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[Pre-Alpha with bugs] The Sins-titute [WIP]


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"This is the reality of the Institute, these people.........."

If you aren't a modder, don't bother installing this unless you are crazy, I'm mainly uploading it to get help on some features, it roughly works but is bound to have some quest breaking bugs. There's no CTD's that I know of but make sure you have some game backups before using this.

 

Version Numbers are only by date of the rar file 20160911 = 11/9/2016 (I don't do that US 9/11 dating crap, its stupidly confusing to order numbers like that in computer stuff :P)

Requirements:
ArmorKeywords: https://www.nexusmods.com/fallout4/mods/6091
NanoSuits: http://www.nexusmods.com/fallout4/mods/7451/?
Fortazella: http://www.nexusmods.com/fallout4/mods/10692/?
Apal Leotard: http://www.nexusmods.com/fallout4/mods/13195/?
TortureDevices: http://www.loverslab.com/topic/68652-torturedevices/
DeviousDevices: http://www.loverslab.com/topic/73925-devious-devices-13/
FourPlayResources.esm: http://www.loverslab.com/topic/75834-four-play/

If you uses the Clothing esp as well it just adds more outfit variations and allowed me to get around CTDs caused by viewing some outfits in the CK:
Pampas: http://www.nexusmods.com/fallout4/mods/19263/?
Armorsmith Extended: http://www.nexusmods.com/fallout4/mods/2228/?
AnS Wearable Backpacks and pouches: http://www.nexusmods.com/fallout4/mods/3258/?

 

Thanks to:
Vioxsis for the Collars and Shackles http://www.loverslab.com/topic/66027-institute-slave-collar/
Ralfetas for his outfits http://www.nexusmods.com/fallout4/mods/10692/?
CPU and Veniat for coding help

Installation is manual, if you can't work out how to install it you probably shouldn't be trying it (for some reason Archiving in CK doesn't work).

Current features:
No sex yet, though there are little stories in the terminals.
An alternative start for the institute quest stuff to get into the institute, but you are forced into striping everything and wearing a collar. The collar allows you level 1 access to doors in the Institute. I'm pretty sure I've relocated all necessary markers to allow main quests using the normal relay to work as designed.
Most of the doors are now locked but open automatically for people with correct security level passcards or collars on approach. Many of the doors are factioned so being caught picking them results in conflict.
I have personalised the quarters of all the NPC's with their uniforms and other items.
Most females have been disarmed.
Only Gen1 and Gen2 Synths are armed. Gen 3 & 4 have proven untrustworthy due to their AI like intelligence, so they are not armed and they are collared.
All male Gen3 synths swapped to female or Gen2.
Female Scientists and Female Coursers are now using color coded clothing for their departments.
Added 3 new departments, Medical, Genetics(breeding) and Human Recreation(prostitution).
Added a lot of terminals and a linked terminal network accessible by Hacking level or cards adding Email, Diary and Files for all major NPC's.
Removed weapons and armor from sale.
Added extra corridors and rooms to Robotics, lots of work to go there adding the factory area.
Added extra barracks and gunnery range to SRB, still need to finish furnishing and lighting.
Relocated Facilities all to one area.
I've swapped the 2 girls and boy for young adults to avoid any awkward or pedo stuff in it. Haven't decided what to do with Synth Shaun yet.
Added Non-irradiated Institute munchies.
Adjusted contents of Bathroom mirror cabinents to be more bathroomy.

Some Major Current Issues I need help with:
My Dialogue for arrival via the intercom isn't working, I have some MessageBoxes to prompt for now.
My Turrets in the arrival area have gone invisible and when they are visible refuse to shoot back.
I can't get the collars Shock spell to work on the actor when they reach over 9 infringement points.
I need to manually Navmesh my new arrival Teleport Relay rooms somehow.
I plan to use the bodysuits as well but currently they work in game but crash the CK, making them a pain to use.
Quite a bit of incomplete work with furnishing new rooms an expanding the Robotics area, I want to make it a conveyor factory where the Gen3 Synths going through that hole in the wall come out naked and are equipped and programmed. And also where Gen 1 & 2 are serviced.
Archive in the CK doesn't seem to work so I had to assemble the file manually, I hope it works.

