Fallout 4

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Warsaw

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Warsaw2135

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  1. Warsaw2135
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    Latest Highlights

    • Added new encounters wherein Institute Infiltrators would roam the Commonwealth after becoming enemies with the Institute. They will look like one of the factions the player is still allied with and will attack the player on sight. Depending on where they spawn they may reach and attack a random settlement
    • Added more enhancements to Kellog. He is now immune to stagger and his attacks have a chance to stagger. Gave him the Gen 1 version of the Synth Trojan grenade which would allow him to summon Gen 1 reinforcements.
    • Added an optional patch for Deadeye that adds the Institute boss keyword to the powerful category, which by default are immune to headshot kills
    • Added patch for Institute Technology Overhaul ITO. Hotfix 1.9.4 for the ITO patch for giving the new weapons to the 3 synth bosses during the Nuclear Option quest.
    • Added option to add plasma weapons to the Institute arsenal
    • Added more encounters and updated encounter conditions e.g. Institute encounters involving non major factions such as Gunners would now trigger after Airship Down.
    • Updated faction power armor patch to include Synth Destroyer legendaries and add variants to lower level Synth Destroyers. Updated patches to other power armor mods accordingly. Important Note Recompacted the patch for the Institute Power Armor and Institute Power Armor Redux, while this will not affect NPCs, players that took armor from NPCs spawned by this mod will loose the armor.
    FAQ

    • Is this compatible with **insert mod name here**?
      For other faction overhauls completely replace the NPC/faction leveled list, no, not without a patch. For mods that alter the only quests, yes, since this mod does not make any changes to vanilla quests.
    • I don't see the changes in the NPC?
      NPCs that have already been loaded by the game will not get the changes until the cell resets. However, NPCs that have already been spawned into the Comonwealth and referenced by a running script, might not get all the changes such as stat changes at all. Cases that could cause issues include: NPCs that are spawned by a quest will be spawned wrong (naked, wrong stats, etc) if you install the mod then loaded a save with the quest already active, NPCs that are in a cell that does not reset, NPCs that are referenced by a forever running script (such as traveling merchants).
    • Does this mod work after the update?
      No, this mod uses RobCo Patcher, which requires Address Library, which uses F4SE. Until those become compatible with the new update, most of what this mod does would not work.
    Patches & Compatibility
  2. MRzBuH
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    Do your faction mods work with mods like unleveled commonwealth?
    1. Warsaw2135
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      If you mean something like Unleveled World - F4SE, then yes it should work.
    2. MRzBuH
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      no I mean this its kinda like scourge
    3. Warsaw2135
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      From what I understand of Synthesis, it creates a patch based on the mods you have installed when you run the patcher so it should also work.
  3. fishnipples129
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    Part of me wants to install this but I feel like Synths having relay grenades is not lore-friendly since the Institute is trying to keep their teleportation secret.
    1. drevviken
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      You can choose if you want this or not in the installer.
    2. fishnipples129
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      oh, thanks for the heads up
  4. kraag
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    Hello! Thanks again for this great series, I was hoping you could please make Improved Institute compatible with Synthetic Variations mod? I'd assume the lite version would be easier to adapt. Most of the female synths in that mod are fantastic.
    1. Warsaw2135
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      Try loading Synthetic Variations' ESP after ImprovedInstitute.esp. I also recommend using Wrye Bash to create just a leveled list bashed patch which should merge changes to the NPC leveled list allowing NPCs from both mods a chance to spawn.
    2. kraag
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      Tried wrye bash but not sure how to use the keywords properly to make it work, I'm more familiar with xedit and can merge LL easily, just trying to wrap my head around all the conflicting npc edits...
    3. Warsaw2135
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      Its more an NPC leveled list conflict. I added new leveled lists for the different types of synths e.g. Institute Auto (clean synth), Institute Semi (clean synth), Auto (dirty synth), Semi (dirty synth). Adding Synthetic Variation's new NPCs into the respective leveled lists would make them work.

      Though it somehow works right now, either Improved Institute synths or Synth Variation's synth might spawn less depending on which one goes last in your load order. I might add a leveled list patch for it similar to Improved BoS and BPAO for non Wrye Bash users though it might be later.
    4. kraag
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      It's all good man, no hassles either way, your time spent is appreciated :)
  5. AtomicCosmos
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    Hi, just wondering if I can use this mod for the newest fallout version or is the Robco Patcher going to ruin that since it's not updated?
    1. Warsaw2135
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      Only the Expanded module, which adds the new NPCs, and the Encounters module, which adds new random encounters, would work without RobCo Patcher.
  6. User42Gan
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    Synths are attacking my settlements when im the director? Im not sure if its a game bug or if its this mod but its quite annoying. This is a great mod by the way, ive also downloaded all the other improvements. 
    1. Warsaw2135
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      The synths and NPCs added by this mod are using the vanilla Institute and Synth factions so they should not be hostile. This mod also does not add settlement attack quests.
    2. User42Gan
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      oh, okay thanks
  7. Gameboydame
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    1. I Apologize in advance if this is a silly question, but is this compatible with this mod?

    https://www.nexusmods.com/fallout4/mods/45704

    2. Also, what does the PA replacer mean in the FOMOD? I have the synth power armor as well as m150's power armor. Can i have the og x-01, m150 suit as well as the synth power armor show up. sorry if i worded the question oddly. Thanks.

