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  1. blacklight2207
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    ATTENTION
    - All of the Plugins provided by this mod require a new game, I am sorry, things may change in the future, but there seems to be no way around it right now. If this is too much of an ask then please don't download this mod, I'll understand.

    - You must download the Faction Pack Injector in addition to whatever faction pack plugin or plugins you wish to download or else things will break. It doesn't matter which plugin or plugins you choose to download because the Faction Pack Injector also works as a patch between the faction pack plugins.

    - All Plugins are now ESP's, do not change them to ESL's or you will break the script injection.

    - If the flags don't appear in your flag menu then you need to clear the flag cache in the City Manager 2078 Holotape; to do so open the holotape and select tools, then Advanced Tools, then Reset Settlement Flags Cache.

    - If you plan to take advantage of the Uniforms option understand that if you change the default uniform all of your troops will be wearing that uniform which includes special units. If you only plan to use Default units and want to spice them up then the Uniform system wont mess things up, if you plan to use special units then the uniform system will cause problems, choose carefully.

    - There is a bug with power armored special units; for some reason soldiers keep leaving their power armor, but there is a fix. If you have a soldier that leaves their power armor simply click on that unit the the R key and then click armory options, then change loadout, and reequip them with their loadout and they should reenter their power armor. This is no guarantee they will stay in it so you may need to do it again.

    - Also, if you choose to use the power armor left by these soldiers don't be in it when you reequip them with their load out because they will reenter the original power armor they left and if you in it that may cause problems.

    Well, its been about four years since I posted my First mod, Sim Settlements Faction Pack - The Enclave, and since then I released a few more faction packs such as the Ghoulish US Army Remnant All-In-One, Radicals All in One (Communists and Anarchists), Negan and The Saviors, and The Lost Boys and The Three Blind Mice.

    As promised multiple times I am now updating those old faction pack to work with Sim Settlements 2, but as for right the mod only adds Ranks, Loadouts, and Special Units from the Enclave, but in future update I will add Units from my assorted other mods starting with the Ghoulish US Army Remnant which will come out some time this week.

    One thing I should note though is that in order to use this you will probably need to start a new game, sorry about that.

    While I have your attention if you like paintings you may want to check out my latest mod The Public Domain Paintings Pack, it contains 214 high quality public domain paintings sourced from Wikipedia, all painting add 1 happiness to your settlement so in addition to looking nice they benefit your settlements too.
    1. blacklight2207
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      February 23 2025 edit.

      New Updates have been released for my mods, but the updates are minor quality of life changes for the most part so if you don't want to start a new game for the updates you don't need to and you won't really miss out on anything.

      To reduce micromanagement you can now make certain special units default troops so you won't need to queue them up anymore; these units are the Enclave soldier, US Army Soldier, Syndicalist Novitiate, Syndicalist Proletariat, People's Liberationary Cadre, and People's Liberationary Militia. You can only pick one of them to be default troops by the way.

      I also made it so that the other special units, such as power armor units, would hopefully not be able to be support units anymore and should only be able to be warriors, guards, or patrols.

      I also released a version of the Communist and Anarchist pack that only requires Satojo's Communist Army's outfit mod for those who don't want to use the power armor mods for whatever reason. 

      Fed 25 2025 Edit

      Released an optional file that removes the speculars from three materials pertaining to the marine wetsuit underarmor. On my end the underarmor looked like it was made of chrome and was very shinny, but removing the speculars from these materials fixed the problem.

      This problem may have just been on my end with my mod list, but on the off chance anyone else is having this problem the update is now available to you and if you do have this problem you can install the update without needing to start a new game.
    2. blacklight2207
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      Reserved.
    3. blacklight2207
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      Reserved.
    4. GROUNDSEKKA
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      а для чего такая анти советская пропаганда в снимках экрана и ассоциация с фашизмом?Разжигаете межнациональную рознь?Так может быть это автор мода самый настоящий фашист?Я русский. я за мир и против любых войн.Моя страна ценой немыслимых жертв в 27 миллионов погибших внесла самый существенный вклад в уничтожение фашистской германии и я осуждаю подобные сатанистские рисунки.Я искренне поражен как вам не стыдно такое творить
  2. blacklight2207
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    Psst, you want to make a faction pack just like me?