Future features:
Collars to have Tracking, Teleport and Stimulation features. Also they will be modable allowing the player to hack them or mod them on a workbench to disable features like shocking and tacking etc.
Swap all single beds in quarters to double beds to allow them all to be tagged as sexbeds later.
Auto opening to be added to balcony doors.
A New General staff Quarters/Recreation cell with pool, barracks and Human Recreation Division area etc for all the unnamed NPC's
Named NPC's for Genetics and Human Recreation.
A seperate Medical Division area.
Some imported better faces for NPC's.
Extra corridors for BioScience with Genetics added behind it and cage areas for wasteland creatures and breeding experimentation.
Extra corridors and lab rooms for Advanced Systems.
Voicing for new NPC's, New Gen3 NPC and Female coursers, I'll need some for new NPC's eventually, but little steps first.
Alternative starts for institute to get to it much earlier in the game.
I want to tone the conflict from property crimes to be non-lethal capture.
Some good old fashioned waste pipe tunnels and air conditioning ducting to allow another means of accessing some areas.


I have a few big ideas happening, in this project so far. Firstly when teleporting into the Institute, you will land in a new more secure relay chamber and be forced to strip everything into a box and equip a visitors security pass transponder necklace("but it looks like a collar!") because no one in their right mind is going to let you wander around armed to the teeth. All the doors are currently Automatic close and open with security levels by cards and collars. And of course the collars have shock, bomb and tracking capabilities, but are also hackable to bypass them or change the security rating of the collar. I'm hopping to do a lot of the hacking using the Far Harbor virtual worldspace but with third person and a lot simpler, holographic enemies and less monotonous. I've also added T-Off corridors to expand Robotics, Medical and BioScience, and allow adding of General staff facilites and quarters (Where the hell is the public toilet? :)

I'm working on a theory that there's a genetic shortage of males in the institute and fertile females so they are getting crazy with experimentation (which caused the problem in the first place) and using Gen4 synths to try breeding humans.

The collars are to be hackable with a work bench or online and control access to areas of the institute as an alternative to passcards used by males. They also monitor the wearers fertility. The change color reassigning the wearer to a new area periodically. The record infringements or attempts and punish the wearer by shock or report them. They can also freeze, track and stimulate the wearer as well as force teleport them if they escape.

I'm using Ralfetas Wetsuits and armor with his permission for the females to make it all look sexier.
Green uniforms/collars = BioScience, Red = robotics, Blue = Advanced Systems, Yellow = Facilities, Black = SRB, White = Medical, Pink = Human Recreation (prostitution), Purple = Genetic research (breeding)

The plan so far is the player enters the institute by a couple of ways.

The first one I have done mostly is they are forced to strip all their equipment and wear a collar and a grey visitors uniform.

Another is to find a collar in Kellogs house, and by wearing it be teleported into the institute.

Or put on a collar Kellogg will offer in his conversation when you meet him and be teleported in (how much do you want risk to see your son?) In this case its pretty much an earlier way of meeting Father as I think the Institute stuff appears way too late in the game to be maximum fun.

Then there is an option to be captured posing as a Synth and collared.

Open up the pipeway access to be found earlier by other means or another pipe access instead.

All of these options also may work on the premise that the player is a prototype Gen4 synth themselves capable of procreation, so very valuable and will only discover this when they realise the Synth control collar is controlling them like it would any Synth, where with humans it relies on the shock functions etc. And of course with the fertility dat being sent to the data base its only a matter of time before the wearer is discovered as what they really are.

The last option I'm considering is to hack your way in, basically using a memory lounge to download yourself into a new Synth created in robotics, possibly multiple times if necessary to complete whatever missions possible.

Once inside with no equipment, the player will be forced to scrounge for bobbypins, pickpocket keycards etc to explore the Institute further.

I've added a central terminal data base with emails etc between NPCs to add more flavour to them, I want these people to only be nice on the surface but all have some darker stuff happening.

 


  • Submitter
  • Submitted
    09/09/2016
  • Category
  • Requires
    Most DLC's, Fortazella Wetsuits and Armors, Vioxsis's Institute Slave Collar, GITS Outfit & Goggles, NanoSuits

 

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i don't fancy myself a modder, (yet) as i'm really new to gaming in general, but i'm a decent writer and voice actor if you need any...very excited to see your project as it unfolds! interesting and ambitious and without even seeing it, just the concept is impressive. :)  can't wait. thank you

Well I'm up for ideas too on most of the major NPCs on how their perversions interact etc, plenty of potential for emails etc. I've already got a smuggler, someone cheating in marriage, a father threatening someone to stay away from his offspring and some other stuff, I think I'm aiming for Father to be the only "innocent" one in the place sexwise and intend for him to not know either to keep the main plot functional. I'm planning for other directors to plot against the player and just use the player as a genetic experiment they need. Genetics are the hidden division, Father may not mention as even he doesn't know exactly what goes on in there and doesn't want to know.
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My favourite options - Kellogg gives you the collar and finding collar, But I wonder about conflicting with Far Harbor start- Nick gives you Far From Home after you kill Kellogg.

I really want to test you mod but I also want my radium rifle and warm glow  of Nucleus

Also I second with   brokezor -these would be great and beautiful additional Institute questline. 

