Fallout 4

About this mod

Changes all Synths to Imperial Stormtroopers from Star Wars. Updated to version 2 to go with version 2 of Commonwealth Stormtroopers. (3 Standalone Uniforms and a retexture of the Synth underarmor )

Requirements
Permissions and credits
Changelogs


UPDATE 9/6/2020: Quick upgrade for Version 2 of Commonwealth Stormtroopers. Now will require that mod to be downloaded and activated above this in your load order as it uses that as a master.  All other versions and patches are to be considered outdated. If you do absolutely want them they are still in the old files section but will require you to use the older less stable version fo Commonwealth Storm trooper. I was gone for a bit and didn't realize this mod was outdated due to CWST changes. This is a quick fix and does not have all the assets of the previous version and will LIKELY NOT WORK UNLESS YOU START A NEW GAME WITH IT.  There are no courser or Railroad Armors or changes to any of those actors as I just quickly made a version that add regular stormtrooper armor to the synths. Some synth actor records are edited in order to get some variety with Pouches /Kama's/backpacks ect. As a result the synths will be wearing the same armor you can make and it should be able to be upgraded/changed as per the CW ST mod.  This still contains my Imperial Institute uniforms for the other staff in the Institute. 

9/7/2020: Optional version that has Human Imperial Uniforms added to the Institute clothing lockers/dressers and Fallon's merchant chest. Use other choice if you don't like changes to chest contents in your game. You will just have to use the console to obtain those uniforms if you want them without murdering people. 



STAR WARS


EPISODE 2287



SYNTH STORMTROOPERS


IN 2077 THE GREAT WAR HAPPENED, TWO MIGHTY NATIONS FACED OFF.
USING WEAPONS OF GREAT  POWER, 
IN A RAIN OF NUCLEAR HELL FIRE
THE WORLD WAS DEVASTATED OVER IN JUST HOURS LEAVING FEW ALIVE.
 SURVIVORS, SHELTERED UNDERGROUND IN VAULTS, ENDURED THE END.
...WELL SOME DID ANYWAY.
 
 THE INSTITUTE, AN ADVANCED RESEARCH FACILITY HIDDEN IN A SECRET
LOCATION KNOWN TO FEW, WAS A PLACE OF SAFETY. THERE LIFE COULD GO
ON SAFE FROM THE DEVASTATED RADIOACTIVE WASTELAND OF THE WORLD.

IN ORDER TO KEEP STAFF AND SCIENTISTS HAPPY, WORKING, AND SANE, 
(SO THEY WOULDN'T TRY PLACING THEIR BRAINS IN JARS), 
INSTITUTE FOUNDERS STOCKED THEIR LIBRARY OF BOOKS AND MOVIES
FILMED BEFORE THE WAR. A FEW GENERATIONS PASSED, PEOPLE LIVED,
DIED, & RESEARCH CONTINUED. IN 2192 A NEW DIRECTOR WAS CHOSEN.

THIS WOMAN, GROWING UP, GREW TO LOVE A SERIES OF PRE-WAR MOVIES.  
AS SHE MATURED SHE WOULD WATCH THEM OVER AND OVER AGAIN. ONCE
ASCENDING TO DIRECTOR SHE HAD THE CHANCE TO LIVE OUT HER DREAM,
DESIGNING WEAPONS AND ARMOR BASED ON THOSE CHILDHOOD MOVIES... 





Update: 5/3/2018: New version of Courser Armor that hopefully fixes rare bug of glowing troopers. Coursers now have a dark Urban Camo pattern on their armor.  

New as of 2/27/2018: Added Patch for Fallout Commander by MadGodSheogorath  (Maybe OUTDATED) 


12/28/2017: Added Institute uniforms inspired by Imperial Uniforms. Stand alone Director, Division Head, and Scientist Uniform. Also retextures Synth UnderArmor to an Imperial version. 
Placed Duffel bag with all the armor and uniforms in world. You will find it after you find the Railroad and are on your way out.. Hint: It's near a Fusion core. 



