Difference between revisions of "Conqueror Factions"

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(Institute Surface Reconaissance Pack)
(Institute Surface Reconaissance Pack)
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== Children of Atom Pack ==
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:: '''Author:''' MrNeedles
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<span style="color:green; font-style: italic; float: left;">Latest Update v1.1 - 8 April 2019</span>
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<span style="color:green; font-variant: small-caps; float: right;">Released - 4 April 2019</span><br>
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"Haven't you been paying attention? You don't find the Institute. The Institute finds you." - Kellogg, Fallout 4
 +
 +
While playing through Fallout 4, I didn't take the Institute for a faction out to conquer and enslave the Commonwealth's population. Instead, what I saw was a group of brilliant but reclusive scientists, blinded by their vision for a better world to come, yet disturbingly disconnected from the sometimes dire consequences which their actions below ground had on the people above. An isolationist, elitist population of self-declared visionaries, raised throughout their dwindling generations according to two major beliefs: The outside world was doomed, and it was their mission to create it anew.<br />
 +
For this reason, I couldn't possibly imagine the Institute leading huge synth armies and building massive, high-tech outposts in a war for the Commonwealth. In its current state, that would just seem a waste of valuable resources to them. There is a reason the Institute started relying on synth infiltrators - They allowed them to manipulate the world above ground from the safety and comfort of their underground dwellings, avoiding all unpleasant social interactions with surface dwellers. However, there were still tasks to be performed that required less finesse and more brute force.<br />
 +
Sweep-and-Retrieve missions for valuable resources (or the occasional rad-free pre-war infant). Tracking down rogue synths in areas a Courser would draw unwanted attention. Taking out high-profile targets investigating Institute activity. Capturing strategic points to set up surveillance equipment.<br />
 +
All these dirty tasks and more were often not entrusted to synths, but rather to common men and women, acting on orders they could'nt possibly comprehend, for a price they could not possibly refuse. Mercenaries, hirelings and scavengers - Or, as the Institute would soon come to refer to them in their typical, clinically-precise terms: Surface Reconaissance Agents.
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 +
...okay, that was a bit much. In short, this adds an Institute themed mercenary faction for Conqueror, inspired by people like Kellogg. Because large, mustache-twirlingly-evil robot armies aren't what the Institute is all about. They're severely detached, they're secretive, and despite their fancy underground apartments they don't have unlimited resources to throw around. Why do you think they focused on creating their robots out of organic goo?
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'''Faction: Institute Surface Reconaissance'''<br />
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Assault Support: Yes<br />
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Defender Support: Yes<br />
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Decorations: Yes<br />
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Soundscape: No
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Just build the War Planner's Desk and select to take an outpost for the Institute Surface Recon faction. They're set as liberators, seeing as the Institute usually seems to avoid unnecessary casualties when dealing with outsiders, as long as they stay out of their way. They're still hostile to all non-Institute factions.
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Except the Minutemen - For everyone who, like me, dreams of a world where the forces of science and progress are able to peacefully unite with Worker's Solidarity and decentralized, self-governing communes. Or whatever.<br />
 +
There's also a different Factionfriend Formlist included in the mod file, allowing you to change it so the Institute guys are evil bastards and allied with absolutely nobody. Hell, you can even change their Faction type from Liberator to Conqueror by switching a 2 to a 1. That's how well-made the SimSettlements stuff is, so go nuts!<br />
 +
This mod is still WIP, but the bare bones are finished. If i ever get around to it, I'll try to add a little quest or at least some lore.
 +
 +
Recruitment resources for this faction are-<br />
 +
Minor: Synth Components, Biometric Scanners, Circuit Boards, High-Powered Magnets, Microscopes and Soap<br />
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Major: Aluminum, Fiberglass, Fiber Optics, Circuitry, Fusion Cells and Plasma Cartridges
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'''''Mod Page / Download Links:'''''<br>
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[[File:Nexus.png|x20px]] '''PC (Nexus):''' https://www.nexusmods.com/fallout4/mods/38274/<br>
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 +
 