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My favourite options - Kellogg gives you the collar and finding collar, But I wonder about conflicting with Far Harbor start- Nick gives you Far From Home after you kill Kellogg.

I really want to test you mod but I also want my radium rifle and warm glow  of Nucleus

Also I second with   brokezor -these would be great and beautiful additional Institute questline. 

 

+1

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Any chance on having this as an alternative to the institute quest lines rather than an alternative start? You get captured and collared the second you teleport into the institute the first time? I like mods like these, but I don't always want to start a new character for them.

I don't think you need to start a new character, just go back to before you first entered the Institute.

it sucks that i cant load my existing save because it crashes when i try to load the save with this mod on but a great mod and i am loving the idea

As Above, or were you trying that already? Its possible I screwed something up copying the scripts etc over into the download. Does it work for anyone? 

My favourite options - Kellogg gives you the collar and finding collar, But I wonder about conflicting with Far Harbor start- Nick gives you Far From Home after you kill Kellogg.

I really want to test you mod but I also want my radium rifle and warm glow of Nucleus

Also I second with   brokezor -these would be great and beautiful additional Institute questline.

That shouldn't matter, I think you can go into the Institute, ignore the major Institute quests and go to Far Harbour and back again. I did all of Far Harbour before entering the Institute. Going back and killing Kellogg after he puts the collar on you would be desirable too, or he may turn up at the Institute too.

 

Update 20160910.2:

 

I just realise I missed copying all the script fragments over, no idea if that means stuff wouldn't work or not.

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Any chance on having this as an alternative to the institute quest lines rather than an alternative start? You get captured and collared the second you teleport into the institute the first time? I like mods like these, but I don't always want to start a new character for them.

I don't think you need to start a new character, just go back to before you first entered the Institute.

it sucks that i cant load my existing save because it crashes when i try to load the save with this mod on but a great mod and i am loving the idea

As Above, or were you trying that already? Its possible I screwed something up copying the scripts etc over into the download. Does it work for anyone? 

My favourite options - Kellogg gives you the collar and finding collar, But I wonder about conflicting with Far Harbor start- Nick gives you Far From Home after you kill Kellogg.

I really want to test you mod but I also want my radium rifle and warm glow of Nucleus

Also I second with   brokezor -these would be great and beautiful additional Institute questline.

That shouldn't matter, I think you can go into the Institute, ignore the major Institute quests and go to Far Harbour and back again. I did all of Far Harbour before entering the Institute. Going back and killing Kellogg after he puts the collar on you would be desirable too, or he may turn up at the Institute too.

 

Update 20160910.2:

 

I just realise I missed copying all the script fragments over, no idea if that means stuff wouldn't work or not.

 

well i already tried every save but all saves crash to desktop when i load them only making a new character does not crash

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That's great, I'll play my bugged sharacter and test with the new one that new vesion when you fix the scripts. TThanks!

Scripts are fixed I hope, I uploaded 20160910.2 earlier

Shouldn't need a new character I started fine with my save from level 85 just before I step into the BOS teleporter.

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That's great, I'll play my bugged sharacter and test with the new one that new vesion when you fix the scripts. TThanks!

Scripts are fixed I hope, I uploaded 20160910.2 earlier

Shouldn't need a new character I started fine with my save from level 85 just before I step into the BOS teleporter.

 

i havent done the quests for the teleporter yet are those required?

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i cant use it - i dont have a savegame before entering the institute....

Hmm not much I can do about that, most of the mod is about entering the institute not being the walk in the park that it is in the vanilla game. But I thought it worked with a couple of my later saves, I'm not sure why it would CTD on later saves, it may be something fixable.
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i cant use it - i dont have a savegame before entering the institute....

Hmm not much I can do about that, most of the mod is about entering the institute not being the walk in the park that it is in the vanilla game. But I thought it worked with a couple of my later saves, I'm not sure why it would CTD on later saves, it may be something fixable.

 

well i tried it out on a new save put myself in god mode so i could complete quests faster and when i got to kellogs house there was no collar

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i cant use it - i dont have a savegame before entering the institute....

Hmm not much I can do about that, most of the mod is about entering the institute not being the walk in the park that it is in the vanilla game. But I thought it worked with a couple of my later saves, I'm not sure why it would CTD on later saves, it may be something fixable.

 

well i tried it out on a new save put myself in god mode so i could complete quests faster and when i got to kellogs house there was no collar

 

The collar at Kellogs house isn't functional in 20160910.2 yet. I hadn't even said it was there, I added one today at Fort Hagen too, they are in a Medkit looking "Unusual case".

I've been working on it today and nearly got collar teleport working now.

