Conqueror Factions
Contents
- 1 Brotherhood of Steel
- 2 Children of Atom Pack
- 3 Children of The Commonwealth Pack
- 4 Forsaken Vaulters Pack
- 5 Gunners
- 6 Institute Surface Reconaissance Pack
- 7 Libertalia Pack
- 8 Minutemen
- 9 Mirelurks
- 10 Pillars of the Community
- 11 Red Guards
- 12 Rust Devils
- 13 Super Mutants
- 14 The Enclave
- 15 The Institute
- 16 Triggermen
- 17 Zetan Invasion
Brotherhood of Steel
- Author: Takarazuka
Latest Update v1.1a - 8 April 2019
Released - 30 March 2019
Stand with your brothers and sisters, and claim the Commonwealth for the Brotherhood! This faction pack allows you to use the new Liberator function for Sim Settlements Conqueror to secure settlements by ridding them of invading raiders, gunners, and other scum. Establish outposts for your troops and claim vassals to support those outposts with food and supplies.
Faction: Brotherhood of Steel
Assault Support: Yes
Defender Support: Yes
Decorations: Yes
Soundscape: Yes
Obviously, you need to be part of the Brotherhood of Steel and the Prydwen needs to have arrived in the Commonwealth. You'll need to also have completed the vanilla quest "Show No Mercy"... the Fort Strong quest from Elder Maxson. Once that has been done, look for a new constructible object in your crafting menu (or under the Sim Settlements/Furniture menu if you have Settlement Menu Manager installed) called Field Command Center. This is same as the War Planner Desk from Conqueror. Build that, use the ham radio to recruit troops, and the terminal to select locations to secure.
- Special note - Teagan will no longer offer his radiant quests to claim farms. He was doing it sort of under the table and not by the books anyways.**
Recruitment resources for this faction are:
Minor: Food
Major: Weapons and Ammunition
Mod Page / Download Links:
PC (Nexus): https://www.nexusmods.com/fallout4/mods/38208/
Children of Atom Pack
- Author: MrNeedles
Latest Update v1.4 - 1 July 2019
Released - 30 March 2019
I just love the Children of Atom and the way they were represented in the Far Harbor DLC. A growing cult of possibly dangerous, radiation-obsessed lunatics, who still might just be right in their beliefs. Now you, too, can spread the word of Atom and bring glorious division to all non-believers. So grab your Fatman, Gamma gun or Kiloton Rifle, go out there and start converting!
Faction: Children of Atom
Assault Support: Yes
Defender Support: Yes
Decorations: Yes
Soundscape: Only Discovery and Expectation so far
Special Units: Yes
Special Items: Yes
Unique Buildings: Yes
Just build the War Planner's Desk and select to take an outpost for the Children of Atom faction. They're set as conquerors and are hostile to all other factions, since I figured the only way most common wastelanders would accept their beliefs would be by force, a.k.a being shown Atom's power first-hand.
Requires the Far Harbor DLC.
Recruitment resources for this faction are:
Minor: Nuclear material, .45 ammo, Irradiated Blood, Glowing Fungus
Major: Mini Nukes, Missiles, Toy Rocketships, Fusion Cores, Glowing Blood Packs
Mod Page / Download Links:
PC (Nexus): https://www.nexusmods.com/fallout4/mods/38210/
Children of The Commonwealth Pack
- Author: MrJoseCuervo
Latest Update v1 - 13 April 2019
Released - 13 March 2019
Assault Support: Yes
Defender Support: Yes
Decorations: Yes
Soundscape: Yes
Ranks: Yes
Loadouts: Yes
Recruitment resources for this faction are:
Minor:
Major:
Mod Page / Download Links:
PC (Nexus): https://www.nexusmods.com/fallout4/mods/38446/
Forsaken Vaulters Pack
- Author: tyeeozalee
Latest Update v4.1.1b - 14 August 2019
Released - 16 April 2019
Update 4.0.6-A introduces new lore for me to potentially expand upon. Via a complete rework of the Forsaken hierarchy, it implements the Fractal Combine, a subgroup of the most elite personnel among vaulter forces. It makes up the last two Forsaken ranks, has its own flag and issues the heaviest and most sophisticated equipment available to its members. Continually handling punishing cryogenic weaponry, Fractal Combine soldiers bear scars that are emblematic of their station: they've lost hands to liquid nitrogen. What used to be unfortunate and sad is now widely regarded as a full-fledged rite of passage for those commonly rechristened the "Frostbitten Ones" by their peers. Their cybernetic hands stand out as the mechanical token of their martial prowess and prestige.
