Fallout 4

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Countyboar

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  1. countyboar
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    Sticky
    1.0.3(b) has been released! A lot of new things in this one, such as blue plasma guns, an upgraded institute rifle (slightly stronger than base game red laser gun when fully upgraded), female synths, vanilla main quest integration with synth type and equipment, the robot special unit!

    To be extra specific, by main quest integration I do not mean this mod has a main quest. Instead, as you progress in the vanilla main quest, your synth army will upgrade its unit types and equipment.

    Things to come in future releases:
    Finish the remaining retextures for the institute plasma gune (sights, bareels, stocks, etc)
    Immersive questline for unlocking the robot special unit
    retexture the institute gatling laser

    If you have the time, please post and let me know how you feel about the female synths. Are people generally liking them? I think they are very high quality, but if it turns out a large proportion of people dislike them or find them immersion breaking then I will make the default settings male only (still changeable once you progress far enough)
  2. colddie
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    This should be a liberator type not a conqueror.....
    As mama Murphy said... Briliant, but misunderstood....
  3. DarthDrake66
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    fix it please
  4. DoomspudRoflcopter
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    Okay, so, apparently, if I complete the Institute questline before using this mod, it locks me out from it entirely. That's nice C: I love wasting my time
  5. wolfking272
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    Hey county so I did what you suggested, I made an entirely new game using only the mods you said to use. I then skipped ahead in the quests and completed Institutionalized. Afterwards I went to Red Rocket and built the table. I went into MCM to make it so soldiers don't need resources, and I put a crap ton of caps and resources in the table anyways. I tried recruiting, and waited 24 hours no synths spawned I did this 8 times with no synths spawning. So I think its your mod isn't working anymore. Which kinda sucks cause this is literally my favorite mod and a must have for my institute playthrough. 
    1. countyboar
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      Thanks for doing this test, isolated environments are best for testing.  Two last things I can think of to try.

      1) Make sure each incoming soldier has a bed.  This is something I vaguely remember as being a necessity from when I was testing the mod myself years ago, but time might have me falsely remembering this.

      2) If part 1 fails, with the same exact outpost as you're using with everything inside it the same (buildings, particularly any sim settlement structures), try using a different faction and recruiting some soldiers.  If they work, then I can take a look and see what might be the reason for the difference in soldier behavior.  It might be the case that something needs to be updated for the newer SS versions, but I know they've tried their best to always be backwards compatible
    2. wolfking272
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      I've actually done both of these before. The beds didn't help for some reason, and I have used the posting before with the minutemen liberators faction pack
  6. wolfking272
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    Hey I love the Institute, it always my go to play through. After coming back to Fallout 4 (due to the huge disappointment of cyberpunk) I decided to play another institute play through. Using this mod, I followed your direction and I can not build an army no matter what I do lol in fact I have like over 45000000 resources and caps because I wanted to see if that was the issue. Still it'll say im expected to have 5 troops tomorrow, but 5 troops never arrive. I took out the fact that you needed resources or soldier needs...still no soldiers. I've left gone to the institute (my main base is red rocket next to sanctuary) waited 5 days, still no soldiers. Please help me, I really enjoy my current play through and built it around using this mod.

    *nvm, this mod kept causing me to crash almost every 10 minutes after i activated it (began playing it)
    1. countyboar
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      Have you been able to build an army with any other faction pack in the exact same base as the one you're having trouble with?  There should be no difference between my soldiers and those of other packs, so it would be very informative to know.

      Regarding the crashing, there has been no indication of this mod causing crashing in the past and these sorts of comments can cause misinformation in the long run.  So can you run a test with the following framework and report back whether you are still getting crashes?


      • install only sim settlements, workshop framework, conqueror, this mod, and any other faction packs you intend to use in your main file
      • start a new game and (you can use console commands here) advance to the point where you join the institute.
      • Play around for a while and see if you crash

      The reason being that many crashes are not caused by one mod, but rather an interaction between other mods or  overloading the engine with too many additions from mods (scripts, quests, etc).  So if you are able to run a test like this, it would help shed light on whether the issue is with this mod or on your setup.
    2. wolfking272
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      I've been using the minutemen liberator one and have had no issues with it at all growing my army. Haven't had any issues with it nor crashes. I even got help from someone on discord about the sim settlements. Some of it did make a difference such as turning off the troops needs part. But for the most part I never got synths to join my camp. I even used console command to give myself an abundance of supplies and caps and put them all into the resources. But still nothing I think altogether i waited a month in game and got 2 synths from it. I got none of the coursers I requested however, and I am not trying to spread misinformation you're the only modder who has made an institute conq version. Maybe needs to be updated? Not sure However I will start a new playthrough for ya and do the console command...what is the console command to move forward however? I'm not sure.
  7. wolfking272
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    Hey love this mod, was just wondering if it will ever receieve an update anytime soon?
    1. countyboar
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      Not in the immediate future.  I may finish up the institute weapon retextures someday, but I haven't felt a pull towards fo4 for a while
  8. blonx55
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    Not sure if you'll see this but I found a bug and a solution. I can't possibly fathom anyone else not having this bug as it is in the files directly (not some mod conflict).

