UPDATED 4/7/2024 to version 2, see headingMod Description for the list of changes.
Warnings
- Very important, version 2.x is not compatible with prior 1.x versions, use version 2 only in new games or in existing games where no prior version was installed.
- If this new version is installed as an update into an existing game you will lose all prior created synth NPCs. You have been warned.
Mod History and Rationale
Firstly, I take no credit for the Workshop Synth Production mod, Kentington implemented some mod magic in getting this to work at all.
Secondly,my mod does not fix the issues with the original mod, it simply changes the way the original mod operates.
What I found wrong with the original mod
The Workshop Synth Production mod has always intrigued me and I've used it (even with all the bugs / reported problems). The mod does work to some extent, but the bio-scan / template system implemented in the original mod seems to be the source of most reported bugs. Specifically getting a rad roach vs the expected synth, and clones whose names later revert to <token.synthname>. Members have also posted other random issues with this mod. Additionally, the Workshop Synth Production mod has not been updated since 2018.
My first intention was to try fix the existing code, but as I became more familiar with the game mechanics, I now believe the original implementation has a sometimes fatal flaw. It seems that Kentington was trying to save an object reference to the scanned NPC which he could use later to duplicate the NPC. Object references are tricky, as objects don't necessarily exist the the world at all times. They are often spawned when entering a cell, and often deleted when exiting a cell. This is specifically true for NPCs that do not necessarily persist in the world i.e. any randomly spawning NPC. More complications arise if an NPC is killed, disabled, or deleted. I suspect this might account for why the mod sometimes works, sometimes not. Hence in my opinion, the Portable Cloning Device is a better choice as it creates a point in time clone.
Not being sure the original design was even fixable, I decided to tweak the mod so it would just fabricate generic synth settlers; no templates/scanning. I really enjoy the fabricator animation, and the immersion offered by the mod. Moreover, the fabricator is simply more immersive than just spawning new settlers. I'm offering my patch file for anyone so interested.
Mod Description
Version 2.0 Release
Very important, version 2 is not compatible with prior versions, use version 2 only in new games or in existing games where no prior version was installed.
If this new version is installed as an update into an existing game you will lose all prior created synth NPCs. You have been warned.
- Merges the original version with the kids version, so moving forward there will be only the one version (plus any associated patches)
- Synths can be set to protected or mortal
- Adds the ability to clothe your Synths if desired. Multiple options: 1) no clothing, 2) Institute clothing, 3) Random clothing, 4) Synth Armor
- Clothing is free (assumed to be scavenged), but armor requires Armor Fabrication Kits that can be crafted in the ChemBench.
- Armor Kits like other synth resources must be in the local workbench, kits needed: 1 -for light, 2 for medium, 3 for heavy
- Mod includes some vanilla randomized clothing, but kids clothing is limited to about 7 selections. If crafting kids, recommend using the
mods below. - Clothing selections will automatically leverage outfits from Better Settlers and Orphans of the CommonWealth if installed
- Automatically detects and leverages settler faces / hairstyles from Better Settlers if this mod is installed.
- Will leverage child faces/hair from Orphans of the CommonWealth and ANiceOakTree's Diverse Children with the optional patch.
- Automatically detects SKK Commonwealth of Decay, or the OpenWorld variant and adds the needed keyword (when spawned) to protect synths from removal.
- IMPORTANT: Removal protection when running SKK Commonwealth of Decay, or the OpenWorld variant is not retroactive.
- Synths spawned after the SKK mod is installed will be protected; buy any spawned prior will not be protected.
- The SKK mod must be installed before creating any synths for the removal protection to work correctly.
Pre-placed Fabricator Mod
For those who have had issues building / placing the synth fabricator, I have tested an old mod / associated patch where you can start or continue a game with a working fabricator already placed.
The mod Institute Safe House, and the mod's associated patch ISH Workshop Synth Production Add On, adds a player home with a pre-placed and working version of the fabricator. This works well with my Workshop Synth Production - Reconfigured mod. This mod and the required patch mod are running very well in my games. Not having to place the fabricator is nice, but the safe house is awesome. See the suggested load order below.
Update: I have determined that the Institute Safe House will also function nicely as a settlement if the LocTypeSettlement keyword is added to the InstituteSafeHouse location. I have since created a patch mod for this Institute Safe House - Settlement Patch.
My Recommended Load Order My patch mods are available in the optional files ( here ).
With the release of version 2 the only requirements are the vanilla game and the original Workshop Synth Production mod by Kentington.
Load Order:
- Optional: Better Settlers - adds more variety to settler looks / outfits
- Optional: Orphans of the Commonwealth - adds much more variety to child looks / outfits
- Optional: Diverse Children by ANiceOakTree - add more child faces / hair
- Required: The original Workshop Synth Production mod
- Optional: Institute Safe House
- Optional: Institute Safe House - Settlement Patch - makes the Institute Safe House a settlement and adds a few settlers.
- Optional: ISH Workshop Synth Production Add On - this is the mod that adds the pre-placed fabricator to the above safe house.
