Fallout 4

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SonicAMD

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SonicAmd

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About this mod

6 starter settlements in 1! Can you bring this wasteland Citadel to life? Jump start your game (you can literally start this as you exit the vault) by infiltrating the institute, planting the scanner and turning the institute into a wasteland utopia!

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6 settlements in one! 1 large (Concourse), 2 medium (BioScience & Reactor), 3 small (Robotics, AdvSystems and the SRB). (Yes, that was supposed to happen...)


Institute Concourse


  • Huge open indoor settlement, nearly as tall as it is wide. Small build area atop the elevator as well.  
  • Beacon recruitment allowed.
  • SRB coursers provide 1 potential settler daily.
  • Immediate recall recruit button located in the SRB as well as Concourse Lobby.  
  • NOTE! All SRB recruits are not yet settlers! You must "Workshop mode > Move" them to a settlement (even the concourse)!
  • Most furniture is scrapable. "Owned" beds belong to other settlements, scrapping these may cause a deficit elsewhere.
  • Nearly everything that isn't a wall or floor can be scrapped without the need for scrap everything or similar. 
  • Scrap returned is very basic for some items (tried to minimalize the form lists I touched).
  • A few natural areas for farming and wells. Refreshment centers provide some resources.

Reactor Room


  • Through Advanced Systems.  
  • Smaller area with catwalks. Good for manufacturing.
  • No radio signal, settlers must be sent here.
  • Most junk and furniture is scrapable. Large machines and catwalks are not.


BioScience


  • Lots of spots to grow food.
  • Large clearable side room and halls.
  • No radio signal, settlers must be sent here.

Synth Retention Bureau
(And door to the commonwealth)

  • Doorway to the commonwealth. 
  • The settler thoroughfare!! Settlers recalled recruited are sent to the Concourse Lobby.
  • No radio signal, settlers must be sent here.
  • Settlers can be immediately spawned and "Moved" to elsewhere from here.

Advanced Systems

  • Small office area linking the Concourse and Reactor. 
  • Combat training area.
  • No radio signal, settlers must be sent here.


Robotics

  • Small busy area. not much room to build.
  • No radio signal, settlers must be sent here.

Requirements

Whisper's Institute Build Kit - much of the base game furniture has been swapped for what's in the kit. 

Settlement Menu Manager - highly recommended as it is necessary to access Whisper's items in the workshop build menu.

The Vault-Tec and Wasteland Workshop DLCs

All institute kit items are found under Structure > Institute.  

How to start

**The main workbench unlock trigger is near the wall just to the left of the concourse terminal&work bench** 

(NOTE: Speaking to Shawn the first time disables fast travel, *Map Wide*. You must complete Institutionalized to re enable it (a short meet & greet quest that all takes place in the concourse). This is a part of the base game Main Quest line, I'm not tinkering with it.)

Fast traveling to the C.I.T. Ruins map marker will take you to the beginning of the "Institutionalized" quest, this is the recommended path! You'll have to button smash through a lot of dialogue and meet the scientists (holotape found in "Surface Junk" crate).  

If you haven't yet discovered "CIT Ruins", say at game start, you can fast travel to the SRB then use the Commonwealth exit to take you close (head to the south). 

You can of course travel to the SRB and start your settlement(s) right away but once you fast travel to either "The Institute" or "C.I.T. Ruins" Institutionalized will start (and fast travel will disable for the duration). 

Completing the quest is necessary to "Discover" The Institute Map Marker (and display its settlement status) and ally with the synth vendors. The other 5 areas will display their status as soon as they're unlocked.



Compatibility

Works with sim settlements (1), Idek's logistic station, idle marker mods, etc. Should be compatible with most everything. The idea was simply to make Subversion - The Institute-Railroad Alliance Alternate Ending a bit more immersive (though Subversion is not required at all).  
May not be compatible with mods that change the institute itself. Nearly all statics (~2400) have been touched in one way or another, either swapped or precombviz redone. Nothing was "moved" so new package targets (quests) should be fine.. should be.  

Warnings!

Precombining and previs redone for all edited interiors. In other words, framerates good, BUT, this should be near the bottom of your load order (see Compatibility above).


"Recruit brahmin" disabled, but provisioners will bring them anyhow.

Most of the Concourse inhabitants are settlers, but I only added the necessary keywords. Base game scripts, quest stages, packages and triggers might steal them back from you.

Suggestions Welcome!

How much more or less should I break?!?