fallout 76 plasma core crafting

On the gantry balcony with the skeleton, at the base of the BoS flagpole. Inside the western residential cabin, in the northwest bathroom, on the ground floor, sitting on the toilet. The event may be mentioned by any follower besides Dogmeat, who may comment on seeing something crashing from out of the sky. The gauntlet is similar in design to the power fist. Second material and misc effect for your Power Armor and modify it the same way as your armour. In the center section of the penitentiary, in the intake room near cell block D, on the L-shaped counter. Core stats On a balcony of the north lodge, sitting on a table by a cooler (the floor above vendor bot Resin). On the north end of town near the water tower, on the roof of the building with the Nuka-Cherry sign on the brickwork (accessed via debris) among the planks and rubble near a sofa and small metal blue cooler. The Cryolator's weapon modifications do not require any levels in the. At the northwest gate, on the ground below the watchtower. limb damage), you also get the proper Pip-Boy depiction in the Apparel tab back. In the upstairs living room with the board games, green carpet, and dark red furniture; sitting on top of the coffee table. Also, the basis of the weapon is a modified poster, on the north wall, ground level inside the main military building. In the upper floor waiting room near the helipad elevator and across from the reception desk, by the red bench seating, on the magazine rack. The weapon can be modified with either a serrated blade to increase the damage, or a stealth blade to increase both the damage and the sneak attack damage, adding 0.5 to the Sole #8 Bear Proofing Your Campsite: Don't Get Caught, Heal 50% more from eating vegetables and fruits, 30% less radiation from eating and drinking, Twice the normal bleedout time before dying, 80% less likely to catch diseases from creatures, Become hungry and thirsty 30% more slowly, #4 Who Goes There? In the tiered, large cavern, across from the yellow-and-blue sloping mine conveyor belt and below the tinker's workbench, on the passenger seat of the yellow mine buggy half-buried in molten slag. To the side of the lookout tower, next to the "car sofa" with two sprawled raider corpses on it, on the tiny, distressed side table. Custom and extended INNR included for armour, clothes, guns, melee weapons and power armour. The hotkey options included in there are more convenient to handle and sport a few extra features. 003440B3 In the basement, in the large filing and archive office through the double doors adjacent to the food court, in the northwest corner on the metal desk by the terminal. 2 Intelligence In the northwest cabin with the red front door, next to the rusty yellow pickup, on the metal table below the raider corpse. Inside Hubris Comics, in an Advanced *Requires fusion magazine mod Merchants Inside the interior cavern, southwest wall of the dead-end with the pallet and barrel table, at the end of the tunnel, tucked halfway under the metal and yellow machine with the levers. On the second floor, inside the office room, next to the broken terminal in the northeast corner of the room, which is near a blue atomic painting leaning against the wall. 20 It also has a hidden effect of less AP cost in V.A.T.S. Next to the outhouse at the archery range. On the top floor balcony directly above the north entrance, below an ornate red couch. You still need to complete the Railroad quest to enable that option (or use the cheat option in ECO's holotape/MCM). Poor hip-fire accuracy. headwear, masks and in general most clothing and outfit pieces) and if those are made invisible than that body part/feature will stay missing until you disable the invisibility or unequip the item, Vault-Tec Workshop DLC is no longer a requirement, renamed the script for the mobile PA Station, cleaned up the plugin and removed leftover and redundant forms, reworked and optimised the weapon-specific part of Quick Modification's script again, the previous version was working great until you added two or more mods that inject their weapons into QM via the respective script at the same time (e.g. Install hundreds of mods with the click of a button. 3 Intelligence A box of high-powered .308 caliber rifle rounds, found in a large number of locations. WebFallout 76 is a Spin-Off game in the Fallout series (and the ninth game in the franchise) from Bethesda Game Studios for PlayStation 4, Xbox One and PC. WebProp 30 is supported by a coalition including CalFire Firefighters, the American Lung Association, environmental organizations, electrical workers and businesses that want to improve Californias air quality by fighting and preventing On the east side of Foundation, at a small guard house near a gate, on a desk. Inside the flooded concrete bunker, just through the open security gate, behind the front counter, next to a wooden crate. Inside the northeastern cabin, in a room behind a security gate, underneath the left surgical cart, on the right. You can limit yourself to this option by disabling legendary recipes via holotape or MCM. Damage Equip cost Inside the Giant Teapot, east of the refrigerator on an overturned wooden box. Inside the penitentiary, on the north side of the laundry room, opposite the stacks of washing machines, slipped down between the dryer and the concrete pillar. Since players can engage in combat both PvE - against the environment, monsters, NPC controlled units, etc. Inside the security mesh walled area of the advanced research laboratory, on the upper floor with the window, near the collection of blank holotapes, on the yellow machinery. Near the west end of the main generator cabin. On the east side of the shantytown, close to the Cappy Nuka boat, next to the red trunk and locked safe, on a magazine rack. On the main plant roof just above the front entrance, on the yellow diagnostic cart. WebThe fusion core is a type of ammunition in Fallout 76. Bloody MessDemolition Expert (crystallizing barrel)Heavy GunnerAstoundingly Awesome 5 Level 10 Unique energy weapon Once you've selected one of the options