Arma 3
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Fallout The Institute
   
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Data Type: Mod
File Size
Posted
1.100 MB
7 Apr, 2024 @ 10:10pm
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Fallout The Institute

In 2 collections by 𝕋𝕌ℝ𝔽𝕐
Turfy's Mods
21 items
Turfy's Fallout Collection
19 items
Description

NOTE: This is a ALiVE faction mod. ALiVE is not needed to play this mod, but is required if you want to make changes to the loadout in virtual arsenal. see last pic above to find out how.
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THIS MOD REQUIRES THE MIRAGE ON THE HORIZON ASSETS MOD;
https://drive.google.com/drive/folders/18f0gGkONPcaraEos9_efzT5P_pasUvfl?usp=sharing
AND PROJECT PURITY;
https://drive.google.com/drive/folders/1cMvu0-fdbfwPF-RWrthzZ97LnDwWxSyB?usp=drive_link

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Mod Description
This mod aims to add the different synths of the institute as well as a few personal that would go out to the surface. While Generation 1 and 2 synths are entirely mechanical designs utilizing simplistic AIs, Generation 3 synths produced from the late 2220's onward are biological constructs near-indistinguishable from humans, and are frequently sent to abduct and replace residents of the Commonwealth for espionage purposes. The Institute aims to monitor and control the Commonwealth through both subterfuge and brute force, to ensure their work is not disrupted. This secretive and hostile attitude has turned the Institute into a "boogeyman" in the wasteland, and its presence is a major cause of paranoia for the people of the Commonwealth.

NOTE:
This mod only covers institute units seen above ground and not the personal seen in the institute itself.


Gen 1:
Manufactured for decades, there is no precise date as to when first generation synths were fielded to the Commonwealth; however, it was at a time when the Institute had not yet become the major bogeyman of the region and were able to continue their work in relative peace. In practice, first generation synths are simple, yet effective machines. They are commonly employed for menial labour within the Institute, maintaining the hundreds of systems keeping the underground habitat in operation, and performing tasks that can be easily automated. A generation 1 synth is fundamentally the same as a generation 2 synth just lacking the internal and external upgrades, but what the Gen 1 synths lacked in ability or strength compared to later models, they made up for in expendability and numbers, always capable of being replaced by the Institute. By the 2170's, the first generation synths were no longer enough for the Institute's needs, and in order to overcome the limitations of limited and nonrenewable materials, the Institute endeavored to create synthetic flesh, so that their creations could more safely traverse the above world.


Gen 2:
On the surface, Gen 2 synths are the primary workhorses of scouting operations and scavenging missions, where their improved mechanics improve their performance well above that of Gen 1s. They are feared, as they are usually witnessed stripping entire settlements down for parts and killing everything that gets in their way. Of course, due to their mechanical nature, mechanical synthetics can suffer from major software bugs, such as remaining in a single room executing its duties in a loop due to faulty navigation software. Other failures are typically mechanical in nature, with their servo motors and drives breaking down due to age. In fact, most second generation synths have lasted long past their projected lifespans, with all the bugs that crop up due to overuse.


Gen 3 & Agents:
Third generation synthetics represent the pinnacle of synth technology, originally designed as living tissue over a metal endoskeleton, later models would be virtually indistinguishable from natural-born humans right down to the cellular level and would become the benchmark of the 3rd generation. Each Gen 3 synth is built from lab-grown bones, muscles, and other tissues that are assembled and brought to life at the Institute's Robotics lab, and are "born" with the bodies and mental faculties of full-grown adult humans. Though entirely biological, each Gen 3 synth contains a neurological implant inside their brain allowing them to be "programmed" and manipulated via voice commands. This implant cannot be detected or removed without killing the synth. Previous generations of synths weren't intelligent enough to do all the Institute hoped to do with them. Rather than pursuing more advanced computing, the Institute decided to replicate the intellect of the human brain by replicating humans. Although originally their only purpose was to perform labour & "human" testing, envisioned to replace the older generations, they quickly began showing signs of sentience and free will with many even going rouge. This common issue led to the Gen 3's never fully replacing earlier generations, however their ability to problem solve, to learn, and to advance science, makes them a invaluable resource to the Institute. It is also for those very reasons that they became the only of the generations deemed suitable for surface settlement infiltration and hunting down rouge synths.

Field Agents are mostly Institute scientists sent to the surface escorted by a large amount of synths to oversee the highest of priority operations. This was extremely risky as generations of isolation underground in an exceptionally sterile environment has lead to most being unable to survive on the surface for long without protection, however it was necessary do to the limitations of the Synths intelligence. Though the Institute had acquired a few suits of prototype XO-1 power armor for their agents over the years, risking "human" lives became largely unnecessary once the gen 3's were created and could perform the duty adequately.

Questions & Answers
Q: What maps did you use for the pics?
A: Cytech Military Compound
Pecher
Helvantis
New Esseker

Q: How do i adjust how many hits they take?
A: Its in the addon options, see 2nd last pic

Q: How do i spawn in the Institute Synths flags?
A: Place down a user texture, custom flag, or banner and in the path box type
\Institute Synths Flags\InstituteSynthsFlag1 - 3.jpg for the 3 Institute flags
check out the 3rd last pic in the slideshow above to see how

Q: Can we get a Bluefor or independent version of the Institute.
A: No, despite how much they preach to you about how great they are, they are the "bad" or "evil" faction of fallout 4. They have actively lowered the quality of life for every wastelander and have been the biggest factor hindering the commonwealths ability to advance beyond an agrarian society. Like Vault-Tec or the Enclave, they have the tech and ability to help rebuild civilization but lack the morality and desire.

Known Bugs & Issues
- Gen 2 looks female, not that it really matters
- pew pew mod can break some of the units in other factions mods i've made as it changes the names of the energy weapons. though shock baton & Mk2 Institute rifle units will work without pew pew, the pistol & Mk1 Institute rifle units will not work without pew pew.
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THIS MOD REQUIRES THE MIRAGE ON THE HORIZON ASSETS MOD;
https://drive.google.com/drive/folders/18f0gGkONPcaraEos9_efzT5P_pasUvfl?usp=sharing
AND PROJECT PURITY;
https://drive.google.com/drive/folders/1cMvu0-fdbfwPF-RWrthzZ97LnDwWxSyB?usp=drive_link

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7 Comments
Schizo 21 Jun, 2024 @ 6:30pm 
pain
𝕋𝕌ℝ𝔽𝕐  [author] 21 Jun, 2024 @ 2:52pm 
yea, dont use it. sence the purge its been abondoned and is broken as hell now, the mod still mostly works without it. variety vs stability
Schizo 21 Jun, 2024 @ 8:08am 
Pewpew has been causing hard server desync when energy weapons are used. Any advice?
𝕋𝕌ℝ𝔽𝕐  [author] 15 Apr, 2024 @ 3:20pm 
aftermath
xXfentanyl$banditXx 15 Apr, 2024 @ 1:38pm 
whered you get those bos dudes from
Smooth.Wrinkle™ 12 Apr, 2024 @ 12:34pm 
oooh la la. another fancy mod. gesome.
noumenalism 7 Apr, 2024 @ 11:12pm 
ANOTHER BANGER TURFY