    3. One final question. Is it compatible with this as well

    https://www.nexusmods.com/fallout4/mods/9636?tab=files

    1. Warsaw2135
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      Look At Me - Institute Edition should work fine.

      Haven't tried Better Institute Synth Relay Grenades but this mod does not edit the vanilla Synth Relay Grenades so it should be fine.

      Do note however, that this mod has an option to give high level Synths and Coursers the grenades, which could have varying results e.g. mods that make Gen 1 synths level with you would make the Institute hard to fight, mods that change the faction of the spawn synths to be allied with the player would make them not attack you or even fight the Institute instead of you after being spawned by a Courser for instance.
    2. Gameboydame
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      Thanks. From what I've read I hope the relay grenade mods are good. This was the last mod I needed for my setup.
  8. VulpesInculta52
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    I'd love you for a FCOM patch that allows us to spawn the vanquishers and destroyers etc with fcom options
    1. Warsaw2135
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      Will consider it.
  9. TYRAANIK
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    As I did for the BoS, I'm going to make a short list of patch suggestions for the institute
    Just weapons since the basic LL is very poor and I don't like ITO at all.
    Luckily the clothing mods I like don't pose a problem, so there's no need for a patch (unless future updates change the scientists' equipment and impose one on the Coursers).
    I've also bolded the mods I thought would be most interesting (yes, more or less all of them).

    Weapons:
    - Institute Pulse Carbin (good weapon with a really nice design and which adds a pseudo plasma weapon for the institute. I tend to patch it via FO4edit so that its damage really works like a plasma weapon, but it's dispensable)
    https://www.nexusmods.com/fallout4/mods/58521
    - Photon Disruptor (Probably my favourite mod weapon. The model and animations are just perfect. Definitely a great addition to the LL)
    https://www.nexusmods.com/fallout4/mods/69522
    - L.A.E.R. (I don't think we need to present it. A good alternative to the crappy weapons from the institute. A 50/50 chance of spawn with vanilla weapons doesn't seem too bad to vary the pleasures. It's also a really nice mod with really nice animations)
    https://www.nexusmods.com/fallout4/mods/30868
    - CROSS Cryolance (adds a bit of difficulty and fun to the whole thing, with a beautiful object. Goes well with the armour mod suggested below for making elite synth)
    https://www.nexusmods.com/fallout4/mods/31336
    - Laser Canon (This one is largely dispensable, but it can add a touch of fun to power armored synth)
    https://www.nexusmods.com/fallout4/mods/19246

    Armor:
    - Institute EXO suit (A rather nice addition that goes well with elite synths equipped with cryolance)
    https://www.nexusmods.com/fallout4/mods/43745

    The problem with weapon mods is that adding one or two works without a problem, but when the number increases without a patch to correct the problem and certain weapons spawn naturally rarely, the chances of them appearing almost disappear.
    Without editing the LL via FO4Edit, I no longer have any Photon Disruptor and Cryolance spawns with just this mods and yours (and the Courser Crusher bio weapon but it don't cause any problem)
    1. Warsaw2135
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      Thanks for the suggestions. Will consider it. :)
  10. EliteWarWolf
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    Hi Warsaw would it be possible for you to add scientist npcs that spawn along side the synths wearing the synth retention color Cross Institute Expeditionary suit and coursers a 50% chance of vanilla courser jacket and Cross Courser Strigidae? 
    1. Warsaw2135
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      Will consider it
    2. TYRAANIK
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      I also support the request
  11. kOfSk
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    I checked the ITO box in the fomod, but when I load up my mods in FO4Edit, it still shows everything from ITO being overwritten. Is this done a different way than in the esp and if so, does load order matter with ITO?
    1. Warsaw2135
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      Not sure about conflicts as the ITO patch is done through RobCo Patcher and does not have an ESP. It injects the weapons leveled lists from the InstituteTechnologyOverhaul.esm into the new NPCs added by this mod, which are using their own separate weapons leveled list.

      As for load order between this and ITO, it doesn't really matter as the ITO ESM would always load before this mod's ESP.
    2. kOfSk
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      Thank you! I am new to RobCo Patchers. It seems to be all working fine.