new mod slots will be added to the item that hold a bunch of additional modifications for you to utilise. Each time a player levels up, they can, at their leisure via the Pip-Boy, choose 1 SPECIAL attribute to increase, up to a maximum of 15. On the second floor, in the upstairs bedroom with the Mothman poster on the wall, on headboard self of the bed with the red trunk on it. In the cellar of the faded blue farmhouse, on a table with a microscope. Inside the toolshed on the eastern edge of the location, on top of a cabinet. In the flooded underground maintenance area, near a fusion generator and a steamer trunk, on a small metal table with foldable ends. Fallout Wiki is a FANDOM Games Community. Inside the overturned white boat setting half-buried under the southwestern docks, on a shelf. In the clubhouse, on the lower level, on the cardboard boxes in the "employees only" closet containing a robot pod, near the shoe-shine counter. Fallout 76's legendary effects for armour and weapons. Log in to view your list of favourite games. On the back veranda, on a patio table beside the curved stone wall with a view to the east. The Sole Survivor's level determines Inside the nearby house, on the dining table. In the basement (ID card needed) of one of the bulldozer garages, through the barred door, above the alarm clock on the wall shelf of the work counter (east wall of the storage room). and close-range combat, due to its low AP cost, good accuracy, good DPS and great range (with the perk Gunslinger applied for the latter two). The downside to this weapon is its large shot size and slow projectile speed - these can lead to shots missing or clipping cover where a normal round would have gone through. Form ID Near the road, in a small lookout tower on the southeast approach to alley, by a cinder block. Core stats this update is separate because I want to gather some feedback before I pass it on to the main plugin, for feedback use the respective forums topic: https://www.nexusmods.com/fallout4/mods/55503/?tab=forum&topic_id=10959323, >>> restored underarmor [U] biped flags (slot 36, 37, 38, 39 and 40) on most clothing pieces that cover body parts like most outfits do, >>> the slots were set according to the body parts they cover, so not every outfit uses the full range of flags from 36 to 40. Fallout B-Squad (Fallout 4 meets the X-Squad) Fallout Project Eden (Fallout 4 meets core design's project eden) Far West Minutemen: FCO - Fully Customizable Outfits RELOADED V3 - (VANILLA-CBBE-BODYTALK) - (AWKCR) Added selection of primers for ammo crafting similar At the tickets building in front, inside a display case. The gauntlet is a large metal device painted with yellow and black stripes. 003440B5 In the southwest tent with two beds, beneath the bed with the skeleton on it, on the floor. In the basement of the building, near the armor workbench, on the green counter near a yellow alarm clock. Only required if you want the Universal Workbench in the Player Apartment. In the northwest corner of the cafeteria, on the wooden dining table with the black-and-orange place settings. Minerva is a gold bullion vendor inFallout 76, introduced in the Steel Reign update. Type In the secret facility basement, in the green wallpapered cognitive programming room with the three televisions, on a small side table shelf. With maximum levels in Science! She will only change locations once per week. Level 10 On the top of the mainframe computer bank (right side), near the lamp, on the computer attached to the large concrete central pillar; northwest if looking at the middle pillar (southeast side of the room). On the south side of the eastern concrete yard structure (with the yellow fan clamped to the south wall outside, near the flagpole), on the west wall of the office up the initial gantry steps, placed vertically between the two filing cabinets. Inside the gift shop, in a magazine rack in the southwestern corner of the shop. Multiple issues of each magazine can be collected, but reading duplicate magazines will not stack effects. Despite its model's unique appearance, the alien blaster's night vision scope has the same HUD overlay and cross-hairs as the respective mod has on any other weapon. Those looking for a beginner's guide to get started with Fallout 76 when it comes out should have a look at our Fallout 76 guide hub. This component is used in almost every single ammo crafting type, and is vital to collect. Mobile versions of the Universal Workbench and PA Station, can be transported in your inventory. (. The exact locations are listed in ECO's FAQ. A fusion cell nearly resembles an electric battery with positive and negative symbols, directional arrows, and a warning label on the side saying "WARNING WILL EXPLODE IF DISPOSED OF IN FIRE." In the junction cavern, by the explosive canisters, left of the red trunk, on the metal table with a lantern. Extensive, modular and highly compatible equipment overhaul and expansion of the crafting system. Fallout 4. On the mezzanine level, at the stall with the lighthouse painting and a Raider skull board under its tarp, on the magazine carousel by the fallen stool. In the eastern end of the mansion, upstairs in the balcony hallway, on the small painted side dresser. At the far end of the girls' restroom, under the wall clock near the chained door, in the last locker on the left (with the door propped next to it). Despite appearing identical to fusion In the prison yard, in the remains of the chapel, on the lectern shelf. Changes ammo type to fusion cells." Armour pieces from the base game can have their size (light, medium, heavy) changed on an Armor Workbench. In the southwest corner of Buck's Den, on a table near the entrance. Outside the northwest cabin, near the soil sensor and exterior bunk bed, on the bottom bunk. On the dresser in the small green bunk bedroom, inside the cabin with the green door (interior). On the magazine carousel, west corner of the gift shop, just left of the massive hole in the exterior wall. During Minerva's Emporium, her inventory will be one of the following lists: 1-3, 5-7, 9-11, 13-15, 17-19 or 