Fallout 4

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  1. Darkangel13
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    Guys,
    YOU DO NOT NEED THE AWARENESS PERK. It was only to show that it is no good in detecting synth spies.

    We are live on Xbox as well through BethesdaNet 
  2. cubbyman1
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    so it's been my theory that at least 90% of the people in the commonwealth are synths, but because i choose to join the institute even after Shaun is dead in most of my playthroughs i don't mind them replacing humans because i intend to run the institute in a better way than Shaun, i know the vanilla game's institute direction is considered Evil or whatever, but it never made sense to me that was the only outcome, i would rather take over the place and do as i wish and make it a fighting force for good and basically reform the institute and get rid of any scientist who defy my rule within the institute.

    in my story i plan on instead of making blank synths who are nothing but machine workers, there will still be some machine workers sure but not all of them will be used in this way, instead i offer people on the surface a chance at an extended life by transferring their minds into synth body's, lets say someone has cancer or sever handicapped disabilities which you would think was much more abundant in the commonwealth given the radiation all over the place and other such dangers lol, but you will be giving these people a second chance at life, it will continue the story given to the player through nick valentines story in how his mind was copied, but instead of copying and pasting personality the institute advanced this tech significantly since his time to actually transfer people's minds into the synths just as dr. Amary does using her memory lounger chair with curie, and curie could help implement that process even further with humans, Shaun's vision for the future was a bit flawed if you ask me, but it still had some merit to it that made some sense, the people living on the surface suffer all kinds of trauma and disease and disabilities which could be remedied in the form of synth bodies that are immune to radiation and they don't really need to consume any food or sleep, but they can as that was a built-in functionality when Shaun was using them to infiltrate and replace people to gather intel or control some aspects of the people above ground. 

    so instead of using the institute for evil as Shaun's institute was all about, it could be used as a good alternative treatment for people living above ground to live out their lives as synths who are self aware of what and who they are who consent to the process of living as a synth, the other side of the story is while they live out the rest of their lives within these synth bodies they will never age, and the institute learned a few things from the cryogenically frozen vault 111 technology and used it to keep human DNA of humans who go through the program of becoming a synth, the institute also have technology that can clean up these people's DNA which can purge out the issues in their DNA, however the process just takes a lifetime to correct in that human body's that have been corrupted through out the generations of being exposed to it, but because the above ground surface is riddled with radiation and other such issues like the FEV super mutants becoming a synth for a while is still a better alternative for these people and because they don't age while in synth bodies they can thrive for hundreds of years if not thousands, and survive long enough to out last the radiation as the world replenishes and repairs itself.

    i suppose the same could be done for people who are ghouls or even super mutants, but i figure tech might be able to help these people to a lesser degree as their deformations are much further down the line of corrupted DNA, but who knows maybe within another thousand years they will make some breakthroughs and figure out how to fix these people and right the past institute's wrongs in creating them in the first place, both with the help of curie and Dr. Virgil could help on that front as they are the most capable people in that direction of advancement of both biological and with her skills for curing diseases with a life time of knowledge and research into creating such things.

    and at that point these same people will have a choice to either continue their lives as synths or they can become human again, but that part won't come until the world replenishes and repairs itself and the radiation issues die down enough for that to take place.

    anyway i always thought this was the direction the vanilla story was headed, but for some reason bethesda chose to make them evil which made the original institute's reasoning for the gen 3 synths non consistent with their overall goals.

    anyway sorry for this probably too long rant lol, i really get carried away sometimes and like to view the story in another way instead of how it was in the vanilla game.
  3. ObiDogKenobi
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    I love the angry letter he wrote to Rosalind. Not even two seconds in I burst out laughing.
  4. TheTrueRmanV1
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    so are these synths just unchangeably destructive and should be eliminated or is there a more peaceful option? right now i have identified my infiltrators with a seperate glasses mod and have em in my Mercer Safehouse Oupost Zimocantrememberthenamea
    No other settlers are stationed there or will be so at the worst they'll just be making their own settlement hell.
  5. guruson
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    Not entirely sure if I get it, so I need to:

    1: Get the synth detector blueprint from the Covenant bunker and build it.
    2: Gather round all Settlers and give them the special rings.
    3: Activate trap, only synths will be affected and turn hostile.