Added optional Texture Replacer for Institute Flag



If you use another Synth underarmor retexture and do not want my imperial inspired one  then click no when asked to overwrite. 



Please keep in mind that I am a semi novice modder. I've messed around with Bethesda games and their modding tools since Morrowind but have only rarely made anything for release. Usually I'm just making stuff for myself and go about it like a Chainsaw through butter to get it to work in my own game. This is my first attempt at something more expansive than just an Esp edit. 

This mod sets out to replace most Gen1 and Gen 2 synths in armor based on Imperial Storm Troopers from the Star Wars movies. Armor comes in different versions. Clean armor should be seen mostly at the institute but may occasionally appear on reinforcements that teleport into a fight. Field armor is a dirty version with faded markings that you will see in the wasteland. Blue armor is for most legendary synths and ones marked to spawn with a "superbarrel". Orange armor is for Bosses, some higher legendary Synths and Synth Leaders. 


Note: There were three synths in a scripted game sequence that I did not touch in order to avoid any issues with that scene playing out. They will still be metal ones. Besides that scene could be from before the Director with a Star Wars love took over. Also there are two Gen 2's at the institute I left in under armor. (seemed a bit silly to have a stormtrooper dishing food) There is also always a chance a rare synth will spawn with out trooper armor, especially if you install mid game. 

Institute Coursers have their own advanced trooper Stealth armor with no helmet.

Note:  One particular Courser was not touched in order to keep this compatible with mods that change companions and their looks. This one will appear as before but you can always give him stealth armor if you want. Coursers have also been given metal shades. These will use any mesh or texture replacer you use for those shades in game. 


Railroad Heavy Agents will come with captured armor painted camouflage for their operations, a Dirty army Helmet, Ammo Pouches, and Goggles. 

Note:  It didn't feel right giving them the matching Trooper helmet. It's still in the mod though so you can add it to your inventory with the console.  One particular agent has had her outfit changed with just the armor and ammo pouches. No helmet or goggles as this fits her best.. Her NPC record is un-touched to keep her compatible with any appearance change mods with her. 



Over all I edited a few Synth actor records. This was the only way I could have a few different versions of the armor on the troops you will encounter. I tried to keep this to a minimum sticking with simple outfit changes where I could The main changes were legendary's and bosses so they had the stronger (colored) armor and then some Gen 1's that had no armor assigned 




Courser and Railroad changes were only to outfits. No NPC records touched. 

(Optional Esp will be provided that leave Coursers and Railroad Agents outfits untouched)

In order to achieve a imperial feel for the institute I have also change the basic worker uniform to use the Synth under-armor uniform as it has more of that Empire feel than that ugly baggy jump suit. I also have suggested below some texture replacers by other great modders that I use in my game that really help bring the Empire to the Wasteland. 



My mod absolutely requires Commonwealth Stormtroopers by Deodexed. My mod only contains an Esp file, some materials and a few textures. All mesh's, normal maps, and shadow maps are contained in Deodexed's mod. While technically you only need his mod installed not activated you will also need his mod active if you want to create Trooper armor for yourself. His has way more customization options so your Wasteland hero will not look the same as Synth TK-421. 

I also have an optional file that changes all institute and Synth weapon level lists and replaces their weapons with Blastech E-11 blasters made by  DMagnus . At this time it is very bare bones so only use with fair warning. All synths will have just a basic E-11's. This will make their damage output at higher levels lower than it should be. Their stats increase as they spawn higher levels makes up some of the difference but not all.  Dmagnus has given me instructions how to work on getting different receivers to spawn but I am still trying to learn that. I hope to have an update sometime.. This optional file has the Blastech E-11 mod as a master. It will not work unless that mod is installed and activated before mine in your game.

I have left the armor playable for now but if you choose to wear it be warned there are a few bugs you will need to be aware of. Read the bug list carefully. None are game breaking that I've found.. Just a minor annoyance. (which can be avoided) 

Note: My synth armor can not be customized... You will need to make Trooper armor from Deodexed's mod to to that. It is also not able to be scrapped as of this time but it is a possible to do list option in the future. You can either wear it.. Sell it... or put it on a stand as a trophy. Your choice. 