21-23. One should now be able to pick it up now. They pair well with the FallUI suite and an item sorter like Simple Sorter or Complex Sorter, but work just fine on their own. In the production section of the plant, on the gantry above a yellow forklift, near the large interior doorway, on a small wood crate next to a. You'll find those options within the Utility Station mode of ECO's workbench. On the ground floor, behind the counter the cash register sit on. Your explosives do +40% damage. Damage Inside the gray tent, south of the cooking station, on the mattress of the rear bed. On the west side of the upper living area, in the room where part of the walls are makeshift wood, by the locked safe (1) on the narrow shelf of the low cabinet. On the upper part of the Putnam residence, near the bed in the northwest corner. Upstairs and northeast of the entrance lobby, with stairs outside the room, on the large conference table with the office desk fan on it. In the basement locker room, on the lowest shelf of the metal shelves near the overturned cart. WebThe fusion core is a type of ammunition in Fallout 4. Science! Using chemicals and components readily available within the Vault, the prototype was able to be completed, making cryogenic freezing available in a portable, on On the south side of the camp, near the safe and decapitated head, on a makeshift table. In the red broken open shed, immediately east of the barn. 0.041 On the mezzanine level, west of the elevator column, at the storefront with a gramophone, on the shop counter by the cash register. The elegant, powerful, and open-source mod manager, Download and manage all your collections within Vortex, Upgrade your account to unlock all media content, To enjoy the benefits of Nexus Mods, please log in or register a new account. On the kitchen counter to the right of the sink, ground level of the tendril-filled faded blue farmhouse. The latter becomes available as soon as you install F4SE and MCM. A project undergoing construction sometime before the Great War, under construction by George and "K", the RobCo Auto-Cache (a name still undergoing finalization) was the first and only facility constructed out On the metal desk, in the west corner to the left of the trunk, in the upper laboratory area (interior). North of the main resort, just east of the club entrance road and security hut, in the white mansion house, on the upstairs front deck, on the circular metal table. On the upper level, in the office with the. Changes ammo type to Fusion Cells. Credits Editor ID [1] Conceptually, it is a flamer that shoots ice. On the upper level, in the southwest corner of the history classroom, on a wooden school desk. May not be visible until the crates are moved. Pack Up Workbench (only on the mobile version). On the first floor, behind the reception desks and lockers in the broken elevator shaft, next to a skeleton. In the communications room, on top of the L-shaped mainframe computer near the large hole in the wall and floor. Multiple issues of each magazine can be collected, but reading duplicate magazines will not stack effects. On a table on the upstairs porch of a dilapidated building north of the main resort (has one of the holotapes for a quest). Demolition Expert Cryolator Her schedule will then start over and repeat the following week. The content is not described in full detail on this page. 2.5 Minerva does not sell the following items, which are offered by other gold bullion vendors or rewarded by. $XYZ123]), for more information on MCM translations read this article: https://github.com/Neanka/MCM_0.1_AS3/wiki/Translations---i18n, several MCM options were reworked and had their descriptions changed or entirely removed if they didn't provide any meaningful information, optimised filtering of ineligible weapon forms, added a rule that prevents the patcher from processing the plugin from "IDEK's Logistics Station 2" and breaking certain mechanics, removed legendary attachment point (L1) from Homing Beacon grenade, removed the ARMO rules and put them in two separate files, one for ECO_ArmorOverrides.esp and another for ECO_ArmorOverridesVB.esp, updated the file with a couple of new rules, the LEGENDARY SLOT category was split into ARMOUR and WEAPONS, you can now also add Instance Naming Rules (INNR) to both armour and weapon forms, as for the armour INNR option the script differentiates between standard armour and power armour, as for the weapon INNR option the script differentiates between ranged (guns) and melee weapons, the INNR option also adds a dummy Object Template (OBTE) to armour and weapon records that don't have any form of an OBTE, without at least a basic OBTE an item can't make use of INNR even if the INNR entry is present, new option that enables Nick Valentine to wear the same armour and clothing the player can wear, several parts of the FOMOD installer got changed, added a patcher plugin and item sorting rules for Complex Item Sorter to the FOMOD installer; it requires the most recent version of CIS (v1.11.4), so make sure you have that one installed and all old versions properly uninstalled, the ECO Patcher Plugin for CIS was updated and overhauled, the biped (body slot) options were disabled because they weren't working as intended, the original Workbench Patcher Script is no longer supported by me and was moved to the Old Files section, added LXYDuckboy's excellent version of the Standalone Workbenches expansion (https://www.nexusmods.com/fallout4/mods/64968) as an option to the FOMOD installer, you can now choose between the original version and LXYDuckboy's one, reverted The Striker's barrel to its vanilla state and instead made its separate unique effect no longer occupy the legendary attachment point, this should minimise conflict potential, made Acid Soaker's dummy unique effect (only contains the effect description) no longer occupy the legendary attachment point, made Nuka-Girl Rocketsuit's dummy unique effect (only contains the effect description) no longer occupy the legendary attachment point, Armor Override Plugins: added the vanilla keyword "ArmorBodyPartEyes" to