Fallout 4

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Blacklight2207

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blacklight2207

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  1. blacklight2207
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    Sticky
    New Update coming. I was informed about some redundancies in my ESP's which may have been slowing down sim settlements so I removed those redundancies. Sim Settlements should start up a bit faster now with the new versions of all my mods. Special thanks to Kinggath for telling me how to fix my mods.

    I also changed the armory gear so it would be a little better and I also added a new level list so you could find Aged Rad Wine and GabaGhoul recruitment resources on US Army and US Army Renegade units so now if you loot these corpses you will find some recruitment resources so always remember to loot those corpses.

    You will also need to start a new game with this update, I'm sorry for the inconvenience.
    1. blacklight2207
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      I have a new update coming out tomorrow that will add Canary Save File Monitor support to this mod. Its a small update and it will probably not require you to start a new game.

      The Canary Save File Monitor mod "Monitors your save file for data loss and warns you when you load the game, so you can avoid wasting time playing on a busted save and roll back immediately," the Canary Save Monitor isn't going to be a requirement so if you don't want it you don't need to get it to use the mod in the future, but with out the Canary Save monitor mod then there would be no point to download my new update because that will be the only change.

      I would recommend that you get the The Canary Save File Monitor mod and then get the updated version of this mod with Canary support tomorrow because it just may make your life easier in the long run.

      Link to the Canary Save Monitor by Kinggath https://www.nexusmods.com/fallout4/mods/44949?tab=description
    2. GRANGAR101
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      @blacklight2207 please port this to xbone plz man I’m poor and sorry I thought I spelled ur name wrong thank u 
  2. zeroq20050103
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    How can I rescue the bound man? They only repeat one paragraph
    1. blacklight2207
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      I am confused as to what you are talking about, are you trying to liberate a town? If so then the tied up people should be released once you kill all of the enemies unless your forces were defeated in which case you would have to try again.

      Sometimes not all of the enemies are marked so you may need to search for them during a battle, only when they are all dead will the battle be won, this can be easier said than done i'll admit.
    2. zeroq20050103
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      I successfully liberated a settlement, but some NPCs are still tied up
    3. blacklight2207
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      Odd, perhaps waiting over 24 hours or leaving the settlement for a while and coming back will fix it and again you need to make sure all enemies are dead, if I remember correctly I had a problem a while back where it would say I liberated a settlement but there were still enemies that weren't marked and thus the settlement wouldn't act as if it were liberated.

      It could just be script lag as well so as i told you in the bug section you should get, if you haven't already got it, "Baka ScrapHeap - Script Memory Limit Expander"

      Address Library for F4SE Pluginshttps://www.nexusmods.com/fallout4/mods/47327?tab=files
      Baka ScrapHeap - Script Memory Limit Expanderhttps://www.nexusmods.com/fallout4/mods/46340
  3. GRANGAR101
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    @Blacklight2207 plz I beg u man I’m poor and will never own a pc please port this to xbone man with sim settlement 1 plz I don’t have the space for 2..just please port this.please.And thank u
  4. Battlestations35
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    Can the Liberators work with the Minutemen?
  5. Vulthursil
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    Will this be ported to Sims 2 when Conquer drops?

    Just so cool to see The Original Us army CO exist with the Minutemen. 

    also hopefully a way to use in mid game to avoid corruptions.
    1. blacklight2207
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      The plan is to port this mod and my others over to Sim Settlements 2 when the new version of Conqueror drops, whenever that happens. I'm hoping that it will be easy to port my mods over, but who knows.

      Thanks for enjoying the mod by the way and have fun.
  6. blacklight2207
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    The previous US Army Mod disappeared so I made a new one, but that wouldn't be good enough so I made this a ghoul faction and added some other goodies to make this stand out.

    Please read the Description; there is a guide on how to start this mod and other faction packs as well plus I covered all the know issues and bugs that can happen with this mod and how to avoid them.

    Hope Everyone Enjoys the Mod.
    1. blacklight2207
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      Oh, I almost forgot! I recently got permission to use another Armor mod, but not for this mod. The next Faction pack i'll create will be "The People's Faction Pack" and it will feature the Peoples Liberation Army of the Commonwealth so naturally they will be the conquerors because irony isn't dead in the wasteland and they will face off against the Anarcho Syndicalist Commune's of the Commonwealth who will be the liberators seeking to save the repressed from the violence inherent in the system.

      When will it come out? Maybe a week or two, of course, this is if nothing comes up in that time. And yes I will continue to update this mod, as a matter of fact I will be patching the game later on to make this mod compatible with my Enclave mod.

