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Undernier

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Undernier

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About this mod

New location; Mini action-packed quest; Two unique synths companions; Atom Cats and Wastelanders Synths Settlers; A bit of lore to make it all fit in the world of Fallout.

Requirements
Permissions and credits
Mirrors
How to start:

  • Head to the Forgotten Barge located in the bay between the Castle, the Atom Cats Garage and Spectacle Island.
  • Read the Research Terminal.

Synths Companions:

  • How to get the companions [with spoilers]: Go to the small barge and release the synths stored in buffer 2 and 3 (preferably not at the same time). Kill the regular synths and then lure the Synth Prototype inside the main barge's cabin. Activate the forcefield or shoot its legs to keep it there, then go the console on the side and activate the "reprogram the synth" button. It will replace the prototype with a companion. Repeat for the second one.

  • The Companions act and talk like automatrons (whose processed voices fit very well with synths bodies).
  • They can be repaired with robot repair kits.
  • They can be asked to enter a power armor but you'll have to pickpocket the fusion core in order to get them out.

Synths spawned with the Atom Cats Grenades:

  • How to get the grenades [with spoilers]: Go to the small barge and release the synths stored in buffer 4. Once they're all killed go to the console to select a package (either atom cats or wastelanders) then go to the washing machine near the consoles to retrieve a number of grenades.
  • You will be able to choose a different package every 7 days.
  • To use the synths from the grenades as settlers, you must use the grenades within a settlement's borders and assign the synth to the settlement in workshop mode.

  • They Are not protected nor essential, so they can be killed during attacks or during transit from one settlement to another.
  • Once they are settlers you can change their equipment, but not many clothes are compatible with synths bodies (as a rule, any clothe that shows skin will not work, and some clothes that cover the whole body will not work either -ex. dirty or clean suits will not work but fisherman clothes will-.) Save before you do some tests as you may not be able to restore the settler to his atom cats jacket.
  • They can be used outside settlements to fight enemies however, if they survive the fight, they will still disappear when the cell resets.
  • You will be be able to get new Atom Cats Grenades by returning to the barge every 7 days.
  • On some rare occasions the grenades will spawn a regular gen 1 synth or a courser. This is done on purpose, to reflect the fact that the whole system is built from junk and salvaged parts.

Upcoming update:

  • Currently Looking for a way to improve the Atom Cats Synths outfit to minimize clipping (probably change the type of leg armors they're given automatically)
  • Also looking for a way to give you the choice between several equipment packages given to the spawned synths, in addition to the current Atom Cats styled package. From my tests (and the screenshots) the fisherman gear works well but I'll look into other possibilities as well.

Potential issues (with spoilers):

  • Can't reprogram the synths: to reprogram the synths you need to bring a synth prototype to the holding area, then press the reprogram button.If nothing happens it's likely a loading issue and you'll need to refresh the cell.
  • The synths prototypes fell into the water and won't get back up on the barge: That shouldn't really happen but if it does, simply go to sleep in the RV and the synth should eventually return.

Please let me know if there are any balancing (or other) issues.