Fallout 4

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brotherhoodpaladin

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brotherhoodpaladin

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About this mod

The Institute is the premier R&D organization in the known world. We expect it to be clean and more advanced than a Vault. This mod adds additional functionality that will make The Institute better.

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Introduction

The Institute is technologically advanced. This is apparent when you look at the Synth projects including Gen 3s. They work on fusion reactors, and genetically engineer seeds. They produce all of their own food, power, and water. Medical care and education are provided. They are truly the best future for mankind.

However...

  • The Institute has an army of Synths at its disposal. The Railroad and others remark about them being slaves. If this is the case, why are there piles of leaves everywhere while synths are working around the clock.
  • All of the doors open, but do not close or lock.
  • The Commissary has a limited quantity of water (3) and food (4) available.
  • The Institute food is supposed to be superior to that found in the Commonwealth.
  • The Director's quarters does not have a bed. There is a space for a bedroom, but it is filled with junk and acts more like a storage closet.
  • There is no storage for the Director.
  • Scavenger teams scour the surface of the Commonwealth looking for raw materials to fuel R&D, as well as, become recycled for use in building additional areas. The appointed successor to the Director has no ability to direct scavenger teams, and neither does the Director.

This mod fixes these five items immediately. See Change logs for what has been added or removed in the mod.

What this mod provides

  • Removed leaf piles in Institute Concourse.
  • Removed rubble piles on floor in Institute Concourse Molecular Relay area.
  • All of the sliding doors auto-close after 5 seconds.
  • Added more Institute Bottled Water (10) and Institute Food Packets (25) to Commissary vendor.
  • Added additional buff to Institute Food. Restores Health 5 points/sec for 10s instead of 2.5. Wasteland Survival perk changes it to 10
    points/per second for 10s.
  • Added unique food item to Commissary called Food Supplement 77.
  • Added lore holotapes and technical data for mysterious Food Supplement 77.
  • Added a bed in the Director's Quarters. The bed is scrappable. I moved some of the items in the room to accommodate the bed, but did not scrap, disable, or otherwise remove their references. I did this because unless you install other mods with some of the Institute furniture, you can not add an Institute bed without the use of the Creation Kit.
  • Added requisition holotape in private room on desk. The holotape allows you to requisition specific materials with a default game cost to
    keep it lore friendly. It provides a materiel requisition that works like a shipment in the vanilla game. This materiel requisition can be added to a work bench to receive the requisitioned item.
  • Added a Director's Storage Room.
  •  Added an auto-vendor (automat) in the Director's Storage Room that will sell items automatically with a  25% Disposal and Recycling fee. Please see comments page for more details (trying to keep it lore friendly).
  • Added a new Bobble Head Display in Director's Quarters bedroom.
  • Added a Recycler to Advanced Systems to convert miscellaneous junk items into their components.





Mod Inspirations

I saw a couple of mods that do simple things to The Institute like clean it up, or add more food. These ideas were incorporated into this mod in some ways because I didn't like having a bunch of tiny mods in my load order, and because I didn't like some of the changes. I thought some broke the lore.

Cleaner Institute - It does the same thing as this mod. I disable all of the leaves in The Institute. Cleaner Institute deletes them. Deleting the references are considered dirty edits which you should not use in your game. You don't need to install Cleaner Institute mod if you want to just remove the leaves.This mod should be compatible if you decide to keep it in your load order, but I highly recommend not using Cleaner Institute.

More Institute Food - This mod adds more food and water to the Commissary, but also adds some additional items like steak which I found not lore friendly. Merlockx did a good job on his mod and its clean. However I didn't like the additional items except one; Food Supplement 77. I have added my own version of Food Supplement 77. This mod should be compatible, but will change the amounts of water and food available depending on load order. It will also include Merlockx version of Food Supplement #77 which does not match the lore I added to the game.

Improved Institute Food - This mod adds some additional effects to both food and water. I liked the idea of better food. I was not sold on the water being anything other than purified. This mod adds a little more healing effects to the food to keep it lore friendly, but does not add additional effects. This mod is semi-compatible. If it is loaded later in the load order, the additional effects will be available. If it is loaded before The Institute, it will not work.

Recommended Institute Mods

AS Institute Workstations - This is an absolute must for anyone wanting to build anything in The Institute. I may require it in a future update. Please load my mod after this mod. I found that this mod was not cleaned and contains a number of dirty edits which will overwrite some of my changes. There are no issues with the mod compatibility though.

AS Craftable Institute Stations - This is another should have for Institute players. I personally use the stations configured in the Institute from the previous mod, but this gives you the ability to build more, and build them in your settlements.

AS Institute Weapons Redone - This is a re-texture of The Institute weapons. I like the look and feel. I used the fusion cell replacer too. Beautifully done mod.

AS Vektor - This weapon rocks. It is very well balanced, and lore friendly. This is my primary weapon and bonus... it shoots 10mm rounds.

AS Synth Armor Redone - A beautiful re-texture and themed to match Doobot's other mods. If I didn't know better, I think he might be a synth himself.

X-01 Power Armor Institute Paint True White - This mod does as the name implies. It makes The Institute armor clean and pristine. I consider it lore friendly because of the precise and clinical nature of The Institute. An endless supply of Synths to do maintenance and upkeep should keep your equipment in pristine condition.

Smaller Institute Weapons - This reduces the size of your weapons by about 25%. This means that they take up less screen real-estate in first person. Very well done.

Institute - Alternate End and Restoration - It is NOT lore friendly, but gives you options so that you can continue to play the game without totally destroying The Institute. I have used this on some of my games since I wanted to keep the Brotherhood and Institute around. A well done mod.


Future Updates

I have additional code and updates that I need to complete testing on which attempt to address the other items.

I did create a new interior workspace which has a workbench which I tested. I like it, but think I may require AS Institute Workstations since they are done so very well along with Doobot's other mods.

I am trying to be careful not to make too many changes to the vanilla game space which may come into conflict with other mods. I have looked at the containers in the Director's Quarters and found that they are not marked safe. However in my numerous games I have not noticed any respawns or losing goods I have placed in them. I did note that the personally assigned room does have containers marked as safe. In any event, I will see about changing the Director's quarters to help ensure that there are no issues.

References


The version controlled source code and releases are available on GitHub here: TheInstitute