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.
funny, i'm playing that one right now lol. and i just finished the playthrough and it's quite a funny mod, odd in the way it's handled but on the other hand it offers some interesting ideas and story directions and other possibilities.
i just did the boring playthrough and yeah i really should have gone a more destructive route because i want the game to be fun again.
"i know the vanilla game's institute direction is considered Evil or whatever"
Nope, the Institute are the "good guys" in F4, same as Brotherhood were good guys in F3. "Bad" are raiders, while BoS and Railroad are rather ugly than bad.
What I meant was it's a perspective that most people have of the institute, now I view them very similar to how I view the enclave, they're not exactly the same I get that, but if I understood the story correctly, they just want to restart humanity, but that makes them the bad guy because they want to essentially destroy what life there is on the surface, they want to stop the endless cycle of war in order for the earth to heal over time so that they can restart humanity some day in that far far future, and only they can do it because they have been shielded from the radiation of the world, and their people are the most healthy on Earth and the most capable of rebuilding humanity, The enclave the moment they left there isolation, is when they corrupted their DNA, their goals aren't exactly the same, but they are similar, The enclave want to rebuild America, The institute just wants rebuild humanity, now I will say they've been taking their sweet ass time, however I will say at the current advancement of technology with the gen 3 synths, that future looks far more possible and obtainable, however in the vanilla story it appears they are still taking their time to this end.
In their eyes they are the good guys as an objective truth of their own, however other factions view it from another perspective, because the institute are essentially committing genocide on them, and that's kind of true, The institute have turned many people humans into experiments, and these experiments and up wreaking havoc on the people living on the surface, so when it comes to the super mutant fev experiment, they have done this, oddly enough I must say for Dr Virgil, it appears he's made a strain that can be somewhat curable, so it's possible in the future that the institute may be able to use the virus and create themselves something to cure other people with, it's my belief that the institute used the fev experiments for a few different reasons, one could have been for the purpose to make it so their bodies are immune to radiation and two to use the super mutants as test subjects in order to eradicate those above ground, at least in my mind that's my theory of why the fev experimentation took place, but they made a breakthrough with synth technology in the third gen, apply that alongside the prototype synth model that was meant to mirror an entire consciousness of a person into a synthetic, now that didn't exactly happen in the vanilla story, but if you think about the generations of synthetics they've worked with and the idea of transferring a person's mind into the body of a synthetic, they could essentially live forever, although it might be a good idea for them to keep the original body as a backup, perhaps take vault tech cryo storage units and reverse engineer them to be used in The institute.
This is the direction of the story I believe based off of the information the game hinted at, especially when you hear it through x688, and Sean's own words throughout the vanilla quest.
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.
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.
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.
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
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.
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)
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.
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.
@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.
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.
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.
193 comments
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
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.
I think Project Valkirye is one of them...
and i just finished the playthrough and it's quite a funny mod, odd in the way it's handled but on the other hand it offers some interesting ideas and story directions and other possibilities.
i just did the boring playthrough and yeah i really should have gone a more destructive route because i want the game to be fun again.
Nope, the Institute are the "good guys" in F4, same as Brotherhood were good guys in F3. "Bad" are raiders, while BoS and Railroad are rather ugly than bad.
In their eyes they are the good guys as an objective truth of their own, however other factions view it from another perspective, because the institute are essentially committing genocide on them, and that's kind of true, The institute have turned many people humans into experiments, and these experiments and up wreaking havoc on the people living on the surface, so when it comes to the super mutant fev experiment, they have done this, oddly enough I must say for Dr Virgil, it appears he's made a strain that can be somewhat curable, so it's possible in the future that the institute may be able to use the virus and create themselves something to cure other people with, it's my belief that the institute used the fev experiments for a few different reasons, one could have been for the purpose to make it so their bodies are immune to radiation and two to use the super mutants as test subjects in order to eradicate those above ground, at least in my mind that's my theory of why the fev experimentation took place, but they made a breakthrough with synth technology in the third gen, apply that alongside the prototype synth model that was meant to mirror an entire consciousness of a person into a synthetic, now that didn't exactly happen in the vanilla story, but if you think about the generations of synthetics they've worked with and the idea of transferring a person's mind into the body of a synthetic, they could essentially live forever, although it might be a good idea for them to keep the original body as a backup, perhaps take vault tech cryo storage units and reverse engineer them to be used in The institute.
This is the direction of the story I believe based off of the information the game hinted at, especially when you hear it through x688, and Sean's own words throughout the vanilla quest.
No other settlers are stationed there or will be so at the worst they'll just be making their own settlement hell.
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?
Give a guy a break took me ages to make this work without any scripts or editing anything vanilla
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)
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.