== Institute Surface Reconaissance Pack ==
 
== Institute Surface Reconaissance Pack ==
 
:: '''Author:''' MrNeedles
 
:: '''Author:''' MrNeedles

Revision as of 12:27, 10 April 2019

Children of Atom Pack

Author: MrNeedles

Latest Update v1.1 - 8 April 2019 Released - 4 April 2019

"Haven't you been paying attention? You don't find the Institute. The Institute finds you." - Kellogg, Fallout 4

While playing through Fallout 4, I didn't take the Institute for a faction out to conquer and enslave the Commonwealth's population. Instead, what I saw was a group of brilliant but reclusive scientists, blinded by their vision for a better world to come, yet disturbingly disconnected from the sometimes dire consequences which their actions below ground had on the people above. An isolationist, elitist population of self-declared visionaries, raised throughout their dwindling generations according to two major beliefs: The outside world was doomed, and it was their mission to create it anew.
For this reason, I couldn't possibly imagine the Institute leading huge synth armies and building massive, high-tech outposts in a war for the Commonwealth. In its current state, that would just seem a waste of valuable resources to them. There is a reason the Institute started relying on synth infiltrators - They allowed them to manipulate the world above ground from the safety and comfort of their underground dwellings, avoiding all unpleasant social interactions with surface dwellers. However, there were still tasks to be performed that required less finesse and more brute force.
Sweep-and-Retrieve missions for valuable resources (or the occasional rad-free pre-war infant). Tracking down rogue synths in areas a Courser would draw unwanted attention. Taking out high-profile targets investigating Institute activity. Capturing strategic points to set up surveillance equipment.
All these dirty tasks and more were often not entrusted to synths, but rather to common men and women, acting on orders they could'nt possibly comprehend, for a price they could not possibly refuse. Mercenaries, hirelings and scavengers - Or, as the Institute would soon come to refer to them in their typical, clinically-precise terms: Surface Reconaissance Agents.

...okay, that was a bit much. In short, this adds an Institute themed mercenary faction for Conqueror, inspired by people like Kellogg. Because large, mustache-twirlingly-evil robot armies aren't what the Institute is all about. They're severely detached, they're secretive, and despite their fancy underground apartments they don't have unlimited resources to throw around. Why do you think they focused on creating their robots out of organic goo?

Faction: Institute Surface Reconaissance
Assault Support: Yes
Defender Support: Yes
Decorations: Yes
Soundscape: No

Just build the War Planner's Desk and select to take an outpost for the Institute Surface Recon faction. They're set as liberators, seeing as the Institute usually seems to avoid unnecessary casualties when dealing with outsiders, as long as they stay out of their way. They're still hostile to all non-Institute factions. Except the Minutemen - For everyone who, like me, dreams of a world where the forces of science and progress are able to peacefully unite with Worker's Solidarity and decentralized, self-governing communes. Or whatever.
There's also a different Factionfriend Formlist included in the mod file, allowing you to change it so the Institute guys are evil bastards and allied with absolutely nobody. Hell, you can even change their Faction type from Liberator to Conqueror by switching a 2 to a 1. That's how well-made the SimSettlements stuff is, so go nuts!
This mod is still WIP, but the bare bones are finished. If i ever get around to it, I'll try to add a little quest or at least some lore.

Recruitment resources for this faction are-
Minor: Synth Components, Biometric Scanners, Circuit Boards, High-Powered Magnets, Microscopes and Soap
Major: Aluminum, Fiberglass, Fiber Optics, Circuitry, Fusion Cells and Plasma Cartridges

Mod Page / Download Links:
Nexus.png PC (Nexus): https://www.nexusmods.com/fallout4/mods/38274/


Institute Surface Reconaissance Pack

Author: MrNeedles

Latest Update v1.1 - 8 April 2019 Released - 4 April 2019

"Haven't you been paying attention? You don't find the Institute. The Institute finds you." - Kellogg, Fallout 4