    Is that all?
    1. kevkiev
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      Step 1 is correct, but you then activate the trap (best hooked up to a switched pylon or something so it doesn't go off the second you connect it) and see if any settlers are hit (i.e. kinda knocked down with an electrocution-type effect happening), which identifies them as a synth. Then you equip the ring on the synth settler (if any) so he/she goes hostile and you can attack without your other settlers attacking you.
    2. wolf9733
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      I know this is an old post but i use the linked mod settlement aid and the glasses show hostile synths in red mist and unasigned settlers have a blue glow around them.also instabell lets you choose to teleport just synths onto the rug or teleport device this works well all.you have to do then is hit the switch stand on the zapper yourself and boom the synth with red mist around them is knocked on there butt i have only just diwnloaded this mod because whenever i killed a synth spy the whole settlement turned on me so googled how to eliminate synth spys without settlers turning against you and found this mod i have yet to find the ring schematics because covenent settlement doesnt let you in without taking a question test to check your not a synth at all so any pointers where i can gain access to the schematics would be very much appreciated im also using the mod outcasts and remnants so when i become director of the institute it allows me to stop.synth replacement and kidnappings during the director meeting still.working it out as you can keep all factions allied if you do it correctly i have played through this game so long ive forgot alot of things the game never gets boring i appolagise for my spelling and no full stops and stuff im dislexick anyway thank you to the author of this mod its helping alot but be better when i get the ring for now im having to move the spys ti an empty vault i have just across from red rocket near sanctuary
  6. Darkangel13
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    Lol, ok done.
    Give a guy a break took me ages to make this work without any scripts or editing anything vanilla
    1. cmfromohio56
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      hello when are you going add this to ps4 Institute Synth Spy Detection ?
  7. cmfromohio56
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    when are you go put this on ps4
  8. chicholino
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    Easiest way to get rid of a synth without going threw so much trouble, after you get those 2 files in the tunnels where you can make those rings just make a bunch of them, use your synth glasses and when you spot 1 just give him/her a ring make sure to equip it, they'll go beserk and start shooting at everything, good excuse to exterminate them, I still remember first time when I detected 1 with those glasses just shot her and lol had the whole town after me hahaha, gotta give her that ring and everyone starts shooting at it.
  9. AiriannaWW
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    If I was totally against Synthetics, then this would be a perfect mod to have.
    Great concept, would endorse for the work involved. Great background story too! Love how it molds into aspects of the game it's self.

    Your story line - Running with the Brotherhood, of course, the synths will try to sabotage your settlements, because, let's face it, you are against the Institute, and they are trying to weaken your spirit, in hopes that you will stop interfering in their affairs.

    My story line - Late in the game, I joined the Institute. Never choosing sides, never had a single act of sabotage. I did come back to a blown fusion reactor, and according to the settlers, all of them, it was done by a group of super mutants that wanted them to move off the land. (Broken function of Bethesda, defense of the settlement was upwards of 150 to 200, I was in a mission and could not make it in time, if I was there, the guns would of mowed them down before they could get to the generator, that was on the 3rd floor, inside a concrete bunker.With 20 guns inside, and 40 outside (including 5 heavy robots) of which none of the guns were even scratched.

    We can't forget about this group - As it is, you have the Railroad, I dislike them, not that they are helping Synths to escape the Institute, but they are wiping the memories then imprinting other memories to the synths, and then putting them in society. So in essence, sure, it catches the spies, but problem is, some don't even know they are synths, because they have no memories of their past with the institute, and there by, innocent is being found guilty just for being a synth, and forced crazy by the ring, thereby destroying a wonderful piece of art and technology. The worst part about the Railroad group, is after they place these Synth in the general public, the Railroad doesn't give 2 hoots about them, as long as they aren't returned to the institute. - Bottom line: The Railroad is taking the average person, and replacing them with Synths, perhaps they were a member of the railroad that died in action, or was to go on a secret mission, so they threw the Synth in to take their place, with approximate memories copied, of course, the Synthetic's won't be able to use human memories 100%, due to the fragmentation of the human brain, the firing patterns of the mind are as varied as there are humans ever born, at least 100 times over.
    So it's really the Railroad that is replacing the average person, not the institute. The institute has replaced a few key people, as the option presented it's self, and always with a purpose. Follow the Institute line, and you get to find a Synth running a band of thugs, placed by the Railroad. Another instance, not placed by the institute is, 1 leader was replaced (DLC) by a Synth, and it was a Gen 1 Synth's idea to do so, (optional to help them do the same to the leader of yet another group, Whom I have to say, am not sad in their passing)
    1. rayeskie
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      Ever thought that the "kidnappings in the Commonwealth by the Institute" are results of Railroad actions? Railroad wipes a synth mind then puts them into the society. Synth lives a normal life have families etc (like what happened to Deacon's wife). Then one day Institute Courser comes to take them back. So in the normal people''s view it's the Institute kidnapping while all along it's the Railroad's incompetence.
    2. qinlongfei
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      The railroads are a bunch of hypocritical self-righteous wankers who 'help' Synth to stroke their own ego. I always go in their headquater with a fully modded (and loaded) minigun after I get their ballistic wave and let myself loose. Best stress relief after a bad day in either Commonwealth, or my real life.
    3. adammcbane
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      @rayeskie Very good point, never looked at it that way. The Institute isn't always taking people and turning them into synths those people were synths being recalled, maybe those that go missing just get blamed on Institute but given how dangerous the world is, a million things could cause disappearance.
    4. sanenomore
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      Well there are examples where we know the Institute replaced people. One example would be a small farm settlement across from the Atom Cats. Granted they replaced a lazy drunk, but they still replaced him to perform a specific experiment.
    5. Darkangel13
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      Yeah I get you point but those whose memory was wiped are not hostile (in sabotage mode) So this work only on the hostyle ones.
    6. stg58fal
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      qinlongfei, it's even more satisfying to use a 20mm cannon.
  10. Warden4059
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    s#*! I just ice rosalyn and the entire compound
  11. ZxAsriel
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    Was wondering something: 
    Safe havens have randomized civilians which act as settlers, will this attempt to kill mayor mcdonough if I teleport a workshop and activate it? Cause after installing this I set these up everywhere in diamond city: All I need to do is flip the switch and boom, they'll all go off at once. 
    There is around 200 of these in my save file, in diamond city right now as I type this.