- Required: my Workshop Synth Production - Reconfig
- Optional: my compatibility patch for Orphans and Diverse Children. Recommended if you want to leverage more faces / hair for the children.
- Optional: my compatibility patch for the Institute Armor Paint if you own the Creation Club Content. This applies the paint to the Synth armor.
What my patch mods change
My patch esp makes the following operational changes to Workshop Synth Production.
- Disables the bio-scan / template system in the original mod; with the patch you can no longer scan / clone existing NPCs.
- Removes the bio-scan gun recipe from the chem bench (the gun remains in the game, no longer a recipe to create it)
- Removes the bio-scan effect from the gun
- Updates scripts to facilitate the changes made.
- Replaces the synth manufacturing menu with the following 5 options:
- Create female Synth Settler
- Create male Synth Settler
- Create Courser Settler
- Create synth female child
- Create synth male child
- Kids will spawn in adult size, then shrink to kid size as they exit the fabricator. I suspect this is due to the marker used in the spawn point.
- New in v 2.0 Option to add clothing/armor to the new NPC
- New in v 2.0 Terminal selection for Mortal / Protected
- Full / Partial support for mods like Better Settlers, Orphans of the Commonwealth, Diverse Children, SKK Commonwealth of Decay
The New NPCs
- The Synth Settlers, implemented in the patch esp, use the vanilla workshop npc templates so they behave as normal setters. They should be able to be renamed using Rename Anything. As synths they are radiation immune and have better stats/resists.
- The Courser Settler uses the vanilla courser template, but now has workshop scripts. While he acts like a normal settler, he retains the traits / voice of the courser and as such lacks the normal settler dialog. The courser has many courser related perks and should be deadly when properly equipped.
- The Synth Child - the synth children have limited variety unless using Orphans of the Commonwealth, and Diverse Children. The vanilla game has very few combinations for children.
Other Notes on setting it up and getting it to work
If you are new to Workshop Synth Production mod read below for things to know..... Also, see the original mod page for more details:
To build the fabricator you must obtain the schematic. To get the schematic in normal game play, the player must gain access to the Institute by:
- Completing the required vanilla quest The Molecular Level (where you build the molecular relay) to gain access to the Institute
- or by entering the Institute via the Public Works Maintenance Tunnel.
- Use another mod or cheat, see Schematic Locations below.
Schematic Locations:
- The schematic can be found inside the Institute Robotics Division laying on a table with some institute gadgets.
- If you have already destroyed the Institute, the holotape can be found on the drawbridge near the USS Riptide.
- If you use the mod Institute Safe House, and the mod's associated patch ISH Workshop Synth Production Add On, you can craft the schematic in the ChemBench
- Lastly, you can also get the schematic using the console (see spoiler below).
If you don't want to run the quest for Institute access you can get the schematic using the console as follows:
Enter 'help fabrication 4'
The above command should return several lines related to the mod; look for a line like:
NOTE:(##006397) "Synth Fabrication Schematics"
Note the formid returned in your game where the '##' is the load order slot for your specific game.
Now enter the following command (in the console) substituting the numbers from the above command for ##
'player.additem ##006397'
You should now have the schematic in your inventory
- Once you have the schematic, the Synth Fabrication device will be found in your Workshop>Power>Miscellaneous menu
- Placing the fabricator can be difficult, and once placed it cannot be moved (you have to get it right the first time, so best to make a save game before you attempt to place the fabricator). Optionally consider using the Institute Safe House mod as documented in the install instructions above. You can start the game with a working configuration, the schematic can be crafted using the chembench.
- The fabricator is large so you will need a large area and a large flat base; 9 x 9 shack / concrete bases should suffice.
- I recommend Place Everywhere if you are trying to place the fabricator
- The fabricator requires 50 power
- To create synths you need the following materials (and these materials must be available in the local workbench)
- 6 each - Synth Cell Cultures (found on Chembench Utility Menu)
- 1 each - Synth Components (found on Chembench Utility Menu)
- 12 each - bone - the vanilla game component
- Armor Fabrication Kits (v 2.0) (found on Chembench Utility Menu)
- 1 kit needed for light armor, 2 kits for medium armor, 3 kits for heavy armor
14 comments
Started a new game(boring quests and +90 hours later) and the same....1 Synth and the machine Stop. Tested with old save with the machine installed and the same...1 Synth and the machine Stop.
Oh and no more Scan NPc's is ok, but i need to make more Synths for my Huge Settlements like i did before.
But i like some "fresh faces" like in the original, scan Magnolia and make a Synth.
Need to remove the patch,start again and try again with the old mod. I played more than 600 hours with original and i only get 1-2 roaches...so it's ok for me.
But Thanks for the effort bro.
I updated the Load Order to include Diverse Children when running the kids version of my mod.
If someone wishes to port my patch, contact me via direct message. I am not against someone porting it, but I have a couple expectations on which we must agree.
I would like to play around with that whenever I get the chance. Still downloading the patch because I enjoy the immersion.
If you want clones of existing NPCs, I recommend Portable Cloning Device.