    Well wait no longer!

    Download the my new template and follow the tutorial and you'll be well on your way to making a faction pack.

    Blacklight's Faction Pack Template and Tutorial Modders Resource
  3. AzurisFH
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    So, how does this work? I am new to SS2. First time playthrough with it. I got America Rising 2 and just got the America Rising 2 version of the Enclave added.
    1. blacklight2207
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      Since your playing SS2 for the first time my recommendation to you is to just play SS2 like normal because everything will be explained to you as a progress through the story line. As such, you wont be able to experience anything that this mod offers until you start SS2 chapter 3 which is when the war mechanic stuff makes an appearance in the story line and once you start chapter 3 everything will be explained to you.

      You can do the war mechanics stuff earlier if you wish and for that you need to be able to place a warplanners desk. To do that you'll either need to play parts of Sim Settlement chapter 1 in order to unlock all of the plots or you can cheat all the plots by using the mcm menu to go into Sim Settlements 2 and spawn in the City Manager 2078 Holotape, then open it and select tools, then cheats, and then select every option besides quest skipping. If you don't want any costs for your soldiers and plots then you would need to go into the MCM menu and go back to sim settlements 2 and turn off all the costs.

      The actual process of using this mod and the war mechanics is as follows; place a war planners desk in a settlement to turn that settlement into an outpost (use an empty settlement for this). If you are playing the game normally up to chapter 3 then this is all you need to do, but if you don't want to play till chapter 3 then you'll need to find 2 settlements and activate their workshops; It is important to understand that the first settlement you place the war planners desk in will be made your capital city and thus will be unable to recruit soldiers so you will need to place a second war planners desk in an different settlement and when you do that second settlement will become an outpost which will be able to recruit soldiers. 

      So for example if you were to use sanctuary and red rocket and you were to place your first war planners desk in sanctuary that would become your capital city and won't be able to recruit soldiers there and if you then place another war planners desk in red rocket it will be made an outpost and you will be able to recruit soldiers there. 

      To recruit soldiers you need to place in your outpost a warplanners desk and a power source and a radio and some beds, and then go to the War planners Desk and click on the Recruitment Radio, then click change army units, and then underneath one of the new units (which units are listed depends on what mod you pick) click the Adopt Unit Type button and that unit's status will change from unused to Special Unit, click return, then click Recruit Soldiers, then select one of the special units and then hit Queue Unit.

      The units you have adopted are important for another reason which is changing loadouts, you can only use loadouts of units you have adopted from the recruitment radio so even if you never plan to recruit a unit it may behoove you to adopt a unit anyways.

      So long as you have the resources necessary to recruit the Special Unit, this info can be obtained in the same menu's you use to recruit these special units, your new units will arrive the next day so simply sleep for 24 hours and they should appear.

      To speed up the recruitment process build a new martial plot and choose to build a recruitment center.

      Another thing you'll want to do is to click on the flag on the war planners desk or city planners desk in non outpost to change the flag to the enclave flag, you'll may have to do this for every settlement.

      After all of this is done you can run raids from the war planners desk to capture more settlements and territory.
    2. AzurisFH
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      That is a lot and seems overwhelming. But, I hope that playing through I will properly learn and it will all come to me in time. 
    3. blacklight2207
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      SS2 drips feeds this information to you over many hours, trust me its not nearly as overwhelming as I make it sound. Every time the mod introduces something new it gives you a tutorial that explains everything so just play the mod like normal and everything should be fine.