five more glasses to make them consistent with the other glasses in the game, fixed the Two-Shot effect for the third slot (L3), "Two-Shot (Multi)" legendary effect was removed, the vanilla Two-Shot effect was altered to work like that instead; if you currently have this effect on any of the five slots on any item then scrap them because they'll vanish after the update, updated the INNR plugin; the included leveled item forms were altered the same way as in Leveled Item Framework's latest version (1.2.2); "Aspirational" and "CustomItem" leveled item forms got decoupled from their nested LVLI forms, instead they directly reference their resp. Equip cost On the shelf next to the shower inside the bathroom in the basement. Inside the Super-Duper Mart, against the red striped northeastern wall, on the ground, beside the serving counter, close to a stepladder. On the fancy table with the dead plant, right (southeast) side of the locked (3) double door office room with the two skeletons on chairs, northeast area of the center (interior). Along the west interior wall of the shack, on a metal desk with the typewriter on it, to the left of the filing cabinet. Fuzzy. In the lower cafeteria area, in the southeast corner, to the left of the double-door exit to Appalachia, on the table of the corner booth. To the east of the main building, on top of a single metal barrel next to a large light green container with a ladder. Add an optional 2nd, 3rd, 4th and 5th legendary mod slot to your armour and weapons. Switch between various ammo types, firing modes, sight zoom and ADS speed options on the fly. On the northwest side of town, inside the "Drugs" shack, by the green plastic outhouses, on the low coffee table between the gray and dark red couches. In the plant manager's office, near the windows overlooking the turbine hall, on the desk. In the middle of the small red barn, on the metal shelving by the sleeping bag. 5 Intelligence If you want to create an expansion for ECO or make changes to the records don't directly edit and upload my plugin but release it as a separate one which just references/overrides records from my plugin.If you use parts of my mod in your own mod your permissions for that mod have to match those of ECO. Along the southwest wall of a connecting corridor to the main plant, right of the window, with the double door marked "Turbine Hall" at the northeast end, on the small computer bank, to the left side of the filing cabinets. The perk increases the damage dealt by all explosions by 20% with the first rank, with subsequent ranks each adding 10%, up to a maximum of 60% with rank five. In the northern car of the suspended monorail carriage, near the TV and small satellite dish, on the plank with the sleeping bag across from the skeleton, draped on the seat. South of the "Sugar Heaps" trading post, under the boarded-up ice cream stall, on the deck by the fallen magazine display, near the ice cream sign. You can also revert that change by making the armour visible again within the same menu. Under the wooden upstairs balcony mezzanine, beside the large stone fireplace with the mounted Yao Guai head above it, on the red table. Vanilla weapons are already part of this system. The second and more advanced way is by scrapping legendary items (items which have a legendary mod applied). Editor ID The unique bonuses which they provide wear off after 30 minutes. Form ID Fallout 76 Magazines guide. 100 In the clubhouse, on the lower level, in the lounge in the men's locker room, on the bottom shelf of the northeast bookshelves. She appears as part of a weekly community event. 20 On a side table near the large stone fireplace, by the antique globe. The explosion is very similar to the mini nuke and leaves a slight radioactive residue after detonation. On the north side of town, inside the "Barber & Dentist" shack, on the corner wooden cabinet with the mirror and scissors on it, near the red chair. In the Cell Block B security office, on the desk. In the waterlogged chamber linking the underwater area to the destroyed mine tracks, on the northeast side of the slag heap, near an explosive canister. On the north side of the second level, overlooking the main entrance lobby, inside the office with the red sofa and two large mushroom lamps, on the desk by the door. It also has a hidden effect of less AP cost in V.A.T.S. How magazines work in Fallout 76 WebThe fusion cell is a type of ammunition in Fallout 4. However, despite being provided with a substantial amount of Ammo308Caliber Inside the tower, on the floor between two cardboard boxes near the industrial trunk. Superior range. In the large cavern with the metal steps to the south, just west of two half-buried white metal generators, against a rock wall by several wooden crates and a coal buggy, on a wooden table. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. At the bottom of the tiered cavern where the coal conveyor belt ends, near a yellow forklift, at the corner of two large metal cargo containers, on the stack of wooden crates. Hunting rifle Reba Reba II In, around, or behind the large, completely burned safe housing, with the smaller, regular-sized locked safe (3) within it, inside the tiny mausoleum. Inside the disposal site, southeast of the double doors from the large generator room, in the storage room with the hole in the eastern corner wall, on the metal desk next to the. Fallout 76 Intelligence perk Inside the outhouse, between the left and middle cabins (if facing southeast). Range She will only change locations once per week. Follow the green blood splatters to an unmarked cave, where a live alien has the blaster. For example, a grenade that deals two types of damage only has its primary damage increased. The Cryolator was developed by the overseer of Vault 111 as a way to occupy time, waiting for the All-Clear signal from Vault-Tec that never came. Improved magnification. Across from the chopped wood pile, on a pallet of four wooden crates with a blue motorcycle leaned against it. Modded weapons require individual implementation (e.g. On the small green card table to the right