projectile to not only have a higher yield but be smaller in size then standard missiles.
- Institute EM Round, a cheap and mass produced polymer shelled projectile with a thin magnetised core, due to how light the round is the outer polymer shell super heats due to the velocity allowing it to punch through most standard armours.
- Institute Grenades and Mines, they do slightly more damage then pre-war grenades and come in all flavours.
The Railroad and a few weapon merchants have managed to partially reverse engineer and repair some broken Institute weapons technology and use it in their fight against The Institute:
- Laser Gun, not as adaptable as its counterpart but still capable of packing a punch.
- Jury Rigged Launcher, similar to the Institute version it is capable of using multiple types of payload.
- Heavy Plasma, Railroad Heavies find the firepower very useful.
- Sword, like its Institute counterpart may find it very useful on stealth operations.
- EM Rifle, a rarer but useful tool for any wielder.
- Plasma Gun, while not at adaptable as its counterpart it still lighter then pre-war versions,
- Heavy Laser, another favourite amongst Railroad heavies, especially Glory.
There is a a few unique weapons and some weapon modifications for some weapons the Institute has done:
- Zerf Blaster, a toy gun that fires harmless foam darts, just dot dip the dart tips in any dangerous radioactive chemicals.
- Phaser, a strange design of unknown origins.
- Sonic Drill, a heavy tool used for tunnelling through rock, please do not tamper with safety settings.
- Dart gun, Fires self tracking modified syringer darts.
- Old Adaptive Pistol, a reward given to Kellogg back in the day, capable of firing most pistol rounds.
- Unique Pen, previously own by a Dr Jardani Jovonovich's, they say he killed many people with it.
- EM Gun Prototype Sniper Barrel, heavy damage slow fire rate barrel for the EM gun
- Laser MkII Sonic Barrel, prototype barrel that fires a sonic shock wave at the enemy that compresses and explodes on impact.
- Adaptive Pistol Smart Barrel, turns the adaptive pistol into a smart seeking auto barrel.
The Institute have their own line of ethically only tested on synth medicines and food pastes:
- Stimpack, heals slightly more then normal but does not add any radiation bonuses.
- Rad-away, removes less radiation but is cheaper to make.
- Pysco/Men-tats/Jet/Buff-out, have no addiction but only half the duration of pre-war meds.
- Rad-X, only lasts half the normal duration but is cheaper to make.
- Food Pastes, B(blue)-61, G(green)-42 and Supplement 77.
- Weapon display racks, walled mounted and heavy gun stand, Container weapon storage styled in three variations, Wall Mounted mirror.
- Full set of Institute styled crafting workbenches.
- Institute Fabricator which unlocks after you meet the directors when first arriving in the Institute.
- Jury Rig Bench which unlocks either by meeting the Railroad, visiting Diamond City or Good Neighbour.
Recommended mods to go with ITO2:
ImprovedInstitute
Vastly improves the Institute making them a faction to be feared, inspiration to make this mod more modular and why micalov asked for Warsaw to help be a co-creator ITO2
InstituteSubversion
Lets you be the true Director and free the synths if you wish, even make peace with the Railroad (Patch Included)
m150'sInstitute Power Armor HD Reboot
The base mod uses m150's amazing recreation of theInstitute Power Armor for the Synth Bulwarks, but the armor is non playable by default, using this will make a playable version and also upgrade the visuals of the base armor. (Patch Included)
Bastion– A Power Armor Overhaul
Makes fighting power armored enemies and using power armor feel like a walking tank.
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 for America Rising 2, I know this mod alters the ending but have not had a chance to play it yet myself so will do one if it needs once I get a chance sorry.
TOOLS USED:
Blender, Creation Kit, Nifscope, ExEdit, BSA Arch Pro, GIMP, HXK Pack, Notepad++. OpenOffice, 7Zip, FOMOD Creation Tools,
CREDITS AND THANKS:
Micalov Meshes and world space edits, base levelled lists,
Warsaw2135 levelled lists, robco patcher and NPC implementation,
Zzyxzz for RobCo Patcher
(https://www.nexusmods.com/fallout4/mods/69798)
Ophelia/OCZ for Nif Effects and Fusion Cell Texture,
m150 for the Institute Synth Power Armour Mod
https://www.nexusmods.com/fallout4/mods/18315
Theshinyhaxorus, Bwones,Hitman47101, p90 mod animation and reload Sounds from New World
Interactive who allow asset use in mods
https://www.nexusmods.com/fallout4/mods/2287
Diacte, Ophelia, Cadaverfor animation fixes on p90 nifskope issues, animation help and
general help and feedback,
Swag/JustRedz andBrainstormepilog for the Commander helmet animations and behaviours,
BP42, Pinedog and Gek forrobco feedback,
Spadey, Ophelia, gryselakii, Alexerator, Aries, Tenspeed, Harmonica, and many others for
mesh help, issues and UV help and feedback,
Degenerate Dak and Pignessfor attachment pack modification ideas,
Jkruze for laser base Mesh,
Jviole for early help andfeedback,
DankRaft for injectorscripts,
Members of Dakcord forfeedback and ideas.
The creators of all the tools used.
Bethesda for Fallout4
Nexus for hosting,
TumbaJamba for the courser heavy outfit
PrincessAries for Stalker helm and logos
Flipocles for Robco patch for keeywords on underarmor and few issue fixes
Zavek for letting me know of remove ammo existance mod.
Apologies if we haveforgotten any one and if so please let us know so we can add you, thanks!.