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Showing results for tags 'synth'.
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I am looking for someone who is able to change Feral ghouls body into Synth gen 1s body to make Feral ghouls look like broken Synths walking around in Zombie like behaviour. Or make Synth gen 1s have ghoul behaviour and animations, either way is fine. Would totally donate 50 euro for this (not sure if I can offer in forums, but tell me moderators if not and I'll remove), I myself just cant do it since it does'nt seem like a simple swap because of the nodes and how textures are placed. Please help me, would be perfect for my setting. /Thank you in advance!
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More Robotics: Open Source Today I was reminded by user screenshots on a mod that I really envy the hacked/liberated Gen 2's in Horizon but am not interested in an overhaul and almost every other mod needing a patch. I want the freedom to make settlements that Ada and Glory would be proud of, that Curie/Nick/Codsworth/Brown/White/Green would feel at home in, that would let Goodfeels/Buddy 'Just be' in. And the ability paint and accessorise bot's as seen in Fallout 76 and various art sources. Again and as always I will elaborate if anyone is listening. And if you are listening but can't mod for any reason I am trying to start a discord for people captivated by the potential of robotics/cybernetics/Railroad/Acadia/rescue of AI and preservation of the unique in this Fallout universe, to chat and look for help.
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Hi, So right now in game I'm trying to make a full collection of all the types of armor you can get in the base game and DLCs, right now I'm on clean and dirty heavy synth armor. I just now realized though that there's actually no dirty variant of the synth underarmor to go with the set (even though I could've swore I had seen one before). I was wondering if anyone would be willing to make a standalone variant of the underarmor that matches the armor? I would use the clean one but it just clashes way too much imo and sticks out like a sore thumb. Thanks, Wuique
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- underarmor
- variant
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From what I have seen on nexus these mods exist and are all for females characters, I would like to see one for male characters, I was thinking that a synth arm could work for a cyborg limb maybe use the top shoulder pad from Kellogg arm armour to make it look attached to player at the joint, plus the straps on the arm armour would give the impression itâs attached. The same could be done for the legs as well. To allow for its effectiveness later in the game it should have a high damge/energy resistance and the option to for ballistic weave.
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- fallout 4
- male player character
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I just had an idea for identifying settlers who are synths. It will require some game mechanic understanding. Is there a way to assign an eye texture to an entire faction? If so, for any NPC with a synth variable tag (bIsSynth=true called from ShowVars, even hidden synth settlers are already tagged), assign that NPC/faction a specific texture of eyes; you can walk up close to all settlers and check for the "Bladerunner replicant eyes". I feel that this is both practical and immersive.
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Tl;dr : An easy way to know who is a synth and who isnt. You get far enough into the institute that they reveal how to know who is a synth and who isnt. Maybe it secret knowledge about how their face moves, or maybe its some kind of eye implant that just automatically labels who is a synth. Mod authors choice Either way, you now know exactly who is a synth, and the hysteria of diamond city is behind you. He is, she isnt, he isnt, she is. Wipe the synths clean from the common wealth, or just get the upper hand on some synth settlers. This could spawn TONS of quest lines. Helping synths get out of DC before any notices. Sneaking some in perhaps? Recruiting for the railroad. Cleaning DC for the "mayor" and getting rid of the synth problem. Installing new synths for those who arent synths. Blackmailing synths by threatening to go public. ectectect, the list is endless. I know its possible because of this> https://www.nexusmods.com/fallout4/mods/8031 < But it just seems not lore friendly as well as destructive in general. Not to mention, theres only x<30 named synths in the base game anyways, which are all listed http://fallout.wikia.com/wiki/Synth
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Thought it would be pretty cool if Synths were to explode upon death. (Immersion wise the Institute may want to damage/destroy hardware info and possibly maim or kill the attacker.)
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I can't really believe that this hasn't been done yet, but a mod that adds 2B as a fully functional companion. The biggest problem is that it's un-immersive, but there is an easy solution to this. around the events of the game, the Institute starting beta testing of a gen 4 synth (and they were all big Nier automata fans, so naturally they made 2B). When x6-88 becomes available as a companion, the institute gives you a second option of assisting in the beta testing of the gen 4 synth. This might be the most emotional synth ever produced, providing an interesting character arc (going from mechanical and machine like, to human). This back story could have many other elements that would just be neat; perhaps every once in a while, 2B could totally malfunction (maybe glitch and stop fighting, maybe say verbal error messages in a deep gruff voice, maybe comedically misunderstand some things the sole survivor says); there could be a retro style Nier Automata game in all the terminals in the Institute.
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- nier automata
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Not to be confused with Kentington's glorious Workshop Synth Production, I would like the ability to create synths with Gen2 elements in more of a Robot Workbench setting. And of course, the main point is to make female synths :-) Thoughts?