of the green trunk, inside the storage attic of the visitor center, accessed via the rooftop garden (near the small greenhouse, southeast corner). ARMO or WEAP forms, reverted Sprinter's legendary effect back to its vanilla state, it seems my fix had some unintended side effects, the expansion plugins for Armament and Caliber Complex were added to the installer, their separate mod pages were disabled, removed the obsolete World Series legendary effect naming rule from the weapon INNR (gun and melee) within the separate INNR plugin, 2076 World Series Baseball Bat's unique effect no longer occupies the L1 slot, it is also no longer craftable or removable/transferable, it is unique to that weapon; if you currently have that effect on the slots 2-5 on any item then scrap them before updating because the effect no longer exists on those slots and would be lost after the update; the L1 effect will become inaccessible, so if you want to remove it from other equipment do that before updating, Shem Drowne's Sword unique effect no longer occupies the L1 slot, it is also no longer craftable or removable/transferable, it is unique to that weapon; if you currently have that effect on the slots 2-5 on any item then scrap them before updating because the effect no longer exists on those slots and would be lost after the update; the L1 effect will become inaccessible, so if you want to remove it from other equipment do that before updating, Lucky Eddy's unique effect no longer occupies the L1 slot, it is also no longer craftable or removable/transferable, it is unique to that weapon; if you currently have that effect on the slots 2-5 on any item then scrap them before updating because the effect no longer exists on those slots and would be lost after the update; the L1 effect will become inaccessible, so if you want to remove it from other equipment do that before updating, Atom's Bulwark unique effect no longer occupies the L1 slot, it is also no longer craftable or removable/transferable, it is unique to that piece of armour; if you currently have that effect on the slots 2-5 on any item then scrap them before updating because the effect no longer exists on those slots and would be lost after the update; the L1 effect will become inaccessible, so if you want to remove it from other equipment do that before updating, Acadia's Shield (DiMA) unique effect no longer occupies the L1 slot, it is also no longer craftable or removable/transferable, it is unique to that piece of armour; if you currently have that effect on the slots 2-5 on any item then scrap them before updating because the effect no longer exists on those slots and would be lost after the update; the L1 effect will become inaccessible, so if you want to remove it from other equipment do that before updating, Zeke's unique effect is no longer craftable or removable/transferable, it is unique to Zeke's Jacket and Jeans; if you currently have that effect on any of the five slots on any item then scrap them before updating because the effect no longer exists on those slots and would be lost after the update, Inquisitor's Cowl unique effect is no longer craftable or removable/transferable, it is unique to that piece of armour; if you currently have that effect on any of the five slots on any item then scrap them before updating because the effect no longer exists on those slots and would be lost after the update, Atom's Devoted legendary effect is no longer craftable or removable/transferable, it is unique to the piece "Robes of Atom's Devoted"; if you currently have that effect on any of the five slots on any item then scrap them before updating because the effect no longer exists on those slots and would be lost after the update, Acidic legendary effect is no longer craftable or removable/transferable, it is unique to the Acid Soaker; if you currently have that effect on any of the five slots on any item then scrap them before updating because the effect no longer exists on those slots and would be lost after the update, the Vampire's armour effect is no longer available, it become obsolete with the introduction of ECO's Targeting HUD armour enhancement option (vanilla option) that does exactly the same thing; if you currently have that effect on any of the five slots on any item then scrap them before updating because the effect no longer exists on those slots and would be lost after the update, "Harder, Better, Faster, Stronger" legendary effect is no longer available; if you currently have that effect on any of the five slots on any item then scrap them before updating because the effect no longer exists on those slots and would be lost after the update, tweaked some of the unique effects I overhauled in the previous version, cleaned up the INNR plugin and removed obsolete entries/rules, there's now a third Armour Override option in the installer, that one only enables Nick Valentine to wear all vanilla armour and clothing, several expansions and patches that had their own mod pages are now available from the FOMOD installer instead. WebWhile traveling throughout Appalachia, the player may experience random encounters at select locations. Inside the overturned military train car lying on top of two other train cars (accessed via the underside), on a spotted couch. In the camp office building, on the magazine rack, by the deep red sofa, in the room with the grand piano. In the middle of the Widowmaker ride, on the north side of the raider camp, inside the green plastic outhouse. 