      So keep an eye out.
    2. blacklight2207
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      Compatibility patch's released so now the enclave factions and the ghoul factions will have a chance to fight each other. If you don't have my enclave faction pack feel free to ignore these patches, but if you do have the enclave faction pack there are two patches; one for the Standard Enclave faction pack and this mod and the other patch is for the DLC edition of the Enclave faction pack and this mod.
    3. blacklight2207
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      New Faction Pack coming over the weekend. It will be called the "Sim Settlements Faction Pack - Radicals All in One (Communists and Anarchists)," and I've been playing around with some of the mechanics of sim settlements conqueror. Troops will be weak but will also be cheap so you can swarm your enemies easily, they will be cheap because they will cost fewer resource points and if you use soldier needs you'll find that these troops will use only one commerce point and less equipment points overall. Regular troops will still use 10 rations, 10 commerce, 10 equipment so i've also created a version with only special units so you can reap the benefits of the faction with out having to worry about a regular soldier mucking everything up.

      The factions will not use power armor but will use Chinese stealth armor, they wont use robots except for eye bots which will help spread your factions control to vassals, and you will have access to officers who will contribute even more control (they wont be commanders though). There will also be unique recruitment resources that can be made at the chem stations to add a bit of extra flavor to the mod.

      Patches to make this new mod compatible with my other mods will also be made available and I plan on revising my other mods to give them special abilities when it comes to soldier needs.

    4. blacklight2207
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      New Faction Pack Up Sim Settlements Faction Pack - Radicals All in One (Communists and Anarchists), go check it out. And yes there are compatibility patches for this mod and that one.

      https://www.nexusmods.com/fallout4/mods/44250
    5. blacklight2207
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      I'm planning a new update for this mod such as adding a lore holotape like I did for my enclave mod so the sole survivor will have a reason to want to help this faction out. If you play as a man your former military and the ghouls are of the same military so it makes sense that the male sole survivor would want work with them. If you play as a woman though the connection is weaker because the female sole survivor want former military, but since the husband was that might be enough for the ghouls to take you in, well that and the fact she would be as old as them so they would at least have that in common.

      I'm also planning on revamping the soldier needs for special units (i cant change the soldier needs for regular troops) like I did with my new mod. My idea is that the ghouls would have scavenged a lot since they've been around for so long therefore ghoulish special unit equipment costs are lower as a result of the equipment surplus and my other idea would be that the ghouls don't need to eat as often as humans do therefore ghoulish special unit ration costs would be lower as well. But, the ghouls do like to eat for pleasure which is why GabaGhoul is a recruitment resource hence the fat ghouls you sometimes see, they are swollen with pleasure from all the unnecessary eating, but they don't need rations for pleasure eating they need GabaGhoul for that. hence the low ration costs.

      I'm open to any suggestions at this time if any one has them.
    6. blacklight2207
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      Update Version 1.50 has been released and it will include a new special unit, a new lore holotape directed towards the sole survivor, and soldier needs rebalancing. The new lore holotape can be found in a crate near the entrance to vault 111, look in the images tab to see exactly where it is, the crate will have the holotape along with some weapons, ammo, food, and medicine courtesy of the US Army.

      New Faction Special Powers

      Ghoul Metabolism - Ghouls rarely need to eat out of necessity like humans do and instead eat mainly for pleasure therefore most Ghoul special units will cost 1 ration point with soldier needs turned on and the ghoul luxury food GabaGhoul can be used to recruit ghoul soldiers.

      Scavengers - Ghouls have been scavenging for around for 200 years so as a result they have large amounts of equipment therefore most special unts will cost only 5 equipment points.

      These rebalanced changes only effect special units, regular default soldier will still cost 100 resources, 10 commerce, 10 rations, and 10 equipment. If you use soldier needs recruit US Army or US Army Renegade Specialists instead of default troops, they will use the same equipment as default soldiers and cost 100 resources but when it comes to soldier needs they will instead cost 10 commerce, 1 rations, 5 equipment. I couldn't change regular soldier soldier needs so this is the best i could do to fix the problem.