    I started writing this before I solved it so Im going to keep my process for discovering it below
    ---------------------------------------------------------------------------------------------------------------------------------

    The Bug: Female Synths using male body models.

    Reason: They have equipped the unaltered basegame synthUniform as opposed to your altered one

    Solution: Modify (I used fo4edit) Level Item:

    BoarSIM_Synth_FullLoadout_...      (
    where ... is for the 4 different options)

    It CURRENTLY uses (should be the first entry under Leveled List Entries(sorted))
    ---Armor_Synth_Underarmor_forSynths "Synth Uniform" [ARMO:0018AC6E]

    It NEEDS to use
    ---BoarSIM_Armor_Synth_Underarmor_forSynths "Synth Uniform" [ARMO:04009106]


    EDIT: I believe (I dont want to undo my changes to find out) that you use the correct uniform under the "metallic" version... just found out trying to implement the changes to outfits other than "Clean"

    ------------------------------------------------------------------------------------------------------------------------------------------

    NOTE FOR THOSE DOING THIS PART WAY THROUGH YOUR PLAYTHROUGH:

    ---You must open console and select each female gen2 synth and type 'resurrect'

    ---This should only be a problem for female gen2 synths that have ALREADY spawned. New ones theoretically should be fine. 
    =========================================================================================

    NOTE:

    Not that this is a huge issue, if you read below I describe why it was abhorrently obvious to me that something was wrong. I just wanted to add that the mod is fantastic.
    =============================================================================




    EXTRA (written before finding solution):
    -------------------------

    For the record I use NO body changing mods.


    Additionally, I spent a great deal of time looking through the files using ba2 extractor (to see you did indeed add a female synth uniform model: SynthVersion_female.nif) and also using f04edit.
    --------

    My issue is that all of the gen2 female synths use the male model for the synth uniform.


    I have isolated it to that alone as when I forced them to equip vanilla outfits they correctly used the female model.


    I would not have noticed but I had the issue that ALL female gen2 synths not only spawned with a male body, not only spawned with the bodyscale between fat and strong (IE they were hulking), but for some bizarre reason they had, and I cannot emphasize this enough, the most massive bulge I have ever seen. Like it jutted out at least 50% the length of their forearm.

    Once again I mention I DO NOT use any body changing mods.

    This particular issue could and is resolved using the 'resurrect' command in console. But they still use a regular slender male body after the command.



    =================================================================
    =================================================================
    =================================================================
    Additional Support if Possible:

    Also if you might be able to help on a small modification I am trying, it would be appreciated.

    I personally cant stand the synths that are partially skinned. I am vaguely confident I could just make them ALL 100% skinned, but I dont want that. What I want is for the basic recruits (prototype I believe is what they are denoted?) to be ALL METAL -- NO SKIN.

    I am imagining this has something todo with the mesh or textures files (in either yours {not sure if yours has the files or not} or the base game) that use the word "Valentine"


    If you know, it would be appreciated. If nothing else it would be a nice "thanks" for the 3 hours I spent dissecting your files to find this bug. If you don't know, that is alright. I think I am going to go the route of just modifying their race to be gen1 synth or something along those lines. I do prefer the gen2 robot model though (I guess I could always just replace the gen1 model as well...)
    1. countyboar
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      Good catch, and good format in reporting the bug.  If I get around to releasing a new version, I'll incorporate the change.

      As for your additional support question, it's possible to do what you want.  Basically the engine layers on skins onto a race automatically to provide variation in appearance.  So any of my gen2 synths pull their appearances from a list of options.  So if you wanted to make them all metal and no skin, you'd need to edit my race's collection of appearance options to only include the ones you like.  Whether there is an appearance you like is a different question.  And you could also certainly edit the race itself to just be the gen1 model, if you're happy with the way that one looks
    2. blonx55
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      I appreciate the response and the ideas- however I am very lost at the moment...


      ==================================
      Something Extra I found while looking for a solution::::


      I was looking through the files, and it seems my game may be broken? I see the mention to scientist/gen3 settlers and also see what appears to be an appropriate reference to them in "factionControlData_Institute"---- however, I havent seen any institute settler's appear. I am only getting recruits and the custom synth 2 / courser from the special recruit menu.


      Is my game broken or have these special settlers not been implemented yet?

      -------


      Back to the main issue though


      So What I think I understand is that the basic recruits are instances of the NPC, "BoarSIM_Synth_Workshop        Synth"?

      So far my changes to the race of this npc have done nothing. I Even attempted to use the kill/resurrect and disable/enable to see if resetting them would update the race. I Even used "setrace SynthGen1" and it seemed to accept the command as valid- but no change.