50 You'll receive "Legendary Microchips" for that process. In the guard tower of the building to the left of the blue and white camper, on a table. Patch mod-added custom legendary effects to enable them to apply ECO's dynamic slot system. [1] Additionally, the items sold by Minerva rotate weekly. On top of the roof, very close to the scaffolding. Level 10 Worn over the forearm, it has a powered saw blade extruding from the end. Take the first stairs on the left side that lead to the upper floor of the shack. Inside the broken opening of the white overturned boat, by the wooden block also under the boat, half-buried at the side of the southeast boathouse, near a rusting red buoy. Fallout 76 is the latest game in the Fallout series published by Bethesda Softworks.It is the sixth major installment in the Fallout series and ninth overall. Form ID You'll no longer have a cluttered Chemistry Station with lots of different armour, weapon, ammo or other random recipes that don't belong there. The story is set in Appalachia, comprised of the former state of West Virginia, between 2102-2104.The Plan: Treated lining Secret Service underarmor, Plan: Resistant lining Secret Service underarmor, Plan: Secret Service pocketed armor torso, Plan: Protective lining Secret Service underarmor, Plan: Shielded lining Secret Service underarmor, Plan: Lighter build Secret Service armor limbs, Plan: Ultra-light build Secret Service armor limbs, Plan: Plasma caster aligned sniper barrel, Plan: Brotherhood recon pocketed armor limb, Plan: Brotherhood recon pocketed armor torso, Plan: Hellstorm missile launcher cryo payload, Plan: Hellstorm missile launcher napalm payload, Plan: Hellstorm missile launcher plasma payload, Plan: Hellfire prototype power armor paint, Plan: ArmCo ammunition construction appliance, Plan: Brotherhood recon aerodynamic armor arms, Plan: Brotherhood recon asbestos lined armor torso, Plan: Brotherhood recon BioCommMesh armor torso, Plan: Brotherhood recon braced armor arms, Plan: Brotherhood recon brawling armor arms, Plan: Brotherhood recon buttressed armor arms, Plan: Brotherhood recon buttressed armor legs, Plan: Brotherhood recon buttressed armor torso, Plan: Brotherhood recon cushioned armor legs, Plan: Brotherhood recon custom fitted armor legs, Plan: Brotherhood recon deep pocketed armor limbs, Plan: Brotherhood recon deep pocketed armor torso, Plan: Brotherhood recon dense armor torso, Plan: Brotherhood recon hardened armor arms, Plan: Brotherhood recon hardened armor legs, Plan: Brotherhood recon hardened armor torso, Plan: Brotherhood recon lead lined armor limbs, Plan: Brotherhood recon lead lined armor torso, Plan: Brotherhood recon lighter build armor limbs, Plan: Brotherhood recon lighter build armor torso, Plan: Brotherhood recon muffled armor limbs, Plan: Brotherhood recon padded armor torso, Plan: Brotherhood recon pneumatic armor torso, Plan: Brotherhood recon stabilized armor arms, Plan: Brotherhood recon strengthened armor limbs, Plan: Brotherhood recon tempered armor arms, Plan: Brotherhood recon tempered armor legs, Plan: Brotherhood recon tempered armor torso, Plan: Brotherhood recon weighted armor arms, Plan: Brotherhood recon welded armor arms, Plan: Brotherhood recon welded armor legs, Plan: Brotherhood recon welded armor torso, Plan: Hellstorm missile launcher enhanced blast payload, Plan: Hellstorm missile launcher long NV scope, Plan: Hellstorm missile launcher short recon scope, Plan: Secret Service aerodynamic armor arms, Plan: Secret Service asbestos lined armor torso, Plan: Secret Service BioCommMesh armor torso, Plan: Secret Service buttressed armor arms, Plan: Secret Service buttressed armor legs, Plan: Secret Service buttressed armor torso, Plan: Secret Service cushioned armor legs, Plan: Secret Service custom fitted armor legs, Plan: Secret Service deep pocketed armor limb, Plan: Secret Service deep pocketed armor torso, Plan: Secret Service hardened armor torso, Plan: Secret Service lead lined armor torso, Plan: Secret Service pneumatic armor torso, Plan: Secret Service stabilized armor arms, Plan: Secret Service tempered armor torso, Plan: Auto grenade launcher Blood Eagle paint. It may be stuck within the ground but can be still interacted with. Near the mine entrance, inside the concrete building with the fire marshal. The event is fairly loud, and a crash is heard. RELATIVE TO THE ORIGINAL/STANDALONE VERSIONS: NEW: combined Armor and Clothing Overhaul, Crafting Framework and Quick Gun Modification in a single plugin; forms originating from Crafting Framework have the same FormIDs in ECO, so if you created a patch for CF you can easily convert it, NEW: added missing vanilla attachment points to the mod menu order FormID List, NEW: all new shiny Instance Naming Rules (INNR) for armour, clothes, guns, melee weapons and power armour; based on Ruddy88's INNR but improved and with fixed full Creation Club support, NEW: split INNR for legendary effects from the rest of the ruleset so that they no longer override each other, NEW: added INNR entries for ammo conversion, melee enhancements and missing legendary effects, NEW: reordered all INNR rulesets and entries, NEW: added injected DLC INNR to the base INNR forms; this allows for better overview of all entries, easier tweaking and better access for other mods, NEW: the Mining Helmet's colour can now be changed on a workbench, NEW: placed the Universal Workbench, ECO's config holotape and the workbench drop item right next to the Vault 111 entrance/elevator (outside), NEW: you'll get more options in the start-up config menu when starting the game for the first time after installing the mod or when starting a new playthrough, NEW: optional Complex Sorter INI that enables proper tagging of armour and clothing, NEW: patch for Weapon Pack Integration Project, integrates ECO's added features for INNR into WPIP's INNR, NEW: patch for Synthetic Variations, this one isn't strictly necessary but brings a few pieces in line with ECO and fixes some bugs with the original mod, NEW: patch for Capital Wasteland Raider Pack, this one isn't strictly necessary but brings a few pieces in line with ECO, NEW: patch for Fourville, this one isn't strictly necessary but brings a few pieces in line with ECO, NEW: patch for More Clothes and Textures, if you want to use both mods simultaneously you have to install this because MCaT overrides some of ECO's features and vice versa, NEW: patch for Old Time Religion, this one isn't strictly necessary but brings a few pieces in line with ECO, CHANGED: all expansions and patches converted to work with ECO, CHANGED: made the Workbench Patcher work with ECO, CHANGED: Crafting Framework's ChipLoot (microchips distributed throughout the Commonwealth) got included in the