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Rather than dealing direct damage, the Syringer is used to weaken the target with various effects.
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Fallout 4 syringer mod mod#
Fallout 4 syringer mod mods#
I always try to keep mods that alter gameplay (outside of Unofficial Patches) to a minimum but this build isnt really viable without either this mod or lots of savescumming for every encounter, which makes the moment-to-moment gameplay.
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Also, the Bleed Out and Radscorpion Venom syringes just don't do enough damage per round, so I'm thinking maybe I can add some functionality to the Chemist perk where each rank buffs the potentcy of syringes.Īll in all, I think I want something that would be good for a stealthy sniper. As it is now, the Syringer is techinically a silenced weapon, but like all silenced weapons, hitting someone puts them on alert. I think what I want to try to do with the weapon is make it so that syringes never alert targets. To craft a syringe, head over to a chem crafting table, like the one in Sanctuary Hills. I've been thinking some more about these effects, and while having some instant damage tacked on to each syringe, I don't think they really play to the Syringer's strengths. The Syringer itself can also be modded at a weapons crafting table, and is subject to standard gun mods. Pressing the trigger causes the fuel and propellant to mix in a chamber and a gout of flame is pressed out of the barrel. For more on crafting syringes for use as ammo in the Syringer, see our guide. If you use these models to create an actual mod for Fallout 4, I would. Fallout 4 Chem Mod The chemistry station where you make chems is also where you can craft a number of other items, including grenades, healing items, mines, and syringes. Sentinel's would be another prefix to consider, or even the unused Medic's prefix, depending on how that interacts with the effects of a Syringer (it might not do anything if the syringes function as an independent effect). This FT13 model of flamethrower is a self-contained construction tool with a large tank filled with propellant gas on the bottom, a detachable canister of fuel along the barrel, and hoses connecting both to the barrel. Fallout 4 Institute Syringer Fallout 4 Institute Syringer. They might be fine if syringers were random legendary weapons, but I'd want an effect that improves general use of the weapon for a specifically-designed one. The weapon delivers different special effects with syringes, while these particular prefixes are about adding extra damage, or (in the case of Enraging) delivering a separate effect, which wouldn't always suit the type of syringe you're using. Originally posted by DouglasGrave:Unless your mod is changing something fundamental about how the Syringer works, I'd skip Explosive, Plasma-Infused, and Two Shot, maybe Enraging as well.