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- Deployable Turret Pack 2 - New Portable and Workshop Turrets

Deployable Turret Pack 2 - New Portable and Workshop Turrets
About This Mod
This mod is no longer supported. You can use any part
or improve, correct or modify this mod without asking permission or letting me know.
This mod allows you to create and use new portable deployable turrets!
Now you can deploy and use them as much as you want!
Let me demonstrate...
There are versions that add sort labels according to
Better Item Sorting and Valdacil's Item Sorting included in FOMOD Installer.
The original B.I.S. patch was created by DRunkCoWBoy69!
-Description-
There are 18 turrets in this pack. There are 7 vanilla turrets and 11 unique turrets.
That's how they work.
Usage:
They can be manufactured at any chemical plant in the new category "Turrets".
They can be expensive and require certain perches to create more powerful turrets.
Once created, they will be added to your inventory in the WEAPONS section and will act as mines.
You can equip them as mines, and when you are ready to use them, you can throw them as a mine.
Combat:
When you install them, they take a certain amount of ammunition from you to use.
Indeed, they expend bullets as they fire; they don't have unlimited ammunition.
Of course, they will attack any aggressor of the player, hoping to quickly deal with it.
Once you have installed the turret, you can run up to it and "activate" it by opening the menu.
Interaction menu:
Lift - removes the turret and returns the unspent cartridges. Turtles must not be broken to fit.
Recharge - if the turret has run out of ammunition, you can simply reload it by taking a different supply of ammunition.
Repair - the turrets must be repaired if they are damaged to the point of failure, although now all repairs are free of charge.
Cancel - allows you to close the menu, while the turret is not damaged at all. That's the function.
More about the repair:
When the turret is sufficiently damaged, it goes into a state of failure. To continue the fight or return it to inventory, it needs to be repaired. Simply activate it (there will be no selection option, but it can still be used) and choose repair. This will take a few seconds, but eventually the turret will start working again. You can also repair turrets before they are broken to quickly restore their health. All repairs are now free of charge.
Ammunition stockpiles:
As already mentioned, there are 18 different turrets, each of which needs a certain type of ammunition and has a different amount of ammunition that they can take when deployed. The amount of ammunition is the maximum that you can load into the turret in a single action, not the maximum that it can hold. This includes deployment and recharging. If you want to get as much ammunition into it as you have, you'll have to reload it constantly, even in the midst of a battle.
Other notes:
Each turret is very heavy in inventory, and the more powerful turrets are heavier than previous ones.
If you install the turret and forget about it, it must be preserved and can be recovered long after installation.
Companions and other NPCs cannot install turrets, so do not hesitate to force them to carry them with you.
You can install the AWKCR patch in an installer that will make the turrets available for manufacturing on the armory workbench.
-Turret types
Here are the details of the various tourels:
A searchlight - without ammunition - without ammunition - is not technically a turret, but can track enemies with light.
.38 Machinegun Turret - .38 Rounds - Allotment 300 - a rusty, cheap turret that uses a lot of bullets.
Machine gun turret - 5mm cartridges - Emplacement 300 - Light but flimsy turret powered by gas. A good start.
Heavy Machinegun Turret - 5mm Rounds - Allotment 300 - more robust but affordable ballistic turret.
Laser turret - thermonuclear cells - 300 units - energy analog of machine gun turret.
Gamma turret - 100 gamma projectiles - an alternative to lasers and bullets, spewing radiation.
Plasma turret - Plasma cartridge - 300 units - a good balance of ballistic and energy damage.
Shotgun Turret - Shotgun Shells - Allotment 100 - For stubborn boyfriends, it's a full automatic rain of horror.
An attack turret - 5.56 rounds - 300 pieces - for greater firepower than standard.
Minigun Turret - 5.56 Rounds - Allotment 1000 - If you've seen my demo, you've seen what it can do.
Flamer Turret - Flamer Fuel - Allotment 1000 - A little short range, but help you burn excess fuel.
Cryo Turret - Cryo Cells - Allotment 250 - Also has a short range, but anyone who falls under its scope, will not escape far.
Rail turret - Rail spikes - 100 - Freedom and justice on the steam path for everyone.
Heavy laser turret - thermonuclear cells - 1000 - If you had free cells, this turret will burn them quickly.
Gauss's turtle - 2mm EC - 200 allocated - with a magnet drives metal into skulls across the Commonwealth.
Cannon Turret - Cannonballs - Allotment 50 - Based on Broadsider, it is essentially a full-automatic cannon.
Missile Turret - Missiles - Allotment 50 - The deadliest weapon of every settlement, and now your second deadliest.
Fat Man Turret - Mini Nukes - Allotment 10 - your new deadliest weapon... use with extreme caution.
-Workshop Turret Pack-
The workshop turret pack is now an integrated feature that allows you to build 11 unique turrets not found in the vanilla game in any settlement workshop. These include the .38 turret machine gun, the turret gamma, the plasma turret, the assault turret, the turret minigan, the railway turret, the Gauss turret, the gun turret and the fat turret. The turrets built in the workshop will be much cheaper than their deployable counterparts and will have unlimited ammunition. However, most of them require food and, of course, will be stationary. They are all located in the DEFENCE > TURRETS section of any workshop and still require the appropriate perks to create them.
-Further reading-
Originally, the Deployable Turrets fashion was an addon to my other fashion, Grenade Expansion Pack. After receiving a very positive review, I wanted to make it a separate fashion so that it could spread more as a stand-alone thing rather than just as a set of pomegranates. I didn't have a good enough reason until a user named Wenderer helped me write the extraction code for my fashion Camping Supplies, which opened my eyes to how to do something like this with deployable turrets. True, I had hardly done any scripting before, mostly because I thought it was too hard for advanced modders, but when I found it easier than I thought I asked Venderer if I could use his script as a basis for updating my turrets. Fortunately, he agreed, and here we are! I'll tell you right away that he's changed a lot since then, but I still want to give him credit for his help. Without it, most of the features in this fashion would not have appeared, so thank you Venderer!
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