main plugin, you need the Fortune Finder perk for this to work, CHANGED: the microchips are injected via script to prevent conflicts with other mods that directly edit the leveled lists, CHANGED: ACO's patch for the Vault-Tec Workshop DLC got included in the main plugin, CHANGED: QGM's MCM got integrated into ECO's menu, it has a separate tab now, CHANGED: QGM's favourite item no longer contributes to the food mechanic in survival mode, CHANGED: QGM's favourite item can be moved to the Utility Station via holotape or MCM as well, CHANGED: reordered all attachment points in the mod menu order FormID List for more streamlined usage, CHANGED: added keywords to FO76's and the custom legendary effects, this was done to make new INNRs available for those effects but they could be used for other functionality as well, CHANGED: "LE: Legendary Enhancement" slot got renamed to "EE: Equipment Enhancement" to better reflect its function, especially since this isn't only about legendaries anymore, CHANGED: removed all leftover item sorter tags from items, there are great patcher scripts out there and there's no need for me to directly bake those tags into the plugin and potentially make those item names incompatible with certain sorting mods or ruin it for console users, CHANGED: the "Drop Workbench" items that you can add to your favourites bar had their model changed, they no longer appear as a workbench when dropped but as a holotape instead, CHANGED: the Universal Workbench misc item, config holotape and drop workbench favourites item are no longer directly added to the player's inventory upon game start, CHANGED: Legendary Mod Additions patch got the prefix "LMA" in front of their legendary effects so that the separate slot can be identified more easily, CHANGED: patches for CROSS armour got updated with new INNR entries to bring it line with the main plugin's INNR, CHANGED: numerous smaller bugfixes I don't want to list individually, REMOVED: AWKCR patch - I don't want to maintain a patch for a mod I don't like, that has a heavy impact on game performance and wouldn't work with ECO without a lot of additional patching involved, especially since this mod is meant to be a lightweight alternative to AWKCR and AE; feel free to create your own patch if you deem it necessary, REMOVED: Free Crafting patch - too much headaches maintaining a plugin that overrides almost all recipes of the main plugin; if you want to cheat use console commands, the ESP Explorer mod and/or Cheat Terminal mod, REMOVED: UCO patch - ECO modifies the same forms, therefore those two heavily conflict with each other and it would require a lot of patchwork to make them somewhat compatible; and everything I wrote about AWKCR applies here as well due to UCO relying on AWKCR, REMOVED: Legendary Mod Additions (ESP) patch - redundant, use the ESL version instead, there's no reason to run an ESP instead of an ESL these days if you can choose freely, REMOVED: The Legendary Overhaul patch - that mod is a performance hog, a nightmare to deal with in terms of compatibility and didn't properly work with Crafting Framework's legendary system anyway, REMOVED: Vanilla Biped patch - I was already stressed out by the numerous patches I had to update with every single minor update for mods I don't use while this plugin was causing conflicts with other patches I created, so I would have had to create even more patches for patches; if you want vanilla bipeds back feel free to convert and update the old patch or create and upload a new one. Dropped vertically between the right side of the armor workbench and the two lockers, by the exit door, under the gantry corner and stairs, in the southeast part of the premises (interior). Effects WebThe alien blaster pistol is a weapon in Fallout 4. Upstairs in the museum, in the southwest corner, on the floor by the display cases. Unlocked WebThe Ripper is a melee weapon in Fallout 4. Fallout 76 Shotgun Damage: Needed for AWKCR patch. Prior to the Great War, they were manufactured by Circle G and sold in a box of 20 cartridges. 00171B2B Value There should be fire around the crash site, making it easily spotted at night. WebKremvh's Tooth is a unique machete found in Fallout 4. Can freeze enemies Alien blaster roundFusion cell (with mod) The 10mm pistol is one of the first weapons found inside Vault 111 (after the security baton), located in the overseer's office. WebGrognak's axe is a unique weapon found in Fallout 4. Appearances On the northeast side of camp, on a makeshift table. Designed specifically for use in Gauss weaponry, 2mm electromagnetic cartridges come pre-packaged with ferromagnetic projectiles and a battery pack to power the accelerator coils which create the electromagnetic field. Your explosives do +30% damage. Inside the main sagging farmhouse, at the top of the stairs, across the landing through two doors, in the small bedroom with the hole in the wall, on the ornate dresser. In the junction cavern with the "Eye Protection" poster, near a Nuka-Cola bottle and a large central metal and rock shaft column, on the ground by the toppled metal shelving and a toolbox. Inside the basement, in the northwest corner, within a side room with metal shelves, sitting on the right corner of a planter table. (standard medium speed weapon, e.g. Near a cinder block on the floor below the workbenches. some of those expansions and patches were updated, this includes the following: - Gunsmith Overhaul expansion: instead of tweaking GO's custom attachment points and overriding some of ECO's forms GO's attachments now make use of ECO's attachment point framework, this should be more future-proof and robust, - Mythic Legendary Modifications expansion: all recipes now require ECO's Legendary Specialist rank 4, - VAFS Redux patch: instead of having it as a replacer plugin this patch now comes in form of a separate ESL-flagged ESP file that simply builds on top of VAFS Redux; it only provides some cosmetic tweaks and is by no means necessary, -= MAJOR LEGENDARY EFFECT CHANGES - READ CAREFULLY =-, reworked the Diver Suit's and Inquisitor Cowl's "legendary effect", they're