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

I feel an enclave faction would be a bit weird given the general approach of the Enclave is "kill anyone who isn't Enclave, if you weren't born enclave you deserve purging" also the fact it's been defeated to death that a large amount of enclave troops coming in would be very unlikely

But still each their own. Though Enclave does have a holier-than-thou ideology with their idea that they should rule based on "genetic purity" and everyone else is inferior and ruining the world by existing.
 
I feel an enclave faction would be a bit weird given the general approach of the Enclave is "kill anyone who isn't Enclave, if you weren't born enclave you deserve purging" also the fact it's been defeated to death that a large amount of enclave troops coming in would be very unlikely

But still each their own. Though Enclave does have a holier-than-thou ideology with their idea that they should rule based on "genetic purity" and everyone else is inferior and ruining the world by existing.

Yeah but genocidal lunacy doesn't necessarily imply some sort of moral superiority. From the little I remember about the Enclave they didn't really try to force their morals on the rest of the wasteland, they sought to deceive and destroy it. I would imagine if Bethesda gave us the opportunity to play as that group they may be someone self-righteous but still morally bankrupt. That's the idea of these conqueror groups, to go out and ravage the wasteland without having someone harping on about how you should be helping the Abernathy family, not killing it!

Also this was a formidable force by wasteland standards. The idea of it evaporating after it's leadership was destroyed is slim. Rather you would end up with splinter groups, some would try to maintain their former glory and just as many would look to survive. The first thing I would expect some of these groups to do would be to survive as hired guns. So the idea of a small military force made up of former Enclave troops (probably wouldn't be many considering conqueror you start out with a small group) looking to gain a foothold in a new city, especially one without the threat of brotherhood interference (initially), makes a lot of sense in my eyes.

That is a logical progression of story elements but at the end of the day I wouldn't really care if it was a group by a different name which embodied the mercenary/military mindset that Enclave did.
 
enclave views anyone that survived the war outside of vaults or enclave strongholds as mutants, they know the risks of FEV and they know FEV has contaminated the wildlife.

They are not wanting to take risks therefore purging is mandatory to safeguard their limited and fragile genetic purity.

That being said a Purge faction is easily created just make every settlement a outpost and take no slaves (Enclave did use some slaves).

EDIT:
how about the Kahns? anyone know if someone is planning on them?
 
Khans with a heavier mongolian theme to them then the pathetic attempt they did in 1, 2 and NV would be amazing.
 
I think a "Pillars of the Community" faction pack could be pretty hilarious. You know, those weirdos in the amphitheater down by the river. Instead of vassals, you could have "Heathen Cities" that you send missionaries (guards) to and they send back tithes. Instead of outposts, you could have "Enlighted Townships." Could be good for some laughs. Really play up the cult aspect of the group.
 
I think a "Pillars of the Community" faction pack could be pretty hilarious. You know, those weirdos in the amphitheater down by the river. Instead of vassals, you could have "Heathen Cities" that you send missionaries (guards) to and they send back tithes. Instead of outposts, you could have "Enlighted Townships." Could be good for some laughs. Really play up the cult aspect of the group.

ARF ARF! IT EXISTS! CAN YOU BELIEVE THAT? PURE F***ing MADNESS!
https://www.nexusmods.com/fallout4/mods/38115
 
An institute conqueror faction with new institute themed plots.

Clean, high-tech, minimalist design, 2 levels high exterior (maybe start as 1 level high and upgrade to 2 levels high at lvl3) plots that can snap to each other to form a city wall. The rear side of every plot will be thick strong wall like the vanilla concrete wall. When multiple plots snap together the back walls will form one seamless wall. No more needs to build walls.

Gate type martial plots to provide access to the courtyards.

New advanced industrial plots:
- Bioscience: increase food production, produce meds, unlock institute greenhouse at lvl3
- Robotics: produce synths
- Advanced Systems: produce institute weapons and armors, unlock Hybrid Renewable Energy Plant at lvl3
- Hybrid Renewable Energy Plant: wind farm + solar farm + atmospheric radiation harness generator

New martial plot:
- SRB: provide special unit

New agriculture plot:
- Institute Greenhouse: rear thick strong wall, glass roof, glass door, glass front wall, upgrade to 2 levels high with self sustained atmospheric water generator. Produce fresh food (no radiation)

Settlement Redefined
 

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...I have a suggestion that can spruce things up for you a bit. A little bit at least. There's a mod called "Flirty Commonwealth", and it's almost exactly what it sounds like however, there's a setting which determines how raiders speak to you.
Cheers. I'll have to check it out, when I get the chance.

The rear side of every plot will be thick strong wall like the vanilla concrete wall. When multiple plots snap together the back walls will form one seamless wall. No more needs to build walls.
I really like this idea. It might be a little tricky to handle corners, you would probably need to use one of the oversized plots instead of the standard 2x2s, otherwise getting access to the corner plot could be tricky. You'd also need some supplementary pieces/plots to allow for more plot/wall angles (so you're not stuck to just making squares/rectangles).

The concept could easily be adapted to other factions also.
 
