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Babaloo321

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Babaloo321

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About this mod

Synths now use their own unique Batons made by the Institute, instead of the Batons that Gunners and other Commonwealth NPCs use. Uses RobCo Patcher.

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It doesn't really make much sense to me that Institute Synths use a unique kind of Laser Weapon specifically made by the Institute, while also using the same Batons that Gunners and other Commonwealth NPCs use. So, I changed that.

This mod uses RobCo Patcher to make Institute Synths use their own unique Batons that originate from the Institute itself. For this reason, RobCo Patcher is required for this mod to work.

The new Batons are only used by Synths (At least in vanilla, check the compatibility section below for more information), while the normal vanilla Batons are still used by everyone else who normally uses them.

The new Batons imitate the normal Batons in every way, except for the color and naming. All of the upgrades as well as everything else is the same. So don't worry about them showing up at different levels than normal or spawning without shock or stun attachments.

This mod uses the Institute Baton meshes and textures from Institute Field Knife and baton by micalov.


                  COMPATIBILITY                                                                            

- This mod edits the Leveled List "LL_Baton_Shock", which is only used by the Institute in vanilla. Since this is done via RobCo Patcher, there shouldn't be any compatibility issues with other mods that directly edit this Leveled List. However, any mods that add this Leveled List to new or existing NPCs will make them use the Institute Batons. This will either make sense, or not, depending on whether or not the NPCs are actually from the Institute, or have access to their weapons/technology.

- In v1.1, there is an alternate version that adds the mod's changes by using RobCo Patcher to modify the inventories of all the vanilla Institute Synth NPCs that have the Leveled List "LL_Baton_Shock", instead of changing the Leveled List. This means that new NPCs added by other mods that use the "LL_Baton_Shock" Leveled List won't use the new Baton. However, this also means that new Institute Synth NPCs added by other mods that also use the "LL_Baton_Shock" Leveled List might not have the new Batons, depending on the content of the new NPCs template data.

                  CREDITS                                                                                        

micalov for Institute Field Knife and baton


   INSTRUCTIONS AND INSTALLATION                                                      

This mod is a light ESP, meaning it won't count towards your max plugin limit.

Manual:
Place in Fallout 4/Data


With Manager:
Download and Install normally


As always, criticism is always welcome, and even encouraged! I hope you enjoy! :)

                                    SOME OF MY OTHER MODS                                     
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Immersive Courser Overhaul - Vanilla Friendly
- Fallout 3 Styled Alien Blaster
Yet Another Spectacle Island Bridge - Wide Tho
Bunker Hill Vendors Fix - Kay and Joe Savoldi Actually Sell Things
No More Self-Destructing Robot Settlers
Goodneighbor Watch - Redux
Bunkerhill Patrols - Redux
Raider Children and Other Horrors of the Commonwealth Replacer - Big Al and Serum -Changes
Institute Automatron Robot Lasers
Basement Living - Immersion Adjustment - ESP Marked as Light (Plus Separated Workshops and SMM Patch)
- Snappable Covenant Walls - SMM - Standalone (No More Settlement Keywords Requirement)
- No BoS Before Call to Arms - An Enter The Brotherhood Alternative
Institute Power Armor Redux Additions
Northland Diggers - Fixes and Tweaks
Lost Soul Quest Tweak - No Faction Hostility
You and What Army - Faction Robot Paints and Alliance Fix
We Are The Minutemen - Tweaks - Fixes - Power Armor Expansion - Patches
Check out my page for more!
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