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[Pre-Alpha with bugs] The Sins-titute [WIP] 20170501.1


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About This File

"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.

 


What's New in Version 20170501.1

Released

  • Update 20170501.1:
  • Fix for SilverShroud Outfit in stripping list
  • Lots of rehashing of outfits, now uses DeviousDevices, Apal, Fortezla, Nano and Pampas, optional esp to use Pampas.
  • Unknown fixes and new bugs
  • Added Workshop benches, but not all working
  • Update 20160927.1:
  • Fix for Kelloggs Terminal issue
  • Update 20160926.1:
  • Added Locking to Shackles and added Shackles to Kellogs collar boxes
  • Added way to unlock player collar and shackles in Institute security menu
  • Some fixes to strip box requirements like Thirst Zapper ammo
  • Added Beeping warning for collar teleport, tracking happens in Commonwealth, Nuka World, Far Harbour, Diamond City and Goodneighbour outdoor areas
  • Added belts and bodysuit2's to lockers
  • Did some tweaks to the Kellog Terminal issue but couldn't find anything at my end, maybe the script fragments didn't copy over?
  • Update 20160916.1:
  • Added Collar locking and shock effect
  • Added debuff effects to shackles
  • Improvements to Collar Teleport, now you have to keep moving if outdoors to avoid the teleporter locking onto your position, there are warning beeps
  • 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.
  • Added a collar and shackles to a "Unusual case" in Fort Hagen and Kellogs House.
  • 20160910.2:
  • Added missing fragments and source fragments
  • 20160910.1:
  • First Release with extra Radroaches


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