While playing through Fallout 4, I didn't take the Institute for a faction out to conquer and enslave the Commonwealth's population. Instead, what I saw was a group of brilliant but reclusive scientists, blinded by their vision for a better world to come, yet disturbingly disconnected from the sometimes dire consequences which their actions below ground had on the people above. An isolationist, elitist population of self-declared visionaries, raised throughout their dwindling generations according to two major beliefs: The outside world was doomed, and it was their mission to create it anew.
For this reason, I couldn't possibly imagine the Institute leading huge synth armies and building massive, high-tech outposts in a war for the Commonwealth. In its current state, that would just seem a waste of valuable resources to them. There is a reason the Institute started relying on synth infiltrators - They allowed them to manipulate the world above ground from the safety and comfort of their underground dwellings, avoiding all unpleasant social interactions with surface dwellers. However, there were still tasks to be performed that required less finesse and more brute force.
Sweep-and-Retrieve missions for valuable resources (or the occasional rad-free pre-war infant). Tracking down rogue synths in areas a Courser would draw unwanted attention. Taking out high-profile targets investigating Institute activity. Capturing strategic points to set up surveillance equipment.
All these dirty tasks and more were often not entrusted to synths, but rather to common men and women, acting on orders they could'nt possibly comprehend, for a price they could not possibly refuse. Mercenaries, hirelings and scavengers - Or, as the Institute would soon come to refer to them in their typical, clinically-precise terms: Surface Reconaissance Agents.

...okay, that was a bit much. In short, this adds an Institute themed mercenary faction for Conqueror, inspired by people like Kellogg. Because large, mustache-twirlingly-evil robot armies aren't what the Institute is all about. They're severely detached, they're secretive, and despite their fancy underground apartments they don't have unlimited resources to throw around. Why do you think they focused on creating their robots out of organic goo?

Faction: Institute Surface Reconaissance
Assault Support: Yes
Defender Support: Yes
Decorations: Yes
Soundscape: No

Just build the War Planner's Desk and select to take an outpost for the Institute Surface Recon faction. They're set as liberators, seeing as the Institute usually seems to avoid unnecessary casualties when dealing with outsiders, as long as they stay out of their way. They're still hostile to all non-Institute factions. Except the Minutemen - For everyone who, like me, dreams of a world where the forces of science and progress are able to peacefully unite with Worker's Solidarity and decentralized, self-governing communes. Or whatever.
There's also a different Factionfriend Formlist included in the mod file, allowing you to change it so the Institute guys are evil bastards and allied with absolutely nobody. Hell, you can even change their Faction type from Liberator to Conqueror by switching a 2 to a 1. That's how well-made the SimSettlements stuff is, so go nuts!
This mod is still WIP, but the bare bones are finished. If i ever get around to it, I'll try to add a little quest or at least some lore.

Recruitment resources for this faction are-
Minor: Synth Components, Biometric Scanners, Circuit Boards, High-Powered Magnets, Microscopes and Soap
Major: Aluminum, Fiberglass, Fiber Optics, Circuitry, Fusion Cells and Plasma Cartridges

Mod Page / Download Links:
Nexus.png PC (Nexus): https://www.nexusmods.com/fallout4/mods/38274/

Libertalia Pack

Author: MrNeedles

Latest Update v1.o - 5 April 2019 Released - 5 April 2019

This mod gives you the opportunity to play as the closest thing Fallout 4 has to offer to being a pirate: Roleplaying as one of the raiders of Libertalia; Minutemen deserters who settled at the coastline and eventually became one of the larger raider groups in the area. Now you can help them scour and plunder beyond the borders of their original pirate kingdom.

Faction: Libertalian Brothers
Assault Support: Yes
Defender Support: Yes
Decorations: Yes
Soundscape: Not yet, but some shanties would be nice

Just build the War Planner's Desk and select to take an outpost for the Libertalia faction. They're set as conquerors, friendly only to the Raider Faction (although I plan on adding a custom faction for them eventually, maybe even switching out the NPCs at the original Libertalia location so that you can visit it without getting shot at by your supposed peers. For now, you can roleplay that you had enough of being stuck in an old, dingy shipwreck and decided to form your own crew.

Recruitment resources for this faction are-
Minor: Mirelurk meat + eggs, Alcohol and empty Rum bottles
Major: Queen Mirelurk Meat, Boxes of Cigars and Vim! Captain's Blend

Mod Page / Download Links:
Nexus.png PC (Nexus): https://www.nexusmods.com/fallout4/mods/38344/