      If you need help or run into troubles consult the SS2 forums as there are many tutorials there or check out Kinggaths youtube channel.
  4. Does the enclave radio station require one of the enclave plugins?
    1. blacklight2207
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      No, it doesn't, so feel free to download just the radio station and nothing else if that's what you want.
    2. Now will it work on an existing save?
    3. blacklight2207
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      I just tested it on one of my existing saves and it worked so it should work for you, but if it doesn't try a new game and see if it works then.
  5. blayblayze
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    RAHHHHH I HATE COMMIES AND ANARCHISTS RAHHHHHHH
  6. NukeboyTTV
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    Has there been any progress towards making factions work in an existing save? I found this mod halfway through a SS2/AR2 play-through, and I'm just disappointment that I can't make my faction the Enclave (I've already finished the main quest for the base game with AR2 and am now on Chapter 3 with SS2). I understand if there still isn't a way to do this. I know very little about modding on the creation engine, but from what I understand it can be a bit of a shitshow. Thanks!
    1. blacklight2207
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      I'm sorry, but I never found a way to fix this unfortunately so if you want to use this mod you must start a new game, if you don't want to use my mod as a result of that I understand.
  7. Yucclets
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    Do you think you could make a version just using gear from AR2?
    1. blacklight2207
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      Done.

      The 5b. Enclave Faction - Only AR2 Requirement version of the mod only requires AR2 and nothing else.

      Enjoy.
    2. Yucclets
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      omg your the best
  8. CourierJoker
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    So, quick question. if I use weapon replacers how would that affect the factions (I'm planning on replacing the Combat Rifle with a BAR, the 10mm with the Fallout F4NV version, the SMG with a different thompson that isn't as deformed and the assault rifle with the HKG3 (mostly so I can get R91's from fallout 3)

    would it break their gear or something?
    1. blacklight2207
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      I also use weapon replacers so its safe.

      However, I would recommend that instead of directly replacing the vanilla weapons, which can sometimes cause problems elsewhere, you should alter the vanilla level lists for the weapons you want to replace.

      Open FO4Edit with the modded weapons you want, search the fallout 4 esm for the weapons you want to replace (such as the combat rifle) and when you select the weapon click on "referenced by" and you will see all of the level lists the weapon connects to. Right click on those level list entries and then click in the popup menu "copy as override into" and then copy the entries into a new esp.

      In the new patch you've made right click the esp and select add new master and add the modded weapons you want to the patch and then go into the leveled list entries and do 2 things - 1. Under LVLF - Flags (sorted) make sure the entry says "Calculate from all levels <= player's level" and "Calculate for each item in count," if only one is listed right click and select edit and then select both of the options. 2. Under Level List Entries (sorted) simply replace the default weapon entry with the modded weapon of you choice, and if you want you can add more than one weapon for variety. I currently have fifteen weapons replacing the combat rifle this way, for example. Place this patch near the bottom of your load order so that it overwrites other level lists.

      If you do things the way I laid out the vanilla weapons, such as the combat rifle, will not be directly replaced so if a mission requires a vanilla weapon they will still spawn with their normal meshes preventing any sort of issue, but for most of the npc's in the game, they will spawn with the modded weapons on the leveled list instead of the vanilla weapons.
  9. 00TheWinterKing00
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    I'm aware that there's a new, supposedly better version of the Secret Service Armor on the Nexus now, that isn't missing a bunch of customization options (and isn't made of paper stats-wise).

    https://www.nexusmods.com/fallout4/mods/79185?tab=description

    Haven't tested the linked one yet, but I know the one that's currently a dependency is... kinda not good.

    Edit: Tested the Recreation mod. The armor actually has proper customization and works wholly as intended. Could I request a patch/replacer for it?
  10. ACertainCourier
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    Anyone know how to join thew soviet faction ?
    1. blacklight2207
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      You don't really join a faction so much as you create the faction yourself by recruiting certain soldiers and choosing certain flags, I'll explain.

      First you need to download the "1. Faction Pack Injector (YOU MUST DOWNLOAD THIS)" file and then download the "4. Communist and Anarchist Faction Pack" file as well as the "4. Communist and Anarchist Faction Pack" requirements which are the "Communist Army's outfit" mod, "Red Shift Power Armor" mod, and "Bastion - Soviet Power Armor - community choice" mod. Links are on the main page.