      If nothing else if you could verify I am working with the correct npc (The npc used to create the recruits, "Institute Prototype" as they are called at rank 1).

      --------

      Moving on (IE I gave up trying that route till I can get verification that I am infact not just wasting my time editting the wrong npc haha)

      I am currently trying your suggestion of editting the "appearance options", however there is nothing here that seems to obviously link to the added dead skin.

      There is the typical race morphs---

      I found one thing that is indicative of the dead skin and its under: [MaleFaceDetails: FTSM-TextureSet = SkinHeadValentine]

      However, I dont see how this would affect the female synths (who also have the dead skin added) (who also have the "FemaleFaceDetails" which does not include a valentinehead). Additionally, this is only the head.


      I am seeing a massive amount of entries under "FaceFX Phoneme" But I am of the understanding that this is just facial expressions?


      After looking I am (while probably wrong) guessing that these "appearance settings" are added to the race using the attached "BodyPartData" object.


      .... however I have found nothing there either.
      ====================

      Any ideas on:

      1) which npc i should edit the race of to change the basic recruit synth
      ?--- Also if I did change the right npc--- any idea why changing the race produced no change?

      2) Any clue on some keywords or something to help me find these "Appearance options" to remove the skin- Im not finding it in race or bodypartData.

      3) Why I am not getting any gen3/scientist settlers?
      ?--- This one is low priority as I wouldnt have even known I was missing out if I hadnt seen them in the files.
    3. countyboar
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      There's a lot to unpack here, I'll try to hit all of it.

      First is easy, those scientists do appear, they're just not soldiers.  It has been a long time since I've played conqueror, but you can (or at least used to be able to) get normal settlers in an outpost that aren't soldiers.  For my faction they are the scientists and gen3 synths that you can see in the screenshots.  I don't remember how they show up though, but if I had to guess they just show up over time if there's a recruitment beacon and the outpost isn't already full.

      Regarding the race stuff, I'll first suggest you use the creation kit instead of fo4edit.  xedit in general is a nice tool for lightweight work, but the UI is not nearly as useful as the CK's for this sort of work.  My second suggestion is that I implemented custom races for my synths, so you should try poking around that race instead.  The name of the races should start with boarsim_ for quick identifying.
    4. countyboar
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      Okay, I have now redownloaded the CK to resolve this because it's been nagging at me.  I'm giving you the location of the things to change in the CK, and you can try to use them to find the right thing in fo4edit, or just use the CK.

      You actually have to look at the npc's that provide the visual templates for the recruits, these are of the form BoarSIM_SynthGen2Traits_Mech and BoarSIM_SynthGen2Trais_MechFemale.  If I understand your request right, these are the only one's you need to change.  Open up these npc forms, and under traits, click on object template.  This will display the pool of visual templates that the recruits can pull from.  If you want only mechanical parts, delete all of these except for the Lost Synth 6 entry.  If you want to pick and choose, you'll have to look at all the entries and just delete the ones you don't like.  

      And that's it.  I don't have any idea about how backwards compatible this is with the existing recruits.  They may keep their old appearances, they may change, or there may be some bugs since the visual templates they used to have are now gone.  I really don't know, but I can guarantee that any recruits generated from here on out will be only mechanical.

      If you want to change the clean synths to be only mechanical looking, it's actually easier.  Just open BoarSIM_SynthGen2Traits_Clean, change race to BoarSIM_SynthGen1Race and skin to BoarSIM_SynthGen2Mech.  Repeat for the corresponding lady trait npc, then you're done.  Note that if you do this, there won't be any visible difference between the clean and dirty synths, other than their equipment's differences.
  9. Revan1984
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    Hello.

    I've got this installed, but the faction is not a selectable option at the warplanner desk.
    Might i be missing something?
    1. blonx55
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      Does it let you select any other conquest based groups? IE: raiders


      This problem comes up a lot but like 99% of the time it is an issue of not killing/moving all the settlers before assigning a faction.


      You can only assign a liberator based faction if there are already settlers (IE: minutemen)
  10. MavenRaven
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    Hey, I just finished the main story and I have already sided with the institute. But, the thing is that when I installed this mod it said that the faction pack is unlocked under a quest that I have already done. Any suggestions?
    1. countyboar
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      You’ll still be able to use this faction even though you’ve already done the quest before installing my mod.

      Technical reason: finishing that quest when siding with the institute changes a certain variable even without my mod installed.  My mod just checks the value of that variable, so it doesn’t matter when you install my mod
  11. deth1337
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    Any chance you could add the female Gen 2 synths as a separate mod? It would be cool to have them mixed into the regular leveled lists.
    1. countyboar
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      Sorry but I can not.  I didn't make them.  I did get permission for use specifically in my mod but I didn't ask about any other use, and near as I can tell the mod they come from has since been removed.