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179 comments

  1. Limbic2Node
    Limbic2Node
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    • 24 kudos
    Had no idea this was a thing. I've got everyone in Sanctuary in armor and armed to the teeth for the XP. Guess it's time to cull the herd.
    1. Vickyz
      Vickyz
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      • 0 kudos
      f*#@ darkbrotherhood, MORAG TONG FOR LIFE!
    2. Limbic2Node
      Limbic2Node
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      • 24 kudos
      Darkbrotherhood? Nope, I'm a crossing guard.
    3. GoatGunner
      GoatGunner
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      • 0 kudos
      Me who killed all the commonwealth factions except minutemen, but didn't join them: Sup nerds.
  2. SkyeFlyer
    SkyeFlyer
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    • 5 kudos
    The generator and water pump in the Castle keep getting destroyed every time I leave and come back. I thought I had a synth infiltrator. So I got this mod. The glasses don't highlight anyone, and the holotape doesn't say there are any synths in the castle (I put the biodetector thingy in the workshop inventory, holotape says it's in there). So what the heck is going on?
    1. SkyeFlyer
      SkyeFlyer
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      • 5 kudos
      It got worse. Now the power cycles and every. single. guard. post. are all destroyed whenever I visit.
    2. chicholino
      chicholino
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      • 2 kudos
      did you check under ground where the other facility is?. But don't know if that facility it's from a mod, it's a metal double door, i think mobs down there are orion or something like that, also think it might be from a mod, will check it later, also set up some turent around the places where they keep destroying stuff, all my settlement have 999 def has more but cap at 999, 3 kind drones, turents,spotlight,laser spot lights in other words you move you die :) use the mod that uses a radar to detect enemies, drones will take care them, i'll try get to castle today and let you know if that door was only open because of a mod.
    3. DoctorZeebs
      DoctorZeebs
      • supporter
      • 0 kudos
      I know this is late but do you have Sim Settlements 2/Workshop Framework? Those mods introduce an "operating cost" feature where you have to have the scrap resources to run them, and the game subtracts them daily. If you don't have the resources to run them they break. Make sure you turn it off in those mods' MCM menus (I'm not sure if Workshop Framework has it, it might just be in Sim Settlements 1/2). I don't don't know why Kinggath made that a feature of those mods as it's extremely buggy and the function tends to break often, either leaving stuff broken despite having the resources or repeatedly breaking objects every time you return to the settlement.
  3. wilk7486
    wilk7486
    • member
    • 1 kudos
    Ghouls synths? That's something new... After returning to Red rocket it highlighted me a ghoul as a synth. Everything is working fine, but... Really? A goul - synth? It seems the game is creating ghouls synths, dropping synths components on death.
    1. Neutronic01
      Neutronic01
      • supporter
      • 0 kudos
      I never thought that was even possible!
    2. CALINGA
      CALINGA
      • member
      • 1 kudos
      Just stop.
  4. skyrimlover1212
    skyrimlover1212
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    • 4 kudos
    love it now i can see who is a synth (my plan is to get them in a pillory and kill them so thayr body is on display)
    1. CALINGA
      CALINGA
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      • 1 kudos
      Are you seriously ok dude?
  5. FritzTCoyote
    FritzTCoyote
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    • 26 kudos
    Great Mod.

    Just put on the special specs when visiting a settlement, and send the spies to that miserable settlement in the swamp. Let em get chewed up by Mirelurks.

    Is it a coincidence in my game, or did anyone else notice that settlements get happier after the synth spies 'go away'?
    1. HDPastas
      HDPastas
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      • 28 kudos
      Probably because the remaining settlers have a larger share of resources between them?
    2. KodiakMactire
      KodiakMactire
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      • 0 kudos
      Apparently lore wise its because the Synth "Sabotages" things and just acts plain out awkward
    3. Manthra
      Manthra
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      Even benign synths lower happiness because their happiness level is a static 50 no matter what.
    4. twexl
      twexl
      • supporter
      • 1 kudos
      I have one synth "prisoner" at Murkwater,with all ameneties,her happiness is 97 and rising, I don't get it.
  6. boneys26
    boneys26
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    Using this mod I keep running into the odd red turret, Is there a chance synths have taken control over it? using the program I have found one synth settler in the red rocket but none in any other settlement but the red turrets are popping up in other settlements.. not sure if its a bug or part of the game, I'm just scrapping them and rebuilding the turrets as I find them.
    1. daddyattitude
      daddyattitude
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      • 3 kudos
      The 'odd' red turret is one that took damage in an attack against that settlement. If you do a 'VATS' letter 'Q' on that turret, you are able to see that damage by the reduced health on the health bar.
  7. daddyattitude
    daddyattitude
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    <p>What is 'synth defence schemes' and where do I find one? Is appears I cannot make a 'Synthetic Destabilizer' without this 'schematic'? or ???</p>
    <p> </p>
    <p>Thanks</p>
    EDIT:::::::::::::::::::::
    So after a little - *COUGH* - searching, I found a help command that I reworked for this issue.

    From the console type: 'help "Synth Defence schemes" 0'
    This will display the perk number
    PERK: (XX000814) 'Synth Defence schemes'
    XX is the position of the mod's Load Order.
    Mine is 33. 33000814
    So I typed:
    Player.addperk 33000814
    to get the required perk.
    Yours WILL BE DIFFERENT from Mine.

    You will want to type:
    Player.addperk XX000814
    Again, XX is the number of the load order of the mod.
    It SHOULD display the load order number. Should.


    Many thanks to: matzman666
    How to find/fix missing mod item
  8. wilk7486
    wilk7486
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    • 1 kudos
    You know, there's something wrong with this mod. The easy version 0.4.1. When I'm outside of a settlement and use the program option to show synths spies, it shows me nothing, even if there really are spy synths. But when I travel to this settlement and use again, it updates and shows me that, there is a synth spy. It's not updating data by itself. Once aid glasses highlighted me a synth settler, but the program did not. Only when I'm in a particular settlement. And I must say, this is a little bit annoying. Is this supposed to be like that?
  9. SnakeSlippers
    SnakeSlippers
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    • 15 kudos
    Man these synth glasses are the greatest thing ever. I think Better Settlers mod keeps pumping out synths into my vault. Throw on the glasses to check each new settler and it works nicely. The new settler gets sent to the backroom for further "questioning".
  10. SirMcRae
    SirMcRae
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    • 13 kudos
    The Sole Survivor has just built the aid program : "Wait, why am I surrounded by a glowing red aura? "

    *Turrets blows his brains out*