      You have 2 options; you can either unlock the war mechanics stuff by playing sim settlements 2 until you reach chapter 3 or you can skip that by just placing war planner desks in your settlements. 

      If you do the first option then all you need to do is place a war planners desk in a settlement to turn that settlement into an outpost (use an undeveloped settlement for this). To recruit soldiers you need to place a power source and a radio and place some beds if you haven't already, and the go to the War planners Desk and click on the Recruitment Radio, then click change army units, and then underneath one of the new units (which units are listed depends on what mod you pick, for example since you want communist units you'll want to download the communist file and then select one of the People's Liberationary units) click the Adopt Unit Type button and that unit's status will change from unused to Special Unit, click return, then click Recruit Soldiers, then select one of the special units and then hit Queue Unit.

      The units you have adopted are important for another reason which is changing loadouts, you can only use loadouts of units you have adopted from the recruitment radio so even if you never plan to recruit a unit it may behoove you to adopt a unit anyways.

      So long as you have the resources necessary to recruit the Special Unit, this info can be obtained in the same menu's you use to recruit these special units, your new units will arrive the next day so simply sleep for 24 hours and they should appear.

      To speed up the recruitment process build a new martial plot and choose to build a recruitment center.

      Another thing you'll want to do is to click on the flag on the war planners desk or city planners desk in non outpost to change the flag to the communist flag, you'll may have to do this for every settlement.

      With the second option you'll either need to play parts of Sim Settlement chapter 1 in order to unlock all of the plots or you can cheat all the plots by using the mcm menu to go into Sim Settlements 2 and spawn in the City Manager 2078 Holotape, then open it and select tools, then cheats, and then select every option besides quest skipping. If you don't want any costs for your soldiers and plots then you would need to go into the MCM menu and go back to sim settlements 2 and turn off all the costs.

      Then you'll need to do are find 2 settlements and activate their workshops; It is important to understand that the first settlement you place the war planners desk in will be made your capital city and thus will be unable to recruit soldiers so you will need to place a second war planners desk in an different settlement and when you do that second settlement will become an outpost which will be able to recruit soldiers. 

      So for example if you were to use sanctuary and red rocket and you were to place your first war planners desk in sanctuary that would become your capital city and won't be able to recruit soldiers there and if you then place another war planners desk in red rocket it will be made an outpost and you will be able to recruit soldiers there. 

      After that's all is done you can run raids from the war planners desk to capture more settlements and territory.
  11. badpennykenny
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    ***********************
    ---RESOLVED---
    I inadvertently thought the original conquest files (For SS1) were required along with "Lite Files" found here for SS2.
    ************************* 
    I installed SS2 (All chapter pack) and all required files, along with Blacklight's Lite Faction Packs for SS2 and all required files but I am getting an error message  in Vortex "Missing Masters" :
    Faction Flags Redux_SimSettlementsAddOn.ESP                    depends on    SimSettlements.ESM
    Sim Settlements Faction Pack - The Enclave All-In-One.esp    depends on    SimSettlements.ESM
    SimSettlements_XPAC_Conqueror.esp                                       depends on    SimSettlements.ESM
    BoarInstitutePack.esp                                                                   depends on    SimSettlements.ESM
    GunnerConq.esp                                                                            depends on    SimSettlements.ESM
    ruined_simsettlement_faction_wastelander.esp                        depends on    SimSettlements.ESM
    SimSettlerConquerorFaction_SimpleBrotherhood.esp              depends on    SimSettlements.ESM
    What am I doing wrong........
    Would like to play this for the first time via SS2
  12. MangoCobra
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    Can you do a version without the Enclave Remnant armor? There is some stupid drama around that and I'd rather not support the mod author.

    Also - very weirdly, the esl for the t65 is not recognized, only the ESP is.
    1. blacklight2207
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      Done, the new versions are under the optional files. They are not patches, but the full versions of the mod just without the enclave remnants armor requirement so if you want the enclave faction only choose one of the versions. Also, a new game will be needed.

      Have fun.