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Discussion Which Custom Faction will you be making or are hoping will be made?

Another new faction pack: https://www.nexusmods.com/fallout4/mods/38598

I played it last night. It's pretty good!
Now I have to re-record all the game's dialog in Marvin the Martian's voice and upload it as a pack to that pack.

I have started knocking the dust off the game and the CK, and looking at all the new SimSet stuff since i've been gone. I think I'm going to make a custom faction, after I finish my original addon pack.

<warning, rant incoming! Feel free to skip lol>
Some people are burned out on zombies. Some are done with superhero movies. Me, I'm driven crazy by crappy shacks and piles of garbage everywhere. It's been two hundred years since the bombs. TWO HUNDRED. Consider this: 200 years ago was before the Civil War. Forty years before the Civil War. In 200 years, people are not still doing a half-assed job of slapping loose plywood sort of near each other with huge gaps that wouldn't save you from a light breeze, let alone a radstorm. Or winter. Or living in literal piles of garbage in a world where THREE FOOT COCKROACHES exist. You ever have someone tell you to clean up an area or throw something away "so it doesn't attract bugs?" Now picture that in a world with three foot glowing cockroaches. Oh HELL no. In FO4 if someone leaves a pile of garbage by my bed, i consider that an assassination attempt. Why the hell does Abernathy Farm have "office papers" scattered all over the floor? Where the hell did that come from? Why has no one picked them up? Did someone drop their TPS forms 200 years ago.... from the top of an electric tower.... and then build a makeshift farmhouse around them, leaving the papers in WHAT THE HELL IS GOING ON HERE BETHESDA. No. Enough. Anyone who's still alive has re-discovered the advanced technology of USING A HAMMER PROPERLY and ALL THESE BROOMS AND MOPS LYING AROUND. I saw the original Mad Max and Beyond Thunderdome movies... when they were released. I've seen post-apoc for decades, it's time to move on a little. Even Thunderdome was cleaner than the Commonwealth. And the buildings provided actual shelter.
</rant>

And so:
For Science! - General plot pack
Uses mostly the Concrete stuctures from Wasteland Workshop, and all plots are variable-clutter with a science theme. The hacker, various tinkerers, the chemist, the botanist, etc. Solid shelter that you won't die from exposure sleeping in. Flashy lights and animated bits (as i figure those out, lol). Some lean towards the serious preservationist; some lean towards the mad scientist, like the Tesla Tower defensive plot.

which brings us to the faction pack for Conqueror,

EVIL GENIUS.

Who needs "settlers" when you have a robot army?
Will use my mechanic from Mastermind so that Robotics Expert is used to make robots into provisioners, not giving inspiring speeches :P
Rust Devils? Clumsy amateurs.
Institute? Pampered and soft.
The faction for the solo misanthrope who'd rather have an army of killerdeathbots than deal with Human Resources.
 
id love to see vault 81 become a faction.
after you finish the quest and they find that huge empty section that is in dire need of repairs.
they do need new materials and possibly find new dwellers.
 
How about a NALC's faction? [National Association of Letter Carriers]
I did a play thru a while ago as Cliff Claven. I made him a ghoul, and started my adventuring from the Prost (Cheers) Bar in Boston Common. Why not have them reclaim the Commonwealth? (Or for those who liked The Postman book &/or movie.)
 
Is there a Rust Devils addon?
It would be kind of fun to have them as a playable group with some kind of operational HQ out of the Mechanists lair.
Maybe a short story about becoming "mechanist worshippers" or something.
I'd happily write some story/dialogue/quests for it but my modding skill is stuck at 0% until I find more time :p
 
Is there a Rust Devils addon?
It would be kind of fun to have them as a playable group with some kind of operational HQ out of the Mechanists lair.
Maybe a short story about becoming "mechanist worshippers" or something.
I'd happily write some story/dialogue/quests for it but my modding skill is stuck at 0% until I find more time :p
I believe that Industrial City by mytigio has a Rust Devils Faction on it now on the new update!
https://www.nexusmods.com/fallout4/mods/23948/
 
O-ho! I'll check it out :)

It's pretty basic, I don't have a quest-line or anything, just a basic conqueror faction and some basic decoration stuff. Eventually I hope to get around to skins and bounty board quests for them.

Edit: oh, and a custom power armor made out of robot parts, but the one with the sentry bot parts looks weird, so I'm trying to remake it :P
 
Btw Mytigio, any plans on a "Mechanist" faction while you're at it? Probably best that you do that one since it would no doubt require your robot plots to function (unlike the Rust Devils which have human and robots, the Mechanist would just be 100% robots and would likely require a plot to create robots rather than a donation system).
 
It's pretty basic, I don't have a quest-line or anything, just a basic conqueror faction and some basic decoration stuff. Eventually I hope to get around to skins and bounty board quests for them.
That's still something I'd be interested in playing with.
But also, if you do want any writing done I'm happy to offer my time. It's what I do as a job (Content/Marketing writer) so turning my hand to something a little more creative would be fun. :)
 
That's still something I'd be interested in playing with.
But also, if you do want any writing done I'm happy to offer my time. It's what I do as a job (Content/Marketing writer) so turning my hand to something a little more creative would be fun. :)
The writing I could probably (poorly) manage, but that requires a lot of voice work, art assets, etc.
 