I tried with save games from after I first entered institute, they worked ok, the only ones that have crashed were ones that started me in the institute and not all of them for whatever reason.

I'll try get an update as soon as I got it working ok. I currently have a teleporting loop happening and all the NPC's wearing collars teleporting in too, its a bit crazy.

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i cant use it - i dont have a savegame before entering the institute....

Hmm not much I can do about that, most of the mod is about entering the institute not being the walk in the park that it is in the vanilla game. But I thought it worked with a couple of my later saves, I'm not sure why it would CTD on later saves, it may be something fixable.

 

 

so, but before i - maybe - start a new game, i´ve read the description, sure, but what´s exactly is this mod? Are there some sexual contents?

Or is it only to have it a bit difficult to get to "father" ? (--->i personally think it isn´t shawn because Kellog talks about the "old man" in the memory where he tooks the child from the vault, so...??? Hope i´m not the only 1 who remember this)

 

maybe u can tell it to me in "simpler" words, cause my english isn´t that perfect.

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so, but before i - maybe - start a new game, i´ve read the description, sure, but what´s exactly is this mod? Are there some sexual contents?

Or is it only to have it a bit difficult to get to "father" ? (--->i personally think it isn´t shawn because Kellog talks about the "old man" in the memory where he tooks the child from the vault, so...??? Hope i´m not the only 1 who remember this)

maybe u can tell it to me in "simpler" words, cause my english isn´t that perfect.

No sex yet, till Sextech happens.

This mod is very incomplete and a WIP pre-beta, its only really for people to help me solve some bugs.

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so, but before i - maybe - start a new game, i´ve read the description, sure, but what´s exactly is this mod? Are there some sexual contents?

Or is it only to have it a bit difficult to get to "father" ? (--->i personally think it isn´t shawn because Kellog talks about the "old man" in the memory where he tooks the child from the vault, so...??? Hope i´m not the only 1 who remember this)

maybe u can tell it to me in "simpler" words, cause my english isn´t that perfect.

No sex yet, till Sextech happens.

This mod is very incomplete and a WIP pre-beta, its only really for people to help me solve some bugs.

 

 

any info´s regarding to sextech? will it come out this year?

 

i try to help you for sure, just need a time to play it til the institut starts :)

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so, but before i - maybe - start a new game, i´ve read the description, sure, but what´s exactly is this mod? Are there some sexual contents?

Or is it only to have it a bit difficult to get to "father" ? (--->i personally think it isn´t shawn because Kellog talks about the "old man" in the memory where he tooks the child from the vault, so...??? Hope i´m not the only 1 who remember this)

maybe u can tell it to me in "simpler" words, cause my english isn´t that perfect.

No sex yet, till Sextech happens.

This mod is very incomplete and a WIP pre-beta, its only really for people to help me solve some bugs.

 

when i get my save to work i will look out for bugs and take notes of them

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Just trying to get the collar to workout if its not in the Institute was a pain. In the end the only thing that worked is GetWorldSpace.

I can't use akActor.GetCell because there seems to be no way to put all the Institute cells into a formlist.

akActor.GetLocation and akActor.GetEncounterZone just failed to return anything.

 

Dialogue is my big showstopper at the moment, I need someone with dialogue experience to tell me what I'm doing wrong with the intercom stuff.

 

Update 20160911.1:

 

Added Teleporting to collars, there is a 1% chance per second if you are out in the Commonwealth wearing one you will be teleported to the institute. This is just a temporary chance for testing purposes, later I plan to have a counter so you have to keep moving when outdoors to avoid the Institutes signal locking onto you.

 

Added a collar and shackles to a "Unusual case" in Fort Hagen and Kellogs House. the shackles don't do much yet just some debuffs to Agility, Luck and ActionPoints for now.

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Just trying to get the collar to workout if its not in the Institute was a pain. In the end the only thing that worked is GetWorldSpace.

I can't use akActor.GetCell because there seems to be no way to put all the Institute cells into a formlist.

akActor.GetLocation and akActor.GetEncounterZone just failed to return anything.

 

Dialogue is my big showstopper at the moment, I need someone with dialogue experience to tell me what I'm doing wrong with the intercom stuff.

 

Update 20160911.1:

 

Added Teleporting to collars, there is a 1% chance per second if you are out in the Commonwealth wearing one you will be teleported to the institute. This is just a temporary chance for testing purposes, later I plan to have a counter so you have to keep moving when outdoors to avoid the Institutes signal locking onto you.

 

Added a collar and shackles to a "Unusual case" in Fort Hagen and Kellogs House. the shackles don't do much yet just some debuffs to Agility, Luck and ActionPoints for now.

my save works with this version now so i will keep my eyes open for bugs

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