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According to these glasses K1 who we can rescue from a courser at Greenetech isn't a synth even though The Institute is there to reclaim her. They show Glory as a synth even though she's supposed to be a Gen 3 who chose to keep her memories, yet doesn't have a synth component upon death. Idk what's going on with FO4.
Hello, thank you for the mod. My question is whether these glasses could be combined with the marking of bodies (corpses) so that you don't always have to change the glasses.
Thank you very much, to be honest this is the first time I've seen this, independent of glasses, and I've been using the model from the Just Business mod. Hence my question. I'm also currently putting together a list of mods for a fresh start (yes, I'm still hoping for an update to Buffout 4 :D) and am therefore hoping/looking for mods with "double functions". It's terrible whoever came up with the thing with the esp limit.Thank you very much for your effort and work, I'm already using some of your mods. I had already installed the glasses once, but unfortunately they didn't seem to work then, at least Curie and Sturges didn't get a light, so they weren't recognized as synths.
How are synths marked in the creation kit? I have a mod that adds captive settlers that can be freed and some of them are "Synths". Shoot 'em dead and they drop a synth component but they're not blue per the glasses. All the other synths are blue. Any chance it can make Elder Maxson blue? OR do cyborgs not count as Synths?
When the description says… ”Settlers marked at synths do absolutley nothing to your settlement happiness, production or any other useful stat. They do increase the chance of the "synth turning hostile" radiant quest via the WorkshopRatingPopulationSynths counter”
… is this describing the way the vanilla game works, or something added/changed by this mod? Or in other words, in the vanilla game do synth settlers change your settlement happiness or production? Or just increase the chance of that radiant quest/attack?
Curious because a lot of people try to eliminate synths to improve happiness in their settlements and would see this mod as providing a gameplay boost for that (either because it shows you who to shoot, or because it makes synths have 0 effect on happiness?) But I’m unclear whether synths and happiness is an urban legend or what.
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Never gets old.
if K1 is not highlighting then something else has buggered about with that actor in your game.
Actually, that kinda makes sense, as far as anything the Institute does makes sense.
I think not when you can simply use one of the many loot solution that doesnt use glasses.
I have a mod that adds captive settlers that can be freed and some of them are "Synths". Shoot 'em dead and they drop a synth component but they're not blue per the glasses.
All the other synths are blue.
Any chance it can make Elder Maxson blue? OR do cyborgs not count as Synths?
You can make any actor you like appear to be a synth if you READ THE DESCRIPTION.
”Settlers marked at synths do absolutley nothing to your settlement happiness, production or any other useful stat. They do increase the chance of the "synth turning hostile" radiant quest via the WorkshopRatingPopulationSynths counter”
… is this describing the way the vanilla game works, or something added/changed by this mod? Or in other words, in the vanilla game do synth settlers change your settlement happiness or production? Or just increase the chance of that radiant quest/attack?
Curious because a lot of people try to eliminate synths to improve happiness in their settlements and would see this mod as providing a gameplay boost for that (either because it shows you who to shoot, or because it makes synths have 0 effect on happiness?) But I’m unclear whether synths and happiness is an urban legend or what.
The mod only does what the mod is clearly documented to do.
K1-98 "Jenny" doesn't show as Synth in my game. If its just me, i'll take a look at disabling some mods to see whats up.