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Crimsomrider

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crimsomrider

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About this mod

Adds 1 cameo, 6 outfits and 8 accessories, inspired by my lore-friendly roleplaying story.

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Before the Coursers arrived, the Institute relied on raw manpower to carry out required tasks on the surface. The infamous merc Kellogg was the most known Institute asset, but there was another one which operated from the shadows. One that always cleaned up behind his path of terror.

Not much is known about the real identity of the Institute Assassin, but some records do exist. She was born in one of the most dangerous areas of Concord, barely making it day after day, but the wasteland being a cruel mistress, left its mark on the young would-be assassin. Witnessing raiders rape and butcher her mother, mutilate and display parts of her father, the young girl was forced to flee, barely escaping with her life from Concord. Wanting to avenge her parents and punish every raider out there, she trained day after day, travelling across the American soil to enhance her abilities. At the age of 23, she became familiar with every weapon known to man and mutant. Rumors of her abilities and deadliness spread quickly throughout the continent. Upon returning to Concord, she exacted her revenge upon her parents' killers infront of the C.I.T. ruins, but it did not come without a price.

A mini-nuke shot from a hidden raider, blew off her right hand and entire left arm, smashing her against the walls of C.I.T., leaving her severely wounded and dismembered. Disoriented and in shock from the blast, it took her a moment to realize what had happened while she tried to pick herself up. Noticing her limbs gone had sent her into mass hysteria while plummeting to the ground, causing her to hyperventilate and shake uncontrollably from the stress. Laying there and shaking, surviving raiders prepared their meat hooks to string her up. Severe blood loss was bringing her closer and closer to death... but then... a faint sound from behind. The C.I.T. doors opened and sounds of metal and chrome, started clicking across the ground. She mustered whatever strength she had left and turned her head around...

They were Institute generation 1 Synths, rushing out of the C.I.T. ruins and executing each raider still standing. Our young assassin was already faint and about to die, but fate had other plans in store for her. The G1 synths relayed the transporting signal and beamed back into the Institute, carrying her while unconscious.




The Institute had heard of this young girl's abilities and disposing of her would be a waste when she could become a valuable asset. The young girl woke up in a bio-tank, her dismembered hand and arm synthetically replaced, her strength and stamina enhanced beyond that of a normal human, her skills and abilities sharper and deadlier than ever, her metabolism and self-regenerative cells prolonging her life. The Institute took her under its wing and placed her under Kellogg's training. For 50 years they worked together, mission after mission. Each one more successful than the last, but Kellogg's ways of achieving goals was starting to clash with Institute's way of operating and her own moral code. Each day becoming more colder, more emotionless, he didn't care about innocents or guilty, all that mattered was the mission. The breaking point happened during their mission inside Vault 111. Witnessing Kellogg kill an innocent parent infront of its child and its spouse, resurfaced memories of the tragic experience that made her what she was and what she always fought against.




The Institute seeing Kellogg as a big liability and risk, hired a man from the Capital Wasteland who was a mayor of a small town called Little Lamplight, now a hired gun for the Gunners. A man going by the name of MacCready. The Institute had leaked information on where and when Kellogg would be and the sharpshooter set up an ambush, but Kellogg spotted the ambush from a mile away and instead of warning the Assassin about the danger ahead, he used her as decoy.

The Institute Assassin walked out in the open and all of a sudden a loud bang was heard. A sniper rifle sound, roaring through the sky like thunder, was the last thing our heroine heard before getting shot in the back and plummeting to the ground. Kellogg in the meantime shot at the foe with his revolver, but although he did not manage to hit the sharpshooter, his bullet did demolish the sniper rifle entirely and forced him to flee.

Wounded, bleeding and paralyzed due to the shattered spine from the sniper shot, the Assassin cried for medical assistance, but Kellogg had other things in mind. He decided to reclaim the Institute tech and stripped her apprentice of her gear, her outfit, gadgets and her tech, leaving her only with her mask and cybernetic implants. A man she knew for 100 years, was nothing more but an empty emotionless shell, thinking of everyone as dead weight. He left her there, naked in the mud and crying from agony, to succumb to her wounds.

