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  1. fftfan
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    New Pack now published for Sim Settlements 2
    https://www.nexusmods.com/fallout4/mods/47848

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    Previews:
     

    (All future work will be for Sim Settlements 2)
  2. fftfan
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    Want to learn to create your own Custom Faction for Conqueror? Check out the Faction Toolkit, a tutorial series by Kinggath on this specific topic! 
     
     
    Note: "Enemy Only" was an error in description. This a faction that can work like Jammer's Raiders (ie. Playable for Conqueror's purposes).
  3. tabunchild
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    The super mutant flag is just appearing as the minutemen flag?
  4. Use this with the Halo Brute replacer mod.
    1. fftfan
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      That's a really interesting idea, will have to give that mod a try sometime.

      Brute Invasion - Supermutant Replacer
    2. tabunchild
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      gross, why. That is entirely out of the universe
  5. kerinskyri
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    Wanted to make Behemoth playthrough
    Found this awesome mod, started looking through what to download next
    No updates since so long
    Have a feeling the mod doesn't happen for SS2 D:
    1. fftfan
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      We'll see what SS2 Chapter 3 has for Addon Pack possibilities. If there are faction packs like Conqueror as a possibility I'm interested in it.
  6. SirCuttlefish1
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    Hey is this mod still being worked on?
    1. fftfan
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      Currently, no. My Sim Settlements 1 mods are now considered to be Legacy Content. I vastly prefer Sim Settlements 2, it runs so much better for me and a lot of dream features implemented like 1x1/3x3 for all plots.

      When Conqueror returns for Sim Settlements 2 I will see about re-imagining this Faction Pack for that.
  7. SandwichHero
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    How do you join the faction (If it's possible)
    1. fftfan
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      At a settlement with 0 settlers: Build a War Planner Desk and activate the map on top of it, there should be options to select faction in order to have the faction claim the settlement as their first outpost. There are no special requirements, nor any restrictions.

      If that didn't make sense, ie new player, see here:
  8. vampawolf
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    This is going to seem so stupid to ask but is there possibly a liberator version of this mod? It's just I love the look of it and all but I wanna do a civilian/supermutant co existence thing like a group of mutants that don't want to kill all humans but just live in peace if it worked for Fawkes and strong others could too but yeah it not it's all cool I'll just have to live without I'd try and do a liberator version but I do not have the brain for it lol
    1. Grundz
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      Heck yes to this.
      It would pair fantastically with m150's super mutant workshop and clothing mods :D
      (https://www.nexusmods.com/fallout4/mods/15160 and https://www.nexusmods.com/fallout4/mods/13185)
    2. SirCuttlefish1
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      It is a surprisingly easy thing to edit, all you need to do is change a zero to a one in the creation kit. I’ve done It a while back for personal use.
  9. Zer0Requiem0
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    Hey so I'm just starting to get into SIm Settlements and Conquerors so I'm kind of new to this stuff, but does your mod also Add the SM as enemies that will attack our settlements? As I like playing with Me Against The World Scenarios
    1. fftfan
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      Conqueror does select from installed Faction Packs(those that use the bTreatNonFriendlyAsHostile setting) to be the defenders when you raid to take an outpost or when you're defending against an enemy raid, though it's RNG as to which ones you'll get. Enemy faction gets chosen between the FPs you have, default Minutemen & default Gunners. Minutemen can be powered up with I believe it was Militarized Minutemen that I am using(They all wear the MM gear and many are level 94).

      And same here that is a big reason why I'd wanted Super Mutants. A more powerful enemy team plus the ability to optionally use SMR to power them up
    2. Zer0Requiem0
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      Ah ok, Thank You. I love fighting against Super Mutants so I just wanted to be sure. Thank you for the Mod!
  10. JohnShaft
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    looks super cool. will it work with this i HOPE?!?
    https://www.nexusmods.com/fallout4/mods/13185
    1. fftfan
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      It should work fine as far as I can tell though has to be manually equipped(there is a dialog issue that might prevent trading dialog with the super mutants, the console command OpenActorContainer 1 can force it). I did check Super Mutant Clothes in xEdit loaded alongside next version of Super Mutant Faction, Super Mutant Redux, Super Mutant Redux's Armorsmith Extended Patch.
    2. JohnShaft
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      nice. i may give this a shot for an evolved SM settlement.
      UPDATE..clothing mod works without console cmds. it is SUPER fun to cloth my muties with it. new fav thing to do. endorsed
  11. dzorro
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    Great update. i was recruitng the new behamoth and your mod works really well https://www.nexusmods.com/fallout4/mods/34693 with SKK Combat settlers with this mod i am able to recruite these new behamoth as follower and use them when assaulting other settlements the fights are epic now.
  12. Beboobop
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    Where do I go to ally with these guys?
    1. fftfan
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      Any War Planner Desk in a standard Settlement you control that does not have any Settlers(Only "Liberator" Factions can take control in a location that already has Settlers living there, others must take it by raiding if there are settlers there. This is not a Liberator Faction). Activate the map & choose "Claim For Faction", likely it will have to load the installed faction packs so may have to wait a few minutes and do it again to have the options appear.