About this mod
Dynamically claim workshops for the main factions; fully functional faction workshop npcs; no vanilla edits; conquest mechanics; lore-friendly, simple and compatible; made to fit into any load order and stay there.
- Requirements
- Permissions and credits
- Changelogs
- Donations
Overview:
All faction workshop npcs are completely workshop functional and can be assigned to any job or object (including mod added), assigned to supply lines, moved etc. All NPC's use level list weapons and armors.
They are all true members of their respective factions: if you are enemies with that faction they will attack you, if you walk into their settlements with a member of an enemy faction they will attack them.
Factions:
Brotherhood
Unlocked following the completion of the quest Show No Mercy (the slaughter of Fort Strong); this seemed like a logical/lore-friendly point as this is when the side quest Feeding the Troops is unlocked (oppressing settlements to supply the Brotherhood resources).
Brotherhood classes are as follows: [Class Name:CobatAI:Outfit]
Initiate - csRaider01Melee,BoSStandardOutfit, auto-assigns to Food Resources;
Scribe - csBoS01Ranged, BoSScribeFieldOutfit;
Knight - BoSPowerArmorRanged, BoSPowerArmorFurnitureKnight;
Paladin - csRaiderRangedOffenseHigh, BosSoldierOutfit, auto-assigns to Guard Posts;
Maintains supply lines with: Atom Cats, Civilians
Minutemen
Unlocked following the completion of the quest The First Step; you've just been made the General so naturally you can do whatever you want.
Minutemen classes are as follows: [Class Name:CobatAI:Outfit]
Recruit - csRaiderRanged, Min02MinutemanOutfit2, auto-assigns to Food Resources;
Minuteman - RaiderRangedOffenseHigh, MinutemanOutfit, auto-assigns to Guard Posts;
Veteran - Default, MinutemanOutfit;
Dragoon - csPowerArmorMelee, LvlPowerArmorFurniture;
Maintains supply lines with: Railroad, Civilians
Railroad
Unlocked following the completion of the quest Boston After Dark; as PAM asks you to set up a safehouse after this seemed like the logical point.
Railroad classes are as follows: [Class Name:CobatAI:Outfit]
Runner - csRaiderRanged, RailroadHQOutfit, auto-assigns to Food Resources;
Tinkerer - DefaultCombatStyle, TinkerTomOutfit;
Agent - RaiderRangedDefenseHigh, Outfit_RRAgent, auto-assigns to Guard Posts;
Heavy - csPowerArmorRanged, LvlPowerArmorFurniture;
Maintains supply lines with: Minutemen, Civilians
Institute
Unlocked following completion of the quest Institutionalized; you've done enough to get to this point, screw doing any more.
Institute classes are as follows: [Class Name:CobatAI:Outfit]
Synth - SynthGen1Ranged, InstituteSynthGen2Outfit, auto-assigns to Guard Posts;
Scientist - DefaultCombatStyle, InstituteWorker, auto-assigns to Food Resources;
SRB - SynthGen2Melee, LvlPowerArmorFurniture;
Courser - Inst302CourserCombatStyle, InstituteCourserOutfit;
Maintains supply lines with: Enclave, Civilians
Gunners
Unlocked after completing the first part of Macready's questline (after speaking with Macready following the killing of Winlock & Barnes); perhaps after taking out this rival gunner outpost you and Macready decide to start a Gunner band of your own.. there are no Gunners quests so seemed like the most lore-friendly option.
Gunner classes are as follows: [Class Name:CobatAI:Outfit]
Conscript - OutfitGunner01, GunnerRanged, auto-assigns to Food Resources;
Private - csRaiderRanged, OutfitGunnerArms100;
Corporal - GunnerRanged, OutfitGunner, auto-assigns to Guard Posts;
Seargant Major - csPowerArmorMelee, Outfit_Gunner_PowerArmor;
Maintains supply lines with: Children of Atom, Civilians
Children of Atom (REQUIRES CoA Settlers & PATCH BELOW):
Unlocked after completing the quest The Glowing Sea (finding Virgil); the only time the player really comes in contact with the CoA as part of a questline (in the Crator of Atom).
Maintains supply lines with: Gunners, Civilians
Atom Cats (REQUIRES Atom Cat Settlers & PATCH BELOW):
Unlocked after completing the quest Atom Cats; you're a member, why not.
Maintains supply lines with: Brotherhood, Civilians
Enclave (REQUIRES America Rising 2: Legacy of the Enclave & Enclave Settlers - America Rising 2 & PATCH BELOW)
Unlocked after completing the quest The Remnants (end of Act 1); you've successfully brought them back to their feet, might as well help them expand.