Cheers. I'll have to check it out, when I get the chance.


I really like this idea. It might be a little tricky to handle corners, you would probably need to use one of the oversized plots instead of the standard 2x2s, otherwise getting access to the corner plot could be tricky. You'd also need some supplementary pieces/plots to allow for more plot/wall angles (so you're not stuck to just making squares/rectangles).

The concept could easily be adapted to other factions also.

Access to corner can be done through elevation of the corner plot. E.g. a guard tower over an elevated 2*2 foundation. I always build my guard towers 2-3 storeys high for better range and angle
 
An institute conqueror faction with new institute themed plots.

Clean, high-tech, minimalist design, 2 levels high exterior (maybe start as 1 level high and upgrade to 2 levels high at lvl3) plots that can snap to each other to form a city wall. The rear side of every plot will be thick strong wall like the vanilla concrete wall. When multiple plots snap together the back walls will form one seamless wall. No more needs to build walls.

Gate type martial plots to provide access to the courtyards.

New advanced industrial plots:
- Bioscience: increase food production, produce meds, unlock institute greenhouse at lvl3
- Robotics: produce synths
- Advanced Systems: produce institute weapons and armors, unlock Hybrid Renewable Energy Plant at lvl3
- Hybrid Renewable Energy Plant: wind farm + solar farm + atmospheric radiation harness generator

New martial plot:
- SRB: provide special unit

New agriculture plot:
- Institute Greenhouse: rear thick strong wall, glass roof, glass door, glass front wall, upgrade to 2 levels high with self sustained atmospheric water generator. Produce fresh food (no radiation)

Settlement Redefined
Psst. This exists. :happy

You can also get Mega Pack Year 2 for more Institute-themed plots.
 
The Industrial City add-on contains the Rust Devils, Nuka gangs are being made and the Forged do not exist yet (but their freezing cold arch-enemies, the Forsaken Vaulters, do) :)
 
Name: Reilly's Rangers
Contact: Reilly or Donovan
Storyline: After being ousted from the capital wasteland by the BoS. Reilly heads to her grandfather's ancestral home (the commonwealth) to rebuild.
Faction Type: Liberators (Railroad x Gunners)

Name: Talon Company
Contact: Colonel Jabsco (son of the commander)
Storyline: After being ousted from the capital wasteland by the BoS. Talon company spread out seeking new lands. Jabsco leads the operation in the comonwealth.
Faction Type: Conquerors (Operators x Raiders)

Name: Lyon's Pride
Contact: Sarah Lyon (she survived the attack)
Storyline: A splinter faction inspired by the orginal mission set forth by Owyn. The seek to eliminate the corrupted BoS before they can spread further.
Faction Type
: Liberators (BoS x Minutemen)
 
Name: Talon Company
Contact: Colonel Jabsco (son of the commander)
Storyline: After being ousted from the capital wasteland by the BoS. Talon company spread out seeking new lands. Jabsco leads the operation in the comonwealth.
Faction Type: Conquerors (Operators x Raiders)

Hell yeah, I was thinking about the Talon Company the other day. Saw their flag in a faction-flag mod and thought, "Is that seriously their flag? Nice." It is a raptor of some kind hauling a baby off. Some seriously crazy dudes right there.
 
Name: Lyon's Pride
Contact: Sarah Lyon (she survived the attack)
Storyline: A splinter faction inspired by the orginal mission set forth by Owyn. The seek to eliminate the corrupted BoS before they can spread further.
Faction Type
: Liberators (BoS x Minutemen)

If you do this, be sure to look at Project Valkyrie, as it features Sarah Lyons.
 
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I will work on a Caesars Legion faction pack, but since it will need an introductory questline and I am a complete noob in modding, it will take quite a while...

But one day, the banner of the golden bull will flutter in every settlement of the commonwealth and all its citizens will bow to a new Caesar... ;)
 
I've created a Enclave placeholder for myself using America Rising for the templates. Though the exact method of gameplay needs some work.

The Enclave would never accept ghouls and the majority of wastelanders so I've been converting to outposts. Though I have the problem that the power armor users exit their armors after settling into a outpost. This is gonna take some work to realize a purge faction with a workable mechanic.

Though I have been thinking of faction specific addons to recruit civilians and power armor. The same thing could be applied to other factions as the recruitment beacon for most part only makes sense for the Minute Men, Gunners and Raiders.

The Institute, Super Mutants and BoS would have a different mechanic (captured humans dipped in FEV vats for the Super mutants for instance).
 
It might be beyond the scope of the sim settlements website, but a companion (mayor) with specific appropriate morality and reactivity for the new conqueror factions might be useful. An Enclave mayor/companion, a pillars of the community mayor/companion, a genuinely psychotic/evil raider companion/mayor, a slaver companion/mayor etc. Most of the current companions swerve toward civilized in a lot of their affinity reactions. I'm on the fence as to whether or not Strong represents any of these, but I think a smarter, more calculating super mutant would be a more plausible mayor, like Fallout 1's "Lou" I think was the name.
And new companions are of course some of my favorite experiences anyway. :)
 
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