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Workshop Synth Production/Supermutant Production

Rfay16

Member
Messages
38
Hey everyone, I rebooted fallout 4 strictly due to SS and would like to give a shout out to kinggath and all the other modders for their hard work, and for taking the time to make their mods compatible with Xbx 1.

However, recently I have been using a mod by Kentington called Workshop Synth Production to populate my Sim Settlements. For those who don't know of it, it basically takes the synth production line in the Robotics Division of the Institute and lets you build it in a settlement to build settlers. The resources for it are pricey and whenever they run out you have to return to make more.

I was wondering if someone could make a factory that produced the raw resources (synth component, synth cell culture, and i think something else) created by the Workshop Synth Production Mod so that the materials would be produced constantly to build settlers continuously, allowing for rapid repopulation of the commonwealth. This way the Synth mod could be made more convenient without stealing from Kentington.

Also would be nice if a mod was made that automatically clothed the new Synth Settlers rather than walking around in their underwear....Maybe something like the institute jumpsuit or vault tec jumpsuits. Probably wishful thinking.

Also, I thought it would be cool to set up an FEV lab that spawned supermutants to guard your settlement that would function in a similar way to JTbryant's barracks.
 
That's on the list for my Team Evil. The problem is the scripting, because you need to decide how you actualy do it, do you use a slave mod and drag them in slaves to turn into slaves or lunch, do you have some nutcase who advertises to turn you into super powered henchmen, did you find yet another FEV vault that produces them from residents?

Even then do you basically just spawn a SM or do you try to actualy convert it
 
That's on the list for my Team Evil. The problem is the scripting, because you need to decide how you actualy do it, do you use a slave mod and drag them in slaves to turn into slaves or lunch, do you have some nutcase who advertises to turn you into super powered henchmen, did you find yet another FEV vault that produces them from residents?

Even then do you basically just spawn a SM or do you try to actualy convert it
I like the way your mind works. I look forward to see what you come up with :)
 
Well team good is fairly straight forward,

Residential
Regulator / sherif
Jail. For the towns habitual drunk if nothing else....

Industrial
Firefighter(level 1 shack with wrecked protectron + o happiness,
level 2 firefigter with cryolator and ax, produces cryo Ammo + 5 happiness plus second wrecked protectron,
level 3 + paramedic protectron, acts as Doctor + small selection of benificial chems including survival chems for sale. Also produces more cryogenic Ammo. +10 happyness

Note this may become a advanced industry. Going from salvage yard to fire fighter / emt protectron to hybrid level three or fire factory emt factory, since survival may want an option to get the emt level 2 protections instead of cryolator ammo ,


Defense
Regulator / sheriffs office

Team neutrality...
Entertainment...
Public pillory
Mushroom cave

Residential
Ghoul shelter
Underground Rail road " station "

Team evil is more accuratly team evil factions, since having supermutants and feral ghouls and institute and brotherhood in the same outposts will lead to perpetual fights

institute outpost
Synth repair shop/base

Raider housing
Cannible cooking

Brotherhood bunker Barracks and Workshop

Supermutant bathhouse/factory/housing

Evil ghoul with ferals in underground cave
 
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Well I just found a mod that lets you mind control captured raiders and gunners into becoming settlers as long as you have a beta wave emitter. Fills up settlements rather fast, but there is something about synth production I do enjoy....
 
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