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- kentington worksho
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So the biggest single let-down of F04 was when I was fighting my way to rescue the runaway Synth at Greenetech Genetics and noting the deadly efficiency with which something called a "Courser" was plowing through numerous heavily armed and armored Gunners. Having recently helped Danse fight loads of regular Synths, I was expecting something truly spectacular from a single Synth unit that could do so much damage, such as perhaps a 10ft tall Synth version of walking sentry bot with a built in mini-gun! But NO!, Courser Z2-47 was just a regular "Human" NPC model, and was just wielding a single standard Institute Pistol too boot, and I was significantly underwhelmed :sad: I would subsequently like to fix the underwhelming factor of synths Coursers by re-designating all existing Courser as Infiltration Courser units and then create a second class of Assault Coursers that will be Gen2 synths in extra heavy Synth Armor, and for the kicker, they will have 4 arms thus allowing the Assault Coursers to carry two weapons at once! So where I need help is figuring out how to make an NPC model based on the Gen2 Synth one that either has 4 arms and can dual wield as I would ideally like, or has something like a built in sentry-gun, that shoots independently if not readily possible. Also of note is that this will be an asset for a larger overhaul mod, so if this sounds like a "fun" challenge for someone, by all means make this as a mod yourself and send me the link so I can include and give full credit.
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Alrighty I'm delving into the world of NPCs. And it seems as clumsy as some as the creation kit can be. Nothing compares to Actors. What I want to achieve is a Gen 2 synth who can do one job, guard as part of a settlement. Heres the steps I have taken so far. Copied EncWorkshopNPCFarmer01Template by renaming it to my NPC Synth changed the race, skin and voice of the copy to gen 2 synth copied WorkshopNPC and changed its template to the above template reduced the factions down to SynthFaction (for dialogue?) and WorkshopNPCFactionthis was enough for my first test. So I jump in game, spawn one in and tell it to go stand at a guard post. Nada. Rather they are assigned but they won't do.. guard.. stuff. they don't start patrolling or standing at posts. defense goes up. its says its assigned but. It just stands there forever. The worst part about it? I have no clue where to look next. I couldn't even begin to understand why my gen 2 synth won't react. My only thought is it has to do with the fact that its Gen2Synth race instead of Human or Ghoul, but. thats not turning up anything either. Progress! I got the synth to stand at the guard post. The bad news is that it seems that you have to tag each piece of furniture you want the synth to be able to use with the keyword AnimSynthCanUse when I look at the use info of the keyword it only brings up furniture that the synth can use. But not apparently what ever is at the root of why you need that distinction. Does anyone know what the root of AnimSynthCanUse is? and why do synths need it and not ghouls?
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Coursers the institute elite courses are kinda weak and lame they need an overhaul bad, killing a courser is supposed to be a legendary accomplishment i feel every courser needs to be a *censored* to kill like a deathclaw, but instead of making them stronger they need to be more resilient, to do this to make the real scary I propose making them legendary and if possible have them mutate 5 times like corpse that keeps coming back for more, stronger and deadlier every time, that is not all they need synth grenades that they will use as much as possible 5 maybe 6, and finally they need 3 custom weapons,1 for close combat 1 energy and 1 ballistic. also, dismemberment should be almost impossible like max out adamantium skeleton so to recap 3 new elite Institute weapons unique to coursers 1 knife or fist weapon, one energy weapon 1 ballistic weapon all coursers are legendary and if possible they mutate up to 5 times they have synth grenades for support and crippling a courser is like chewing on steel no changes to their looks tho id like people to have their choice on that Thank you for your time I know I'm asking for a lot but can you imagine the battles this would cause? the beating of your heart as you try to survive this horrific Terminator, the tension, the fear, the loot!?
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I was looking at another request to make essential NPC ragdoll on "death" but I was thinking. "How could you kill an essential NPC but not loose that NPC and still have access to the quests and missions they have available. You could kill anyone you wanted without fear of breaking your game. I imagine the mod would work a bit like this. I'm going to describe it as a series of step[s in a script but it should get the basic idea across. Look for Essential NPCs Tag them in some way When the player kills an essential NPC the NPC ragdolls and appears dead (this could be the actual case or just the appearance of it) The player leaves the cell time passes (days maybe) The NPC is recycled and set to whatever status they were in before the death and a synth component is placed in their inventory. This would allow for indiscriminate murder without the risks and on a more complex level the mod could possibly add new dialog along the lines of "I killed you!!!!!" or "I saw you die, how is this possible?" ect. I think this would spice up genocide runs because this would provide access to the quests in the game while still maintaining the kill on sight rule (at least for the first death).