Maintains supply lines with: Institute, Civilians
Civilian
This is just the workshopnpcfaction and although it works the same as the above factions (for the spawning/supply line/conquest mechanics) it is not really meant to be used as such and only really included so that you can revert a settlement so that it has no faction owner.
Maintains supply lines with: All factions
Spawning:
Everything is handled by one custom script that is attached to a custom activator (faction flag) for each faction.
Once a flag is unlocked and activated, the script sets the controlling faction onto the nearest workshop and begins a daily update timer/loop. Spawning occurs daily using a simple dice roll to determine whether 0, 1, 2 or 3 npcs are spawned (I've made the odds pretty high at approx 38 settlers after 100 in game days; this is balanced by the following mechanics).
Supply Line/Conquest Mechanics:
A workshop with no linked workshops (no connected supply lines) can have a total of 6 settlers. A workshop with one linked workshop will increase the cap for both settlements to 12 settlers. A workshop with two linked workshops will increase the cap to 18 settlers for all three workshops, and so on right up until your game falls over (capped at 30 settlements).
Each faction can only maintain supply lines with one other faction and Civilians/factionless settlements, all other linked workshops have their supply line severed and provisioner unassigned prior to the daily spawning. This way, you have to increase the territory (number of faction owned settlements) of a faction in order to continue recruiting more members for said faction.
Key things to note:
- To claim a settlement for a faction, complete the required quest, build that factions' flag in workshop mode, and then activate the flag. You should receive a message stating "Settlement claimed for the __________".
- All flag activators (once unlocked) are located under Defense / Guard posts. Each requires: 500 x caps, 3 x steel and 5 x cloth.
- Safe to install mid-playthrough.
- Due to the requirement for all settlers to have the WorkshopNPCFaction, the enemy faction workshop npcs will not attack each other (only non-workshop enemy npcs).
- A settlement does not need to be empty to be claimed (it can even have settlers from an enemy faction living there), however, the settler cap will include ALL workshop npcs including vanilla ones. Therefore, if you claim a settlement that already has 12 settlers, you will not spawn any faction nps until you have at least two workshops linked (allowing 18 settlers).
- To turn off spawning at any settlement, simply deactivate the flag. This will not stop the supply line checks until every connected faction workshop flag has been deactivated.
- To completely turn off this mod and stop all daily updates/checks/counts etc. you must deactivate every single flag, if there is even one still activated, all workshops linked to that one will still be checked daily. Once all flags in the game are deactivated all functions will cease.
- It is never safe to uninstall a mod mid-playthrough.
- Although there is nothing to stop you using the vanilla radio beacon and an active faction flag within the one settlement, it is officially NOT RECOMMENDED due to the added burden on the engine during the daily update. With that said, it does work, but as noted above, these npcs will be counted towards your cap.
- To change faction ownership, simply deactivate the current flag and activate the new one, this will overwrite the previous controlling faction on the workshop.
Recommended Mods:
BRAWL - Broken Armor Weapon Loot - to stop you getting overpowered by stealing your faction settlers weapons and armor.
Reputation - keep your settlers up to date on whether they like you or not.
CoA Settlers - required for Children of Atom Faction (alongside patch).
Atom Cat Settlers - required for Atom Cats faction (alongside patch).
Enclave Settlers - America Rising 2 - required for Enclave Faction (alongside patch).
Brotherhood of Steel Settlers - expands the face pool of BoS faction settlers (alongside patch).
Future Plans:
- Introduce assault mechanics and settlement capture to unlock the true war for the commonwealth; expand on this to add incentives/bonuses for different facions etc.
- Add more factions.
Credits:
Full credit to rsm000rsm for the Faction Settler series of mods which have made the CoA, Atom Cats and Enclave factions possible, as well as a massive expansion to the Bos face pool. Also due my undying gratitude for all of the help and advice given on npc setup, classes, patch creation and the like which has greatly improved this mod in every way, a true legend!
Enormous credit is also due to kinggath for the Workshop Framework which is honestly incredible and way under-utilised in the community outside of SS2 and custom settlement layouts.
This mod would also not be possible without the critical additional functions from the Papyrus Common Library so huge thanks to SoleVaultBoy and team!
Huge credit and massive thanks to Genamine for the original mod, custom activators/meshes and custom npcs that I utilised in this mod!
Also a massive thanks to the other modders who offered me assistance and random bits of advice over the last 3/4 year that this mod has been in development: SKKmods, Collective Modding Discord etc.