The provisional flag has been replaced by 3 new HD versions (one of which includes 3 variants). They can be built in workshop mode along with receivers for the Forsaken Radio and the brand new Formidably Cold Radio. The FCR is a station of Classic Deluxe Vintage Gourmet Frantically Exclusive '70s Hard Rock to be enjoyed while crushing puny raiders with the concealed-carry Cryoruger from Niero or the not-so-concealed-carry Broadsider Avalanche (video attached - I have yet to modify the reload animation on the latter - both weapons randomly spawn on soldiers through leveled lists - the broadsider can't be fabricated and is only obtainable through rank 5 soldiers). Clothing variety has been increased on ranks 3/4/5.
New Forsaken hierarchy: Cryoling < Cryolad < Cryoleader (50% former Cryoleaders and 50% previous Cryolords) < Frostbitten One (New rank) < Frostridden One (former Cryolegend)
The Forsaken Gazette - Episode 2: Attack of the KILLER CHILLER!
When renowned Bavarian film director Klaus von Frumpenstadt released his 2037 B-movie "Attack of the Killer Refrigerator", he thought big and dreamt of much - from the rise of a sentient mass murder maniac fridge to the coolant-induced extermination of humanity - but he certainly did not expect for his wicked creation to ever be manufactured. Two hundred years later and the Forsaken Vaulters are running out of survivors to defrost; desperate and forlorn, they turn to the only massively available manufactured good in the Commonwealth: the Pre-war refrigerator. Slip a chip in it and you get... the Frumpenstadt-inspired Killer Chiller. He chills, he kills, and most importantly, he'll soon scream "EXTERMINATE! EXTERMINATE!" at your bewildered enemies.
Whose idea was that, you ask? Ross Aldrin's, of course! The sestercentenarian cryonics pioneer, CIT researcher and Pre-war inventor of the cryopod has been hard at work in his subterranean Cambridge lab (or rather what is left of it) for two centuries. He's now your very best friend and says he's been looking for a way to get mankind back on track but truly he's been snorting the anti-aging cryogenic compound he devised soon after the bombs fell and conveniently stored in repurposed jet cases. Just like Barbie and her dollhouse, Action man and his Jeep, Ken and his beach-ready swimming-trunks, Dr. Aldrin also comes in a kit including his loyal lab assist-o-tron, his cat and his child-friendly science set. Find him now in a dark forsaken corner of the CIT to embark on the wonderful adventure you've forever been wishing to have with your best (unvoiced - stage 1 - basic - dialogues and backstory to come) pal. And if he's not enough for you, you can also befriend Raider Cryoslaves, Forsaken Commodores and mighty Marine Commandos to conquer the Commowealth blut-und-eisen style.
Note 1: the fifth special unit requires the Far Harbour DLC to equip its gear (marine commando). I also advise you to download Niero's 2k/4k ruger skins for Aldrin's cryoruger to be displayed in full resolution.
Note 2: the radios' frequencies have been changed to avoid radio-mod conflicts (New Vegas Radio in particular). The FCR receivers need to be rebuilt in order to work correctly.
Note 3: if Aldrin ever causes troubles being dismissed as a companion (if the dialogue option doesn't show), you can dismiss him by recruiting another follower.
Is this Faction Pack for you?
Do you enjoy snowball fights? Do you order your Coke with extra ice? Do you think Mr Freeze is the greatest Supervillain in the history of mankind? Do you have a beef with the Enclave, Vault-Tec or the Institute? Do you tend to linger at your supermarket’s chiller aisle? Do you feel as excited as a kid at Christmas whenever Niero releases a new mod? If so, then look no further, the Forsaken Vaulters are made for you.
About the Forsaken Vaulters:
Wronged by the Enclave, defiled by the Institute and abandoned by Vault-Tec to their icy slumber, the Forsaken Vaulters are a formidable detachment of highly organised bicentenarians freshly released from their crypods by a malfunctioning command module. Due to decades spent under the influence of liquid nitrogen, the group has developed an obsession with cryonics and is now dedicated to the cryogenic preservation of the Commonwealth.
Now that the sleepover has ended in Vault 111, everything and anything worth salvaging shall be frozen to the core.
Now that their resurrection is complete, everyone and anyone preventing them from doing as much shall be reduced to a bloody pile of snowflakes.
Think about it, isn’t it time for Boston to be finally shaped in their image: forever young, forever beautiful…?