Btw Mytigio, any plans on a "Mechanist" faction while you're at it? Probably best that you do that one since it would no doubt require your robot plots to function (unlike the Rust Devils which have human and robots, the Mechanist would just be 100% robots and would likely require a plot to create robots rather than a donation system).

Maybe once kinggath releases some of his planned updates. One thing about an all-robots faction is that several of the conqueror features just flat out wouldn't work for it, so I need to dig into the code and see what I could do about that, if anything.
 
It's pretty basic, I don't have a quest-line or anything, just a basic conqueror faction and some basic decoration stuff. Eventually I hope to get around to skins and bounty board quests for them.

Edit: oh, and a custom power armor made out of robot parts, but the one with the sentry bot parts looks weird, so I'm trying to remake it :P
That's pretty amazing IMO!
 
CONQUEROR ADD ON FACTION :Fusion Core Mechanics Guild(FCMG)
possible names?
Uranium BioMech Engineers
Commonwealth Scrap Co.
C.I.T. Engineer's Core

Kinggath just had a play through video where he made an excellent suggestion that there be a mod where in order to Fast Travel you must pay a % of your Fusion Cores. This is sorely needed for an "in between" spot between very hard and survivor
.
1)Survivor with no fast travel is an immense burden in the game when using power armor; especially those of us who use better locational damage or other up scaled difficulties where power armor is reserved for only the hardest battles, sometimes you use all your cores just getting there.

2) Playing on Very Hard with fast travel is far too convenient with power armor on the other hand. Plus the other caveats such as now i don't need to eat, now the enemies are easier, now it destroys my ghoul-meat-packing factory with production line can-assembly! :)

TL;DR
I just added 1 step onto the thought, create a Sim's Settlement Add-on Faction that is oriented around "allowing/guarding" fast travel.
So i thought what if we could create a dynamic fast travel system through a Conqueror faction add-on? Combining the Conqueror Mod & perhaps survival options could allow for different tax % and so much more as this would be a living and breathing way to balance fusion cores & power armor on the two hardest difficulties.

add on theme: A loosely organized guild that allows you to "warp" fast/travel for a percentage of your fusion core. Taxation of power cores in all major population hubs is sanctioned by/on a settlement to settlement basis. Varying prices based off local market competition and scarcity applies. All members required to wear the Guild's hat at all times.


I am not a modder, i barely have begun understanding making SS plots, but i wanted to add onto his suggestion and see what others think!
 
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@Rojobow14, now that is a really cool idea a "guild that controls fast-travel technology"

huh? interesting? hahhaa, so if.......?

A Guild "surface technology"
Institute "surface and sub-surface technology"

ooh-yeah! Man, that is fun just thinking about! :good
 
CONQUEROR ADD ON FACTION :Fusion Core Mechanics Guild(FCMG)
possible names?
Uranium BioMech Engineers
Commonwealth Scrap Co.
C.I.T. Engineer's Core

Kinggath just had a play through video where he made an excellent suggestion that there be a mod where in order to Fast Travel you must pay a % of your Fusion Cores. This is sorely needed for an "in between" spot between very hard and survivor
.
1)Survivor with no fast travel is an immense burden in the game when using power armor; especially those of us who use better locational damage or other up scaled difficulties where power armor is reserved for only the hardest battles, sometimes you use all your cores just getting there.

2) Playing on Very Hard with fast travel is far too convenient with power armor on the other hand. Plus the other caveats such as now i don't need to eat, now the enemies are easier, now it destroys my ghoul-meat-packing factory with production line can-assembly! :)

TL;DR
I just added 1 step onto the thought, create a Sim's Settlement Add-on Faction that is oriented around "allowing/guarding" fast travel.
So i thought what if we could create a dynamic fast travel system through a Conqueror faction add-on? Combining the Conqueror Mod & perhaps survival options could allow for different tax % and so much more as this would be a living and breathing way to balance fusion cores & power armor on the two hardest difficulties.

add on theme: A loosely organized guild that allows you to "warp" fast/travel for a percentage of your fusion core. Taxation of power cores in all major population hubs is sanctioned by/on a settlement to settlement basis. Varying prices based off local market competition and scarcity applies. All members required to wear the Guild's hat at all times.


I am not a modder, i barely have begun understanding making SS plots, but i wanted to add onto his suggestion and see what others think!

Look up personal teleportation device by safety maiden. There are settings to drain fusion core on fast travel, summon power armor or even storage trunks. I have it on every play through, but usual hold off on using it until I get the defective institute beacon for lore purposes.
 
Personally I cannot wait until an institute faction pack or a commonwealth provisional government faction pack is made with the goal of using my standing as director of the institute and general of the minuteman to make a free, unified commonwealth, hopefully with a unique outfit to illustrate my leadership of both
 
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