Recommended mods for that Extra Imperial Feel to your Institute and Synths: 

To get the institute to look like my screen shots use these. I honestly can't even remember the last time I played without these installed. 

Evil Institute HD by bLaCkShAd0w Makes the institute assets dark or red to give it that Empire Feel

If that's too dark but want something less white try this.. 
50's sci-fi Brushed Metal Institute by amorphos098   Nice in-between option. 



If you do not like my Imperial Inspired Institute Uniforms these are good options... 

Black Synth Uniform Recolor by akalor.. Sure the white isn't bad but this makes the uniform look more Imperial. 

Dark Institute Lab Coats by owlapin... Makes all the scientists fit the more Empire feel 



Instillation Instructions: 


First download and install "
Commonwealth Stormtroopers" by Deodexed
Then download and install my mod. CwSt does not need to be active but you will want it to be to make your own trooper armor. It has better stats than any junk you find on synths and can be customized. 

If you use another Synth underarmor retexture and prefer that over my imperial version then click no when asked to overwrite. 



If installing the optional weapon replacer you must first download, install, and activate "Star Wars - BlasTech E-11" by DMagnus
It is a master to my level list replacer and must be above it in load order and also active for it to work. 

Works best with a new game. If you install it mid game you may see a few synths as they were before this mod was installed. The game reuses synth actors so if you encounter synths in one area... Install this mod....and then later encounter other synths your save file may still be carrying the equipment load out from the first time the game spawned that particular synth actor and will not have the Trooper armor or blaster.  The same will be true for any Railroad Heavy Agents or Coursers

If you have already visited the institute than most personal will likely not appear in the new uniforms and will have on what ever they did when you visited the first time. 


And please for the love of what ever god or higher power you may believe in or for the love of that tuna salad you had for lunch.... if you do install mid game  SAVE before trying this. 

Known bugs:

None are game breaking but I feel it's always best for full disclosure. 

1. If you use helmets from my mod on companions or mannequins then you may experience a bug where the helmet will glow if you equip any helmet from the main CW Stormtrooper mod that has an eye glow. (Stealth, Stealth commander, Rad Trooper) To fix it you will need to equip a trooper helmet without eye glow. Any of the others will do. This will make the glow go away. It seems to only applies to female versions of the helmets. It does not seem to affect the synth troopers.  I apologize. 

2. Occasionally you will see the fake skin of some Gen 2 synths clipping through the stormtrooper under armor. This is most noticeable when they rag doll after death or in the hands.  


3. Related to above... Synths still have all their parts under the armor. I don't know how to remove them without completely changing synths to a whole new race which opens up too many can's of worms for this modder.... So when shooting them you will occasionally see parts flying off them but their outer armor will not change in appearance. You shoot them and see sparks and metal flying but only if you look closely or blow a big piece off will you really notice it. I realize this may be immersion breaking for some but it's not terribly noticeable and can be funny at times.   (Shoot a synth in it's face and watch it's metal head fly off behind him) You just have to pretend you blew a hole in the back of his helmet. If you shoot off a leg the synth will be crippled and will sit on the floor still shooting at you. A blown off arm will result in the synth holding his arm like a human with a crippled limb. 

4. If you use the weapon replacer. Sometimes Synths will spawn with two blasters. I'm still trying to figure out why. No, they do not dual wield as awesome as that might be. 

5. Division head Uniform is mis-spelled. I will fix it on next update


If you find any other bugs please let me know. 

Compatibility: 

Weapon list replacer may not work or may be occasionally over written if you use another mod that has scripted level list integration into the Institute/synth weapon level lists.
Mods that edit Synth actor records must be placed above mine and possibly will not work at all with this mod. 
If you have another mod that changes Railroad Heavy Agents or Coursers outfits mine must be below theirs to see them in the Trooper Armor.