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It occurs to me that the Synths, both human and mechanical, are very similar if not identical in concept to the Cylons from Battlestar Galactica. So on that note, of someone could create a texture replacer to turn mechanical Synths into Cylons from the 2004 Reimagined Series, or a combination of the original and TRS, that'd be awesome! Thanks!
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I have the files for synths put in the right locations, but only the body texture actually applies itself Trying to replace following textures:\Data\Textures\actors\Synths\Gen2SkinHead_d.DDS\Data\Textures\actors\Synths\Gen2SkinHeadDirty_d.DDS No matter what, these textures stay default, even though other files in the same folder such as 'Gen2Skin_d.DDS,' and 'Gen2SkinDirty_d.DDS.'These should be the files that I need for the face of the synths but it doesn't apply to the synths. Does anyone know why this might be happening, or a way to stop it from happening?
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I thought it would be a cool sticky for all talk on Mechanized creatures I know this is NOT LORE, but... To have the ability to create battle droids from Star wars.... Well sir, Id buy that for a dollar.
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Hello, i had an idea for alternative food source for settlements, a "shop" stand with gen 2 synth vendor selling institute food packets. Not sure just how lore friendly that would be, since institute does not care much about people on the ground level, but storywise it would work like this, the synth vendor gets the food from institute, who produce it, and either distributes it in the settlement or sells it to settlers on lowered prices or something like that. Institute's reason for it would be that they want to improve their PR with the surface, and maybe test new food stuff or something.
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- food
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I'm new to the creation kit and I decided to make an interior which included the synth lab from the institute's robotics division, so I loaded the instituterobotics interior cell I copied the entire cell and pasted it into my interior. From my interior I deleted the NPCs that I didn't want in my cell and as well as the navmeshes etc. After doing this and loading into the game, I visited institute robotics (via "coc instituterobotics") to make sure I hadn't caused any errors in this cell. I had; one synth turns hostile and attacks upon entering and the synth which is produced is strolling about the lab like a scientist: http://imgur.com/XXAYRc7 These are the only problems I noticed except for scientists running, which I assume was from the open combat. After undo-ing all of my work in the creation kit I returned to the institute and experienced the same problem. I also created a new game to make sure the synth wasn't hostile to only my character, and the new level 1 character had the same problems. I tried reverting to an old <mod>.esp file from Fallout4/BackUp and the problems persisted, and uninstalling the .esp changes nothing. I have a feeling I unknowingly caused a lot of damage to my game files and I don't think I'll be able to fix all of my problems from the creation kit. Would anybody be able to advise me on how I could go about fixing the interior cell to the way it comes in the fallout4.esm file? I'd appreciate any advice at all. Edit: Hostility was likely caused by teleporting straight into the robotics division instead of instituteconcourse and being let in (I haven't met the institute on yet on this playthrough). Updated this post in case anyone else makes this mistake.
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I was thinking it would be cool to see synths (androids) in wasteland that look like ones from Detroit: Became human? I am not talking about skin replacement for institute synths, but about standalone thing maybe craft them in separate workbench. Or maybe add an appearance item (that small glowing circle on the head) which would glow lets say blue. Maybe turn yellow during dialog and red while in combat?
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So, obviously we don't have the Creation Kit/G.E.C.K. yet, but this is a request for future modders after the tool comes out for use. I would Like to have a Mega Man X mod, with using X and Zero as escaped experimental synths, as the institute certainly has a problem with that. They, along with a few other synths, don the names: Reploids, and have a makeshift town in an abandoned area in the wasteland. A Z-Saber and X-Buster could be cool weapons, and hopefully not to difficult to create. Some new armor for them that the player may also equip would be good as well. Being that the games revolve around mavericks, you could also add Sigma, and have him dissent from the town not long after arrival, with other mavericks as well, and possibly a storyline with quests if the mod ever got big enough. I am capable of creating this mod, and will likely start it, but I might not go that far, as being a new modder by myself, work will be relatively slow, so any help would be greatly appreciated.
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Why is there no synth voice for bots? Can anyone make a small mod that would allow the obviously robotic synth voice to be added as a selectable voice?
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You have the whole production line from the Institute, so you are able to create Synths. Using a simple terminal, set the S.P.E.C.I.A.L, name, skills and voice ( using NPC's voice ) for the new synth. And then shape his/her face and body through the looksmenu. You can also observe the production process. After that, just let the new synth become your companion traveling with you or a spy collecting trash and information for you. This setting just make sense for any new people suddenly appearing in the game.
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why is there no synth parts for the automatron creation? can someone make this a mod? like I would love to see that happen
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- dlc
- automatron
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Am I the only one who thinks its ridiculous that you can't tell synth/child Shaun what to do in the slightest? Seriously, you can't even give him a bed to sleep in! How is the Sole Survivor supposed to be a parent to Shaun, when you can do literally nothing to influence them? Am I missing something?