      US Army Soldier - resource cost 100, commerce 10, rations 10, equipment 10
      US Army Specialist -resource cost 100, commerce 10, rations 1, equipment 5
      US Army mechanized infantry - resource cost 1776, commerce 10, rations 1, equipment 10, 40 control added to settlements
      US Army Reconbot - resource cost 75, commerce 1, rations 1, equipment 5, 5 control added to settlements
      US Army Mr. Gutsy - resource cost 750, commerce 1, rations 1, equipment 5, 15 control added to settlements
      US Army Assaultron - resource cost 1200, commerce 1, rations 1, equipment 5, 25 control added to settlements
      US Army Sentry - resource cost 1776, commerce 1, rations 1, equipment 10, 40 control added to settlements

      Faction unique special units

      US Army Auxiliaries -resource cost 50, commerce 5, rations 10, equipment 5
      US Army Renegade Feral Auxiliaries - resource cost 25, commerce 1, rations 1, equipment 1


    7. blacklight2207
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      Released a new faction pack last week but you may not have seen it because its hidden due to having adult content in it, one of the holotapes I include with the mod has lots of swearing on it, if you know who the character Negan is than the large amount of swearing shouldn't be too much of a surprise. My new faction pack is the Saviors from the Walking Dead Comic/TV show. I created two armors based on Negan's outfit form the comic/show and I made some face presets based on Negan and some of his henchmen from the comic/show both of which you can download separately of the faction pack. You can have dogs and power armor special units and you can even recruit gunner soldier, disciples, pack members, and operators from Nuka World to fight with you. I also placed some Saviors and Negan himself into the game for you to find and kill and loot for some awesome stuff.

      So if you want a Negan Simulator then go cheek out my new mod.
  7. WastelandGeographic
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    Looks great!

    Noob question. When installing with MO2, do I merge the patch or replace? Thanks.
    1. blacklight2207
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      Sorry for late response, I don't use MO2 so I don't know which one you should pick. I pretty sure though you should pick merge because the patch isn't the whole mod but a tiny bit of it so replacing the mod with the patch may break things.

      Sorry if this didn't help, but I still use the old Nexus mod manager.
  8. CodeNamed1
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    So are the members just Ghouls? Could you make it so that they also take new recruits so there is also just humans?
    1. blacklight2207
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      The Renegades are all ghoul, but the Loyalists have human civilians and their special units, the US Army Auxiliaries, are also humans. If you want a mix of humans and ghouls play as the Loyalists and recruit a few Auxiliaries to go along with your normal troops, regular troops by the way cost 100 resource points whereas the auxiliaries only cost 50 resource points so you'll actually save resources doing this.
    2. CodeNamed1
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      Great!
  9. raider106
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    Hey is normal what after having all what it need insatlled it still doesnt work at all,because i go to planner desk in a mod settlement try ti put them there but only rad hounds to claim the place?
    1. blacklight2207
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      I'm going to be honest with you, I really don't understand what your question is or what the problem your suffering from is. Could you please clean up your questions to make it clearer what problems your suffering from exactly?

      Ill take a guess at what the problem is though so correct me if i'm wrong, but are you saying that rad hounds have claimed a settlement that you were planning on using to build a war planners desk? If that's the case just kill them and take the settlement over and then you should be able to build a war planners desk. Or are you saying that when you select my factions rad hounds appear instead of my factions ghoul soldiers? Maybe put my mod lower in the load order and stat a new game.
  10. bloxyman
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    I have a few ideas for this mod:
    - US Loyalist Troopers can spawn as Humans as well.
    - Some lore about the US Army Remnants groups & their history. Where are the Headquarters for the groups? How do they deal with the various factions? Who are the people in charge of the Loyalists & Renegades?
    - US Renegade Feral Ghouls will be equipped with US Army Gear. It makes sense that the renegades would at least go through the effort of equipping their feral brethren with a proper uniform, or even combat armor.
    - Military Police units to act as guards for settlements.
    - Military Medics to act as.doctors for settlements.
    - An alternate flag. Maybe have a pre-war American flag, but instead of white stars, it's a white US Army emblem.
    - Military Officers to serve as commanders for the faction.
    - A special unit, maybe a US Special Forces unit.

    Good work on this. I love the idea of surviving US Army Personnel that took it upon themselves to restore America, like the Responders from Fallout 76.
    1. blacklight2207
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      These are some interesting ideas so i'll think about how improve the mod in the future based on these ideas. But, i wont make commanders because i don't know how to, the good news is that you can make your companions commanders and there are some mods that also add them as well.

      I tried to put equipment on the Feral Ghouls but it didn't work out so we are kind of stuck with the way they look now.

      The suggestion about lore I may be able to work with in the same manner I did with my other faction pack via holotape messages to the survivor of the vault who was also in the military but I cant make a quest because i don't know how to.
    2. bloxyman
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      That's okay. The mod is already pretty cool. You do you.
  11. SpartanCT34
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    Man this is one epic mod as well as your enclave mod! Super cool keep up the epic work!