Two weeks in the cold radioactive mud, crying from the intense pain with no way to move... her body slowly and steadily regenerated thanks to her enhanced cells. Slowly recovering her mobility, this was one extremely painful lesson she was never going to forget. Crawling through the mud to the nearest town, she scavenged whatever torn rags and ruined tech she could find along the way. Believing the Institute was working with Kellog on this betrayal, her final mission in life was to exact revenge upon her mentor and the Institute, thus forever becoming...

...the Forsaken Assassin.




Several years passed since she got betrayed by Kellogg and survived the horror he caused. Making sure the Institute believed her dead,
it was time to get on the offensive. Hungry for vengeance, she hunted down known Institute associates to find out the location of her ex-mentor. Finally tracking him down to Fort Hagen, her retribution was at hand, but someone else already got to Kellogg first. Examining the betrayer's wounds, she noticed his brain implant ripped out and figured the only group experienced enough to meddle with the Institute, would be the a shadowy group known as The Railroad.




Her vengeance for the man who left her to die finally satisfied, she sought out the Railroad, a group that shares a similar passion for taking down the Institute. With this new temporary alliance as long as their interests align, she operates in the shadows again, dismantling Institute operations one piece at a time.

One day however, the very one who killed her ex-mentor crossed her path again, looking for a way inside the Institute. Instantly recognizing the Sole Survivor and staying out of sight, the Forsaken Assassin saw this as a great opportunity to exact her vengeance once and for all. Never forgiving the Institute for what happened to her and the Sole Survivor, she now tracks the Sole Survivor and occasionally steps out of the shadows to assassinate enemies, making sure nothing so tragic ever happens to both of them again.

But just as she appears out of nothing, so she disappears. Keeping distance at all times.








This outfit pack was inspired by my little lore-friendly roleplaying story which is connected to the main events of the game, but it's not just an outfit pack. It also puts subtle cameos into the game of the character known as the "Forsaken Assassin":

- The Sole Survivor crossed paths with her for the very first time during the kidnapping of Shaun.
- 60 years later, she occasionally steps out of the shadows to protect the Sole Survivor by assassinating enemies (Mysterious Stranger Perk)


There are three outfits that represent different time periods of our heroine's time in the Institute.

[WHITE INSTITUTE ASSASSIN]
This uniform represents the time when she was rescued by the Institute from certain death. Due to severe wounds and loss of her right hand and entire left arm, the Institute designed this suit to keep her alive, along with cybernetic implants which maintain her synthetically reconstructed right hand and left arm.

[BLACK INSTITUTE ASSASSIN]
This uniform represents the time at which she became an Institute operative. Under Kellogg's training and as his protege, her black theme and efficiency inspired the Courser outfits in the near future. The Sole Survivor encountered her for the very first time, during the kidnapping of Shaun.

[FORSAKEN ASSASSIN]
The torn, rugged and rusty outfit, known as the Forsaken Assassin, is set in the present day. Several years have passed since she got betrayed by Kellogg and left for dead with nothing but her mask and cybernetic implants. Believing the Institute was behind the betrayal as well, the heroine had to scavenge whatever rags and tech she could find, in order to stay incognito in cities monitored by the Institute.


HIGHLY RECOMMENDED WITH




Barefoot Footstep by GrozaTerroristow, which fixes the barefoot sounds in the game.





Q: Why does the mask have 500 Rad resistance?
A: Because the outfit is supposed to be Institute high-tech. Also because of the lore I wrote above. She is enhanced in every possible way.

Q: Why does the waistcloth split weirdly on CBBE ?
A: On EVB, the waistcloth split is perfect. CBBE Bodyslide unfortunately makes it bend the wrong way.
I can only correct it on CBBE Vanilla. I can't unfortunately make it look good with bodyslide.

Q: What's up with the lore ?
A: I like to roleplay a lot, so I wrote it incase anyone wants to read it. I make my own stories in Bethesda games.

Q: Any possibility of a non-awkcr patch like your other mods ?
A: Yeah, I'll make one.

Q: Is this female only ?
A: As of 1.2, male EVB version is available.




TOOLS USED

Bodyslide and Outfit studio - For mesh editing
Nifskope - For mesh optimizing
GIMP - For texture editing
Material Editor - For material (BGSM/BGEM) editing
FO4Edit/Creation Kit - For putting the mod into the game
BAE (Bethesda Archive Extractor) - For exporting materials/textures or meshes from the game