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The Forsaken Vaulters Faction Pack Now Available

I downloaded and installed your faction pack but haven't played it yet. In my current play through as the Rust Devils I have gotten two defend Tenpines bluff missions and both times they are being assaulted by the Forsaken Vaulters. The issue I ran in to though is that the Vaulters only have two target-able areas in VATS , their heads and torso. All their extremities have a zero hit chance which I found quite odd. Any idea why?

I guess any faction pack you have installed can be a valid choice as an aggressor in a defend mission which is kinda neat.

Hello! I didn't know they had limited VATS considering I've tested the pack extensively as the player-owned faction and not the enemy. It seems quite odd for them to be like this since they're based on pre-existing game templates that I then tailored to my needs. No changes have been implemented for VATS or limbs in general. I'll keep it in mind whenever I tinker with the pack again. Is it a big bother to you?

My question is this available on the Xbox?
The pack is not available for Xbox for several reasons (it's a big pack that also requires 10 other mods to work which is very storage intensive for Xbox players, it already makes the pack quite niche on PC and I think it would just cater to an extremely limited amount of Xbox players ; I don't have an Xbox to test the potential conversion on and it takes me already so much time to keep the PC version updated, I hardly see myself keeping an additional version up). However, I authorise anyone willing to convert the mod provided he or she correctly credits the pack contents and authors.
 
Hell yeah, you will! If you want to send me some pics of your vaulters, I'll add them to the Nexus.
I haven’t taken a ton but I’ll upload a few. Man the leveling is great, seriously amazing work here. The radio station lore I loved listening to! And the creepy dude in the CIT basement was fun.
I just got my first commando lady and she is so bad ass looking(kicks some serious tail too). At this point my army is about 40 strong with 3 outposts and about a half dozen vassals. Taffington Boathouse is the first outpost I took captives at thus far. So basically is that helmet the captives wear like a cryo-mind control helmet or something!? Because they don’t have any dialogue options after they’re captured they just stare at you with that void empty look behind that helmet. Shirtless and pathetic. Lol :rofl

Either way I have been building from scratch my own personal Vault for the Forsaken and role playing the hell out of this group.

I just want to get a better idea of their primary goal. I like the idea of preserving the CommonWealth cryo-style but I want to write a deeper back story for this group or something that flushes out the Why more.

I think overall this group is particularly cool** hah, because they can be role played as bad guys who aren’t necessarily fully bad. So it’s giving me a options as to who I wish to side with in the end.
Although The Institute seems like a natural fit in the same sense there could be a lasting grudge and mistrust of a large science based group because of the Forsakens past grievances with Vault Tec.
They’re not necessarily against Synths as their goal is preservation of al!? Correct?
But at the same time BOS seems like it could be a natural fit for the sake of ruthless technological acquisition that might line up with their own personal goals.

Ahhh regardless I’m loving it. Maybe I could write out a few flavor pieces for this group to add a richer history if your receptive to something like that?

Endorsement on nexus for sure :ok
 
I haven’t taken a ton but I’ll upload a few. Man the leveling is great, seriously amazing work here. The radio station lore I loved listening to! And the creepy dude in the CIT basement was (...)

This sort of post is quite clearly the reason why I've continued modding after the initial release of my plugin. Seeing people enjoy one's modest creation is thoroughly enjoyable in itself.

Considering your interest in the Forsaken Vaulters backstory, I've garnered a few past answers I provided to other players that deal with the initial idea behind the group. Long story short, the Forsaken are inspired by Victor and Nora Fries' tale from the Batman universe. The mod follows up on Bethesda's own Batman homage when they named their frozen character "Nora" as their first game easter egg and tries to capitalise on the one F4 location that sadly sits on the map with almost no use at all despite the intro: Vault 111. This excellent video about Victor Fries character will give you everything you need to understand the feel, rationale and tragic backstory I wanted to have underlying the Forsaken vaulters:
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You'll find more information about all this in the posts I've pasted hereafter and in the various "Forsaken Gazette" issues on the description page of my mod:


gungho95
18 April 2019, 5:41AM
I’m still waiting on some Enclave love for Conqueror lol. I’m ready to make America great again by force! Muahahaha
tyeeozalee
18 April 2019, 7:57AM
  1. Yes... Your sadness would move my vaulters to tears if they still had tears to shed; unfortunately, they've been sunken solid deep within their icy hearts by the very sons of riches you love so much. Yet... everyone knows that vengeance is a dish best served cold and that, my friend, is what they specialise in!
    On a more serious note, you'll be happy to know that a prominent team from Sim Settlements is hard at work to make your dreams come true. In the meantime, you'll need to fill the Commonwealth with cryopaths or else there will be nothing worth conquering...
  2. dusanyu
    18 April 2019, 10:07AM
    my only qution is would the Vaulters from 111 even know about the Enclave? Before the war they were basically a shadowy group. and its not exactly possible for the Vault dwellers to learn about the Events in Fallout 2 and 3 while they were imitating an otter pop. Hating Vault-Tek is believable but the enclave is a hard thing to swallow with the lore
  3. tyeeozalee
    18 April 2019, 2:06PM
    The answer is pretty straightforward: they wouldn't. At least not initially. But this state of affairs is not mutually exclusive with the development of a beef with the Enclave on the long run. An easy way to show that is to use a similar example that, this time, seems to stand to reason. When you think about it, your point also applies to their hatred (in the making) of the Institute, as they have no way to immediately know who is pulling Kellogg's strings (the CIT) just like they have no way to identify right from the start who pulled Vault-Tec's strings and wronged them so badly (the Enclave) [yet, the Survivor finds out everything about the Institute in due time]. What the Forsaken Vaulters start with is the knowledge that there is something seriously fishy behind both the kidnapping of their leader's son and the Vault experiment they've suffered. This suspicion, in addition to their hatred of Kellogg and Vault-Tec will lead them on the tracks of both the CIT and the Enclave. As a result, the Forsaken narrative only requires a single and minimal modification to Fallout 4's story: after Shaun's kidnapping, Nora's gun shot wound and Kellogg's departure, the fail-safe systems of Vault 111 prevented the vaulters from dying by restoring cryostasis to all pods. Notice in this scenario that Nora has been immediately frozen back after her injury and could eventually survive. Everything else follows F4's narrative : 60 years after those events, the systems fail and release both the vaulters and the Not-so-Sole Survivor from their pods. By restoring power in time, the vaulters can potentially freeze Nora back until they find a way to save her for good (which could start a quest to find an Auto-Doc for instance).
  4. tyeeozalee
    18 April 2019, 2:41PM
    It seems important to point out that the Forsaken are not a group of totally psychopathic madmen. They are very much like Victor Fries in the Batman universe insofar as they will certainly do bad things to achieve what they consider to be a noble goal but will still qualify as either very sympathetic villains or quasi anti-villains, in the same way we have anti-heroes:
    - their end is not evil (preserving the Commonwealth and saving Nora); despite the fact that they will neutralise whoever crosses them (freezing is not necessarily killing)
    - they don't have quarrels or experience hatred outside of their beef with the CIT and the Enclave [except for the Forged who lie at the very opposite of the temperature spectrum)
    - they would likely ally with the "goodies" should their objectives align
    - they fixate on cryogenics but not to the point of utter madness (it's the best available solution they could find to their problems and the one they'll master best) [which won't prevent others from seeing them as cryopaths, which they aren't truly].
    (...)
    When looking for Mr Freeze quotes for the radio on the internet, I stumbled on this video which I think explains this quite well
    Note that I'm neither a huge Batman or Fallout lore fanatic. All in all, I don't care about absolute consistency. But, to me, it all seems to fit really well within the broader narrative of Fallout 4 while using a part of the lore almost completely "forsaken" by Bethesda (there's a HUGE and EMPTY vault made use of for TEN minutes in a corner of the map for goodness sake! And it serves almost no purpose in the game). Let me tell you... it's not the Enclave and the Institute the Forsaken Vaulters hate, it's Bethesda :)
  5. espguy
    19 April 2019, 9:28AM
    Did you add that as a quest? If yes god damn it I found my new favorite faction. Also When subjugating a faction do they take slaves like the raiders of just subjugate and take thithes like the kingdoms of old?
I'll now take some time to answer your specific questions.

- The Cryogenic Brain Benumber is a chilling helmet fueled with liquid nitrogen and designed by the faction to maintain vassals in a state of subservience. It keeps their brains at an optimally chill temperature to render them meek without making them completely useless.

- Considering the info from the posts above, the Institute would actually be the vaulter's arch-enemies rather than potential friends. Remember that their very leader has seen his/her child taken away and wife/husband murdered by an Institute goon (something he or she doesn't know immediately but will discover along the way). Siding with the railroad (the Institute's polar opposite) or the Minutemen (the naive goody two shoes who can easily be manipulated) would consequently make better fits.

- Additional backstory will emerge whenever I'll have time to complete Ross Aldrin's own backstory (his very name is an homage to Niero who provided most armour pieces and guns to the mod [called Ross] and to Buzz Aldrin, who certainly is one of the MIT's most famous engineers [or should I say... CIT engineers if we stick to F4].

Looking forward to adding your pics to the Nexus or reading about whatever role-playing backstory ideas you've found to spice up your own Forsaken playthrough.

Tyee
 
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Just got to see those Killer Chillers on the prowl. Wow! You have brought some highly inspired imagination and creativity into this pack. Love it!!!
 
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