ROGUE SCIENTIST MkII readme Play as a refugee from the Institute, a wastelander researcher -- or perhaps an escaped synth. You will be able to craft new clothing, weapons, and armor, and add ballistic weave. Science, Armorer, and Gun Nut perks are essential, as is access to a chemistry workbench. The mod adds "Rogue Scientist" and "Institute Armor" categories to the chemistry workbench. RECOMMENDED "Rogue Scientist" was inspired by "Start Me Up Redux - An Update for Alternate Start and Dialogue Overhaul" https://www.nexusmods.com/fallout4/mods/56984 which provides many new options for starting the game. You can, as usual, play as the Sole Survivor. But you can also choose other options (including wastelander scientist, refugee from the Institute, or synth) and begin the game outside the vault in a variety of locations. WEAPONRY NOTES: The mod includes electrical weapons, beginning with a Lightning Projector. If two or more targets are close together, one shot may damage several of them. Be careful: this includes allies. These weapons use the Institute laser gun model. Since this model requires mods, the chemistry workbench by default adds selected mods such a stock and barrel. You can change these choices at the weapons workbench. This default is especially noticeable with the MkII weapons, which use changed textures. The chemistry workbench creates MkII weapons with the standard Institute textures. Changes you make at the weapons workbench will be needed convert your gun to the MkII color scheme. ARMOR AND CLOTHING NOTES: You will begin with the ability to craft white and black Institute clothing at the chemistry workbench. With enough armor and science skill you will be able to craft MKII armors. Most of these are concealed armors -- vest, arms, and legs -- similar in statistics to existing synth armors. The helmets are not concealed. These armors are designed for immersion and role-playing. The armors are designed for use with Rogue Scientist outfits, but fit normal armor slots and can also be used with any outfit that accepts armors, such as fatigues. MkII outfits also include modified versions of the lab coat and two suits, which normally do not accept armors. These are included so that, if you wish, you can use them with the MKII concealed armors. They will, of course, accept other armors, but the clipping will usually be atrocious and I do not recommend it. I have also included some custom headgear which accepts ballistic weave. At skill level 4 in armorer and science you will be able to make a concealed vest which accepts ballistic weave. This will allow you to wear three ballistic weave items; since this would distort game balance, you will only have this option when you're at a high enough level you might need it. COMPATIBILITY: Please notify me if you find problems; I'm not aware of any. This mod is a major extension of my earlier "Rogue Scientist" mod. It adds enough material that I consider it a new mod; but I've tried not to invalidate anything in the earlier mod, so while I'd recommend that you save your game and copy your existing "Rogue Scientist" esp and bsa files, you should be able to install this mod over them with no problems. GAME BALANCE: The recipe requirements for new weapons and armor are based on recipes in the Contraptions DLC. The ballistic vest available at level 4 armorer and science will allow three articles of clothing with ballistic weave. This is a lot, so you will only have it available when you've reached high enough level that the synth-armor based armors aren't enough. With enough skill, you will be able to craft ballistic weave without joining the Railroad. Since ballistic fiber can be recovered from some military equipment, that suggests that at some point the technology was more broadly available. CREDITS: The dark uniform is adapted from Kall399's mod "FALLOUT 4 DARK SYNTH UNIFORM" https://www.nexusmods.com/fallout4/mods/48018 which is used by permission. The suits are based on Evermarch's "Fallon's Clean 4K-2K Suits" https://www.nexusmods.com/fallout4/mods/10522 which is used by permission. PERMISSIONS: Both Kall399 and Evermarch have granted permission for the use of their material, giving credit. Please credit them if you use the outfits or suits in your own work. Everything else in this mod is my own work or based on free-to-use sources, and I give permission to use or adapt it, giving credit.