Faction: The Forsaken Vaulters
Assault Support: Yes
Defender Support: Yes
Decorations: Yes (in the Workshop)
Soundscape: Yes
Custom Lore-friendly Radio: Yes
Custom Faction Flag: Yes
Snowballs: Yes!
Recruitment resources for this faction are:
Minor: Packaged Food, Empty Coolant bottles, Coolant Caps, Desk Fans, Vault-Tec Lunchboxes
Major: Antifreeze, Supathraw Antifreeze, Coolant, Liquid Nitrogen Guns, Extinguishers, Mr Handy Fuel
Mod Page / Download Links:
PC (Nexus): https://www.nexusmods.com/fallout4/mods/38425/
Gunners
- Author: K9yne
Latest Update v2.00 - 8 August 2019
Released - 18 June 2019
Overview
Soldier! There's a settlement that needs to get rekt! I'll mark it on their graves! This mod adds the Gunners to Sim Settlements as a Conqueror faction. Go to war with the Minutemen or any other enemy factions and show 'em who's boss!
Debriefing
Here are your missions:
Outpost raids - The basics. Eliminate all the inhabitants and secure the area with your troops.
Vassal raids - Lately, our troops have been complaining about the lack of food and supplies. To rectify this, I need you to send your troops to the local settlements, eliminate their protection, and subdue the settlers.
Capture Outposts - If you want to take a different approach (think about Bullet) clear out the opposing faction and capture the civilians. Your detachment will secure the area and put the POWs (Prisoners of War) to work.
Dismissed!
Faction: Gunners
Assault Support: Yes
Defender Support: Yes
Decorations: Yes
Ranks: Yes
Special Units: Yes
Detailed Features
Decorations: Include Gunner Barricades, Sandbag walls, weapon crates, Duffel Bags, and Ammo Boxes.
Faction Flag: By default, the mod uses Maccready's flag, which I agree is ironic. Look under Recommended Mods for a more proper Gunner flag.
Gunner Ranks: Private, Corporal, Sergeant, Lieutenant, and Commander
Special Units
Introducing!
Military Assault Deathbot Division aka M.A.D.D.(Disclaimer: They're not really called that in-game, I just thought it sounded cool.)
Special Units has arrived. You can now run your army with Sentry Bots, Assaultrons or Mr. Gutsies! Be careful not to overdo it. Be advised, Special Units do not have rankings and will not level up after assaulting settlements.
Recruitment resources for this faction are:
Minor: Dog Tags, Patrolman Sunglasses, Baton, Military ammo bag, sunglasses, Military grade duct tape, Combat Knife
Major: Gunner's Camo Bandana, Gunner's Green Bandana, Military Cap, Army helmet, Gunner Harness, Dirty Army Fatigues, Military-grade circuit board, Laser Gun
Mod Page / Download Links:
PC (Nexus): https://www.nexusmods.com/fallout4/mods/39496/
Institute Surface Reconaissance Pack
- Author: MrNeedles
Latest Update v1.1 - 8 April 2019
Released - 4 April 2019
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:
PC (Nexus): https://www.nexusmods.com/fallout4/mods/38274/
Libertalia Pack
- Author: MrNeedles
Latest Update v1.o - 5 April 2019
Released - 5 April 2019
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:
PC (Nexus): https://www.nexusmods.com/fallout4/mods/38344/
Minutemen
- Author: Doogle63
Latest Update v1.5.1 - 25 May 2019
Released - 16 March 2019
Support For Minutemen Overhauls To Work With The War Games Patch For Sim Settlements
Currently Supports. Militarized Minutemen & FarWest Minutemen.
Faction: Minutemen
Assault Support: Yes
Defender Support: Yes
Decorations: Yes
Soundscape: Yes
Recruitment resources for this faction are:
Minor: Weapons
Major: Medical Items (Stimpacks, Rad-X, Med-X)
Mod Page / Download Links:
PC (Nexus): https://www.nexusmods.com/fallout4/mods/37996/
Mirelurks
- Author: BloodWitch1337
Latest Update 1.0 - 11 August 2019
Released - 8 August 2019
Faction: Mirelurks
Assault Support: Yes
Defender Support: No
Decorations: No
Soundscape: No
Version 1.0 is up! This Version now has the ability to recruit Mirelurk Softshells, Hunters, Kings, and Queens. It also has a custom flag. At this point the mod has all the basic functions and now simply needs to be expanded.