actually just a dummy whose only purpose is to show the effect description; they no longer occupy the L1 slot, M4 Carbine's and Salvaged Assaultron Head's effect also no longer occupy the L1 slot, Atom's Judgement became a melee "Upgrade" mod instead of a legendary effect, it is no longer craftable but still removable/transferable to other Super Sledges; if you currently have that effect on the slots 2-5 on any item then scrap them before updating because the effect no longer exists on those slots and would be lost after the update, Grognak Costume's effect no longer occupies the L1 slot, it is also no longer craftable or removable/transferable, it is unique to that piece of clothing; if you currently have that effect on the slots 2-5 on any item then scrap them before updating because the effect no longer exists on those slots and would be lost after the update; the L1 effect will become inaccessible, so if you want to remove it from other equipment do that before updating, Grognak Axe's effect no longer occupies the L1 slot, it is also no longer craftable or removable/transferable, it is unique to that weapon; if you currently have that effect on the slots 2-5 on any item then scrap them before updating because the effect no longer exists on those slots and would be lost after the update; the L1 effect will become inaccessible, so if you want to remove it from other equipment do that before updating, The Striker's effect was transfered to its unique barrel to free up the L1 slot, the barrel can still be removed/transfered to other Fatman launchers; if you currently have that effect on the slots 2-5 on any item then scrap them before updating because the effect no longer exists on those slots and would be lost after the update; weapons that you have the L1 effect applied to will retain it but don't allow ECO's dynamic slot system to be applied until you switch to another legendary effect or "No Legendary Effect", removed the override for the Tesla Rifle's dummy effect so it reverts back to its vanilla state and no longer occupies the L1 slot, it was obsolete for quite some time by now, new Night Vision attachment for armour ("AE: Armor Enhancement" slot) and power armour ("MI: Second Misc" slot); this attachment uses the vanilla night vision effect from the Night Person perk (rank 2), so if you're using a mod that overhauls that effect my implementation might be affected as well, my Quick Modification and INNR injection scripts were included in the main file's archive so that you don't have to include them with every mod of yours that makes use of them, removed Leveled Item overrides from the main plugin, with the release of my new mod "Leveled Item Framework" these became obsolete, if you're using one of the Weapon Integration Project parts check them for updates, they use "Leveled Item Framework" instead now, changed some descriptions in the installer to reflect the changes to the plugins, moved the last four remaining ARMO overrides (helmets and their headlight functionality) over to the separate Armour Override plugins, moved the four OMOD overrides for Combat Armor BoS Materials over to the separate Armour Override plugins, removed INNR overrides from the main plugin, since there's the separate INNR plugin I see no reason to keep them in the main plugin as well, now people who prefer the vanilla INNR do have that option by not installing the optional INNR plugin, removed custom INNR form for the Mining Helmet, it was obsolete, both plugins are now completely standalone and could be used without ECO, their spot in your load order relative to ECO doesn't matter anymore, as mentioned above this is now the only plugin that contains ECO's improved INNR, this now also includes Leveled Item form overrides for various unique vanilla armour pieces with custom Name Overrides, changed all recipes from Reference-based (PlayerREF) to Subject-based conditions, reduced chance for Legendary Microchip spawns from the Fortune Finder perk, combined the main file with the "Optional Bundle Installer" because apparently some people are unable to read, the Universal Workbench is now usable during combat, the Optional Bundle Installer previously only allowed to choose from one of the two armour overrides but didn't account for those of you who simply don't wanted any of those overrides, there's now a third option that skips that section, removed Combat Rifle's and Shotgun's leveled item overrides, they were obsolete, added two new optional/separate plugins that restore pre-3.0 armor overrides, you can use those if you don't want to use Complex Item Sorter's ECO Patcher, they are part of the "Optional Bundle Installer", if you do use one of them you might have to resolve conflicts in your load order, that's your own responsibility, don't ask for patches, I won't provide any, removed Mining Helmet override and all associated forms from ECO's plugin and added them to the two new plugins, restored vanilla recipes for throwable weapons (grenades, mines and traps) on the Chem Station, added a switch to the holotape and MCM that allows to transfer the aforementioned recipes between Chem Station and Universal Workbench's "Weapon - Create" mode, added new INNR rules for gun firing modes, the separate INNR file got updated as well, cleaned some additional obsolete forms that I've missed with the previous updates, removed unnecessary/redundant attachment descriptions, fixed the mobile PA Station's pick up key, if you're updating to this version in an already running playthrough you might find some of your armour and clothing behaving different than before, that's because their base records are reverted to their vanilla state, if you still have a mobile PA workbench deployed pick it back up before you update ECO to this version, removed ARMA and ARMO overrides, only the Combat Armor Helmet, Marine Armor Helmet, Medical Goggles, Mining Helmet and Tinker Headgear will remain in the plugin due to their addition of the headlamp function, this was done because of recent advancements in both ECO's (e.g. Fsx, zjQ, fAyn, gznA, VBqA, 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