Fallout 4
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Rylasasin And Glitchfinder

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rylasasin

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About this mod

Do you like Glitchfinders "You And What Army?" But wish it was BOS/Failroad/Institute/Something else? Look here!

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    Do you like Giltchfinder's You And What Army mod, but wish you could replace the Minutemen with other factions? Would you prefer the Brotherhood patrols settlements? Or do you plan to secure the Commonwealth as the new Director of the Institute? Or maybe you want to see the Failroad Railroad get more involved with protecting settlements instead of sitting on their buts complaining about synths in the church basement? Or maybe you want to pick up where the Mechanist left off and do it right this time? Or maybe you're playing Sim Settlements Conquest and want to see some raiders patrol settlements? Or maybe your more the Gunner type?


    Now you can.

    This functions exactly like the original mod, but it replaces them with the faction of your choosing.



FEATURES

  • Works just like the original mod. See that one for FAQ or better explaination of the features.
  • Currently 7 Factions to choose from, including the original.
  • Cross-Compatible! Factions can be mixed and matched with each other and the original mod. Want BOS patrols AND mintuemen? That can happen now! Want to add some mechanist goodness to your Institute patrols? That can happen too! Each version has its own separate scripts and MCM so they don't interfere with one another.  
  • Each faction has its own start quest and "Betrayal" points. Betrayal is NOT related to Nuka World, so you can be a Raider and none of these factions will care.
  • Each Faction (other than the Railroad) has its own eyebot and robot replacements. These checks are independent from Automatron! You will NOT need to build a robot workbench OR complete Automatron to gain access to these eyebot/robot replacers!



FACTIONS


    Brotherhood Of Steel
  • Patrols Start after Shadow Of Steel is completed (after the Prydwen arrives and after Maxson yaps about synths).
  • "Betrayal" point is anything that causes BOS hostility (Siding with the Institute at Mass Fusion, siding with the Failroad during Precipie of War, or murdering Quinlan because his fanfiction sucks.)
  • Patrols consist of soldiers in BOS combat armor/fatigues.
  • Eyebots are replaced by Field Scribes.
  • Robots are replaced by Power-Armored Knights/Paladins. 


    Railroad
  • Patrols Start after Tradecraft is completed.
  • "Betrayal" point is anything that causes Railroad hostility (Basicallly, killing them or bringing X6-88 to the church for show-and-tell.)
  • Patrols consist of Railroad heavies
  • Eyebots and Robots are NOT REPLACED. They also REQUIRE AUTOMATRON. (I really could not think of anything to replace them with. I know it doesn't make much sense for them to be using robots when they're supposed to be terminal-liberators, but then again the idea of them patrolling settlements to begin with is all manor of silly.)


    Institute
  • Patrols Start after Mankind Redefined is completed (after the Prydwen arrives and after Maxson yaps about synths).
  • "Betrayal" point is anything that causes Institute hostility (Siding with the BOS at Mass Fusion, or killing Shaun.)
  • Patrols consist of Gen 2 synths.
  • Eyebots are replaced by Coursers.
  • Robots are replaced by a specially modified Sentry Bot that shoots institute lasers and has plasma bomb launchers. Just like the Railroad I didn't know what else to replace them with. I might make a (non-cross compatible) version of this where it's replaced by m150's Securitrons... or not. We'll see.
  • Switchable Gen 2 Models. You can switch between the junky surface-worn models, or the 'fresh' new ones you see in the Institute/post MQ checkpoints.


    Mechanist Robots
  • Patrols Start after Restoring Order is completed.
  • "Betrayal" point is ... Nothing! That's right, these robots will never betray you, no matter what!
  • Patrols consist of all types of mechanist robots (except tankbots)
  • Eyebots are replaced by the mechanist's models.
  • Robots are replaced by tankbots.
  • They are affected by my other mod, Automatron Randomized Bots. If you use that mod, mechanist robot patrols will be grey and have randomized weaponry.


    Gunners
  • Patrols are available out of the box. No completion quest required!
  • No Betrayal Point. They couldn't care less that you're a raider overboss or what faction you side with. As long as they get their paychecks, that's all they care about.
  • Patrols consist of Gunner Mercenaries.
  • Eyebots are replaced by dogs.
  • Robots are replaced by gunner robots.
  • Gunner patrols are hostile to other Gunners. Make of this what you will. Maybe they're an offshoot group, or breach of contract, or something.
  • Basically, this is meant as a "default" option for those who want patrols but don't want any factional strings attached. The idea here is that the settlements are just hiring these 'Gunners' to patrol the area between each other.

    Raiders
  • Patrols are available out of the box. No completion quest required!
  • No Betrayal Point.
  • Patrols consist of Raiders. (keep in mind, they are vanilla raiders, not Nuka-World raiders)
  • Eyebots are replaced by dogs.
  • Robots are replaced by power-armored raider bosses.
  • Raider patrols are hostile to other Raiders. These raiders are part of YOUR gang, after all.
  • Meant for use with SS: Conquest, but can be used for any sort of raider-playthrough.