Future Plans:
Decorations
Soundscape
Units:
- Mirelurks: So far the only version of the Mirelurk that I've been able to get it to recruit was the Softshell variant. My long term plan is to link all new units into that Hatcheries, but for now I'm going to have all the Mirelurks, Razorclaws, Killclaws, and glowings to act as special units. After that I will be working to get the Nukas and Bloodragers into the pack. They will be optional as they are from DLC and I won't force people who don't have them for some reason to by the DLC for this.
- Mirelurk Hunters:Just like with to Mirelurks I plan to link them into plots, but unlike them I haven't gotten any of them into the pack.
- Mirelurks Royalty: The Mirelurk Kings and Queens will be a milestone for your army when they are added. They will be the last creatures added to the pack before moving to the DLC creatures.
- Far Harbor: After the Royals I will be adding the creatures of Far Harbor. The Fog Crawlers, Lurkers, and Hermit Crabs will be added to your army along with the Bloodrager Mirelurks.
- Nukalurks: Finally there will be the Nukalurks, who I plan to make expensive to acquire as they will require for you to spend your Nuka-Cola Quantums to get them.
Quest-line: I plan to develop a quest-line that will unlock all of the different types of creatures and give you the different plot types. This will be an on going development, that will take time. I will also have a version that will be released without the story for those that just want the faction for how it can be used by conqueror, it will probably be non-playable so that it doesn't clutter your menu.
Plots:
- Hives: These will be new sea themed Residential Plots for your Mirelurks to sleep in.
- Hatcheries: What type of plots these will be is currently undecided. When they are implemented it will overhaul how you get the different unit types. My hope is that they will allow you to hatch all of the different unit types from these Hatcheries, that they will be unlocked through the quest-line to give a progression for what units you can bring with you.
- Burrows and Lures: These will act as martial plots that your Mirelurks and Lurkers can use, if they work properly your beasts will be able to burst out of the ground like you can see happen with wild versions.
Recruitment resources for this faction are:
Minor:
Major:
Mod Page / Download Links:
PC (Nexus): https://www.nexusmods.com/fallout4/mods/40540/
Pillars of the Community
- Author: MrJoseCuervo
Latest Update v1.9.2 - 11 May 2019
Released - 24 March 2019
Faction: Pillars of the Community
Assault Support: Yes
Defender Support: Yes
Decorations: Yes
Soundscape: Yes
Unique NPC: Yes
Unique Quest: Yes
Unique Items: Yes
Look for Brother Jose to visit your Pillar controlled outposts. Talk to him and receive a unique defensive item to help defend against other factions. After speaking to him it will be available in your Special Workshop Menu.
Recruitment resources for this faction are:
Minor: Entertainment items (Kick Balls, Pool Cues Etc), things of value (Gold Watches), Suits, Eye Wear, Cigar Boxes.
Major: Prewar Items (other than Prewar Money) , Chems, Booze, Nuka Drinks
Mod Page / Download Links:
PC (Nexus): https://www.nexusmods.com/fallout4/mods/38115/
Red Guards
- Author: Kakletron
Latest Update v1.1 - 27 March 2019
Released - 17 March 2019
You can now play with Conqueror as the Red Guards - a paramilitary force incorporating Chinese expats and Asian-Americans, who were held in Boston's Chinese Internment Camp prior to the Great War, which seeks to paint the Commonwealth red. Currently the mod is barebones; but there are plans to add a faction questline - with branching options - alongside unique armour and weaponry and custom voice-acting.
Faction: Red Guards
Assault Support: Yes
Defender Support: Yes
Decorations: Yes
Soundscape: Yes
Recruitment resources for this faction are:
Minor:
Major:
Mod Page / Download Links:
PC (Nexus): https://www.nexusmods.com/fallout4/mods/38023/
Rust Devils
Included In Industrial City
- Author: mytigo
- Author: mytigo
Latest Update v0.9.8 - 15 May 2019
Released - 12 May 2019
Assault Support: Yes
Defender Support: Yes
Decorations: Yes
Soundscape: No
- Adds 3 Special Units to the Rust Devils Faction (Robots, JunkDevils (PA wearing rust devils) and SiegeBots. Robots can be recruited from the Ham Radio, JunkDevils can be recruited from the radio after completing a quest (see next item) and SentryBots can be built via a new skin on the Defense Contracts plot.
- Adds 4 Quests to the Bounty Board, 3 unlock various things (CLAM, the Junkbot Workbench and JunkDevil soldiers), the 4th is a repeating radiant quest to find robot mods and parts out in the world.
