Only required for the Mod-Added Weapons Compatibility Patch.
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Changelogs
Version v2.5
Three New Files: 1) Rescued Synths Go to Mercer Safehouse Patch (Default Version)) - Patches the scripts and changes between this mod and Rescued Synths Go to Mercer Safehouse by adb3nj, adding compatibility and consistency between them. This one is INCOMPATIBLE with Lost Soul Expanded by rsm000rsm. 2) Rescued Synths Go to Mercer Safehouse Patch (Expanded Version)) - Patches the scripts and changes between this mod and Rescued Synths Go to Mercer Safehouse by adb3nj, adding compatibility and consistency between them, while also incorporating the new rescued Synth NPCs from Lost Soul Expanded by rsm000rsm. This one REQUIRES Lost Soul Expanded by rsm000rsm. 3) Mod-Added Weapons Compatibility RobCo Patch - A simple RobCo Patcher file that changes the weapon LL that the Synths have (LLI_Synth_Weapons) to one that will 99% of the time only have the vanilla Institute Laser (LL_InstituteLaserGun), so as to maintain compatibility with other mods that add weapons to the former list. This is necessary because the line in the script that removes the synth's Institute Laser can *only* look for an Institute Laser to remove, and no other weapon. I've also changed the Synth's death item to one that is normally specifically given to Gen 3 Synths in vanilla, but isn't given to these ones for some reason. (THIS FILE IS NOT REQUIRED IF USING EITHER OF THE "Rescued Synths Go to Mercer Safehouse" PATCHES LISTED ABOVE, AS EQUIVALENT CHANGES HAVE BEEN MADE DIRECTLY TO THE NPCs IN THOSE PLUGINS.)
Version v2.0
Cleaned up the script, consolidated the LLs, and made into Light ESP. Also limited potential synth locations to just inside the Commonwealth by forwarding the change from Keeper of the Commonwealth Radiants by Exoclyps. DO NOT UPDATE FROM v1.0 TO v2.0 MID-GAME!
New File: Lost Soul No Hostility - Lost Soul Expanded Patch) - Patch for Lost Soul Expanded by rsm000rsm. Carries over changes to Synth NPC quest aliases.
The Post-Game Railroad Quest "Lost Soul" always felt odd to me. When the Synths you deliver the care package to run off to Bunker Hill, they will stop and fight any Minutemen they see. This is especially annoying if you choose the Minutemen ending, since they will be stationed at all of the Pre-War Military Checkpoints. I've even seen a Synth run past one of my settlements and be attacked by it. They won't die, but it sure is weird seeing it. I've changed a few things so this shouldn't happen anymore. This was all done via Papyrus scripts by the way.
What I did was I removed the Synths from the Institute faction and it's crime faction, but I also gave them a disguise from a list of possible disguises. They should now be neutral with the Minutemen and any other non-hostile Faction.
I also gave them a new weapon from a list (I removed the Institute Laser they have) and 3 stimpaks.
I edited the quest so that after you give them the Care Package, they should equip the disguise and the weapon, receive the stimpaks, and be removed from the Institute Factions.
They shouldn't be interrupted by non-hostile faction confrontations anymore on their way to Bunker Hill.
This was all done via Papyrus scripts I added to the quest directly, so you shouldn't see any of these changes until you do the quest.
New in v2.0! - Plugin is now a Light ESP, Lost Soul Synths are now limited exclusively to the Commonwealth (Thanks to Exoclyps for Keeper of the Commonwealth Radiants), plus various simplification and clean-up tweaks. - A patch for Lost Soul Expanded by rsm000rsm that carries over their changes to the quest, while leaving mine in tact. (WARNING! DO NOT USE THE ABOVE PATCH WITH Rescued Synths Go to Mercer Safehouse by adb3nj, OR WITH ANY OF THE PATCHES RELEASED IN v2.5!)
New in v2.5! - Two new patches for Rescued Synths Go to Mercer Safehouse by adb3nj. One that adds compatibility with Lost Soul Expanded by rsm000rsm, and one that is incompatible with Lost Soul Expanded by rsm000rsm. - A RobCo Patcher file that will add compatibility with custom weapon mods that add to the weapon Leveled List that the Synths have in vanilla (LLI_Synth_Weapons) to one that will 99% of the time only have the vanilla Institute Laser (LL_InstituteLaserGun). This is necessary because the line in the script that removes the synth's Institute Laser can *only* look for an Institute Laser to remove. I've also changed the Synth's death item to one that is normally specifically given to Gen 3 Synths in vanilla, but isn't given to these ones for some reason. Requires RobCo Patcher by Zzyxzz, which requires F4SE. (THIS FILE IS NOT REQUIRED IF USING EITHER OF THE Rescued Synths Go to Mercer Safehouse PATCHES MENTIONED ABOVE, AS EQUIVALENT CHANGES HAVE BEEN MADE DIRECTLY TO THE NPCs IN THOSE PLUGINS.)
Unless specifically patched, this Mod WILL conflict with any other mod that edits the same quest (RRR09). Load this mod after any other ones that edit this quest to see my changes.