Institute for Improvement (updated)
He completely transformed the Institute's faction, allowing them to weaponize teleportation technology and become the rumored "villains" or "monsters" they were.
Screenshots 8 screenshots
About this mod Machine translation
He completely transformed the Institute's faction, allowing them to weaponize teleportation technology and become the rumored "villains" or "monsters" they were.
Author's words:
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Overview
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General changes
- Synthesizers now have a chance to generate some armor.
- Higher level synths will spawn using relay grenades.
Faction leader
- XPN-20A, Z4K-97B and A-2018 The 3 elite synths have been modified to have better stats and are now on par with players.
- If you have the extension for this mod, they will have perks that make them tougher and relay grenades that allow them to summon reinforcements.
Faction NPC Perks
- Added perks to faction NPCs that unlock better effects as you progress through the faction's questline, for example, completing "Nuclear Family" will unlock staggered opportunities. Note that perks like Stagger and Disarm only affect NPC versus NPC, so if you're fighting a faction, you won't be staggered all over the place.
New NPCs
- Added new higher level Institute NPCs such as Synthetic Destroyer, Conqueror and Annihilator.
- New Courser type unit called Institute Infiltrator, with common and legendary variants. They take the form of other regular NPCs or NPCs of other factions.
new random encounters
- Added new attack encounters using the Random Encounter Framework ( ). This change is intended to give the faction more interaction with the rest of the Commonwealth.
- After defeating its opponents, the Institute turned its attention to other parts of the Commonwealth. Assault encounters have been added, with the Institute battling other minor factions such as Raiders, Gunners, and Mutants.
- As the new head of the institute, your enemy is the institute's enemy. This means that if you clear out Nuka's world of raiders, you'll see the Institute fighting what's left of them throughout the Federation.
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Recommended Mods======================================================================
While running this mod is not required, these are the mods I'm currently using:
- Radical synthesizer voice overhaul
- DeadEye
- DirectHit
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Install
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This mod is designed to be modular. If you have other faction overhauls, you can use the changes to encounters and faction bosses separately.
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compatibility
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Whenever possible, changes to original records are done through RobCo.
In vanilla, all synths used the same set of templates based on the lowest level synths, which is why you see level 100 synth Eradicators without armor. For this mod, I needed to edit a lot of the vanilla records in ESP to fix the issue of the synths not wearing any armor. Additionally, new NPCs are using their own tiered lists and will need a patch to be compatible with other faction overhauls.
Weapons and Armor Faction Overhaul
- These refer to the overhaul of editing vanilla NPC weapon or armor class lists.
- A patch is required so that new NPCs added by this mod will use new weapons and armor. Otherwise, they will use whatever is original.
- No overhaul needed to cover the original Institute costume.
Faction NPC stats overhaul
- These are a faction overhaul that edited vanilla NPC stats.
- Not edited by this mod. No need
Patch Coursers
- Coursers editing can only be done through RobCo, this is to give them Synth Grenades which will make them compatible with mods that only change Coursers.
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Permissions
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Feel free to use this mod for patches or transl …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.