- Adds Equipment for Soldier Units via the Armory. This mostly impacts Weaponry and Extra Items as there is only one type of armor available for Rust Devils.
- The Soldiers now are only base human soldiers, all other Unit types are now Special Recruits (see above).
Recruitment resources for this faction are:
Minor: Basic circuitry and related scrap, repair kits, factory robot mods, basic robot scrap (aluminum, copper, fiberglass, gears, etc), Plasma Cartridges, Fusion Cells
Major: Custom Robot Mods, Robot Parts (from Industrial City factories), advanced robot scrap (fiber optics, ceramics, nuclear material, etc) and fusion cores
Mod Page / Download Links:
PC (Nexus): https://www.nexusmods.com/fallout4/mods/23948/
Super Mutants
- Author: XV-Versus aka VFX aka fftfan21
Latest Update v1.02 - 3 July 2019
Released - 15 March 2019
Playable Custom Faction for Conqueror to allow for more challenging gameplay. They also will be much stronger at higher levels if you also use Super Mutant Redux by ThirdStorm! Will be a work in progress since Conqueror's custom faction system will be ever evolving.
Faction: Super Mutants
Assault Support: Yes
Defender Support: Yes
Decorations: Yes
Recruitment resources for this faction are:
Minor: Alcohol, Weapons, Ammo
Major: Chems, Stimpacks, Nuka Cola
Mod Page / Download Links:
PC (Nexus): https://www.nexusmods.com/fallout4/mods/37972/
The Enclave
- Author: blacklight2207
Latest Update v1.50 - 25 August 2019
Released - 22 August 2019
Features:
- Special Units - You can recruit Eyebots, Mr. Gutsys, Assaultrons, Sentry Bots, and Enclave Soldiers in Power Armor. Eyebots cost 100 resources, but the remaining special units cost 500 resources so you don't become too dependent on them.
- Faction Flags - The Enclave (Conqueror) has the traditional Enclave flag (black Flag with white stars and enclave E on it), the Reborn Enclave (Liberator) has the USA Enclave Flag (normal american flag with enclave E and stars in the canton.
- Faction Ranks - Private, Corporal, Sergeant, Lieutenant, Captain.
Faction: The Enclave
Assault Support: Yes
Defender Support: Yes
Decorations: No
Soundscape: No
Special Units: Yes
Ranks: Yes
Recruitment resources for this faction are:
Minor: Circuitry, Chems, Alcoho
Major: Ammo, Weapons
Mod Page / Download Links:
PC (Nexus): https://www.nexusmods.com/fallout4/mods/40782/
The Institute
- Author: countyboar
Latest Update v1.03 - 24 July 2019
Released - 17 May 2019
Features:
- Synth soldiers for your army
- Institute themed civilians (settlers), captives, flags, decorations, and background tracks for your cities
- Technically one new weapon. It's just a gatling laser that shoots blue lasers.
- Synths as attackers and defenders if you're playing as a different faction.
Faction: The Institute
Assault Support: Yes
Defender Support: Yes
Decorations: Yes
Soundscape: Discovery and Exploration
Recruitment resources for this faction are:
Minor: Circuitry, Fiber Optics, Plastic, Screws, Fusion Cells, Plasma Cartridges, Synth Armor, Laser Weapons, Plasma Weapons
Major: Synth Components, Military Circuit Boards, Enhanced Targeting Cards, Sensor Modules, Fusion Cores
Mod Page / Download Links:
PC (Nexus): https://www.nexusmods.com/fallout4/mods/38995/
Triggermen
- Author: TaichusEphelias
Latest Update v1.1.0a - 11 May 2019
Released - 7 May 2019
Faction: Triggermen
Assault Support: Yes
Defender Support: Yes
Ranks and Equipment: Yes
Custom flag: Yes
Recruitment resources for this faction are:
Minor: Individual cigarettes and cigars, and any chem that isn't alcohol
Major: Cigarette packs and cartons (Plus San Francisco Sunlights), cigar boxes, and any kind of alcohol
Mod Page / Download Links:
PC (Nexus): https://www.nexusmods.com/fallout4/mods/38784/
Zetan Invasion
- Author: MrJoseCuervo
Latest Update v1.4 - 6 May 2019
Released - 25 April 2019
Faction: Zetans
Assault Support: Yes
Defender Support: Yes
Decorations: No
Soundscape: Yes
UFOs: Yes
Recruitment resources for this faction are:
Minor:
Major:
Mod Page / Download Links:
PC (Nexus): https://www.nexusmods.com/fallout4/mods/38598/