Conqueror Factions
Contents
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 v1.3 - 9 April 2019
Released - 30 March 2019
"Behold! He's coming with the clouds! And every eye shall be blind with his glory! Every ear shall be stricken deaf to hear the thunder of his voice!" - Confessor Cromwell, Fallout 3
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
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
Faction: Children of The Commonwealth
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 v4.0.5-D - 19 April 2019
Released - 16 April 2019
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/
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:
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:
PC (Nexus): https://www.nexusmods.com/fallout4/mods/38344/
Minutemen
- Author: Doogle63
Latest Update v1.31 - 6 April 2019
Released - 16 March 2019
Adds The Minutemen Faction for Conqueror. Works For Taking Over Settlements
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/
Pillars of the Community
- Author: MrJoseCuervo
Latest Update v1.04 - 19 April 2019
Released - 24 March 2019
Adds the Faction Pillars of the Community to Conqueror
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
Whoever said Maoism was dead?
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/38115/
Rust Devils
Included In Industrial City
- Author: mytigo
- Author: mytigo
Latest Update v0.9.7 - 7 April 2019
Released - 12 May 2019
Faction: Rust Devils
Assault Support: Yes
Defender Support: Yes
Decorations: Yes
Soundscape: No
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 fftfan
Latest Update v1.01 - 22 March 2019
Released - 15 March 2019
Adds Super Mutants as a Custom Faction for Conqueror. Works like Jammer's Raiders, where you can run Conqueror raids with them.
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:
Defender Support:
Decorations:
Soundscape:
Recruitment resources for this faction are:
Minor:
Major:
Mod Page / Download Links:
PC (Nexus): https://www.nexusmods.com/fallout4/mods/37972/