Shady Motives
A quest line for the protagonist, voiced by the legendary Wes Johnson and produced by the Sim Settlement Team, Otellino and the Concord Stories team; a new player home for Elianora; new custom weapons for Neeher and Shoeburglar; a new custom jacket for Niero; and a fully voiced companion. This was created almost entirely in 1 weekend for charity!
Screenshots 8 screenshots
About this mod Machine translation
A quest line for the protagonist, voiced by the legendary Wes Johnson and produced by the Sim Settlement Team, Otellino and the Concord Stories team; a new player home for Elianora; new custom weapons for Neeher and Shoeburglar; a new custom jacket for Niero; and a fully voiced companion. This was created almost entirely in 1 weekend for charity!
Original address:
Updated version 1.0.4 Chinese version address on March 19, 2026:
Updated on June 28, 2026:
Version 1.0.5a
Restored a missing script that allowed Dr. Cabbage to escape from his power armor.
Version 1.0.5
- Added backup code to ensure Cabbage is correctly moved from the default holding area at the start of the mission to the hostage marker.
- Fixed a bug where one bloodline of Campbell the Confessor could replace all other NPC bloodlines until the "Purge of Loyalists" mission was completed.
- Fixed an incorrect COBJ record that could trigger a warning in XEdit.
- Restored missing Nate voice lines.
- Cabbage no longer sleeps during Angelo's opening scene.
- Added text prompt for "When Cabbage is a companion and wearing power armor, exit the power armor to him."
- Fixed Crunch's mouth web.
- Fixed a bug that could prevent the "Purge Loyalists" mission from starting.
- Fixed a bug that could prevent players from advancing on the "Purge Loyalists" mission if they cleared the mall before receiving the mission.
- After the mission "Lost Tape Raiders", the pop-up warning prompting the player to fire Dr. Cabbage will no longer appear. This is supposed to happen quietly, with him returning as a companion after the quest line is completed.
- Added map marker in Federal Mall.
Version 1.0.4 was updated on November 3, update log:
Version 1.0.3 was updated on August 7th, and the Chinese address was updated to:
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As part of Voiceapalooza, the community voted on various elements about the mod, and then a team of writers including Elianora, Shoeburglar, Niero, Otellino, Neeher, ErikaEmber, the Sim Settlements team, and the Concord Stories team came together to create the mod in a weekend of livestreams.
:: Prerequisites::
- Fallout 4 base - version 1.10.163.0 or higher
- Automated Workshop DLC
Check out Voiceapalooza here:
Get details and donate here if conditions apply:
For the first time ever, Wes Johnson lends his voice to a modding project in a quest line written by Sirick, the lead author of Settlement Simulator 2.
During the quest line, you'll explore new dungeons made by the Concord Stories team; acquire Elianora's player home, new weapons for Neeher and Shoeburglar, and new armor for Niero; and along the way, you'll join an entirely new companion!
To start the module:
Simply initiate any loading screen by quickly moving or entering and exiting a building.
:: Acknowledgments::
Dubbing
Angelo, Kronch - Wes Johnson
Dr. Cabbage - Mike Smith
Confessor Campbell - Casey Mongillo
Mr. Postman - Sirick
Art
Elianora - Player Home Design
Neeher - Weapon Design
Shoeburglar - Weapon Design
Niero - Armor Design
ErikaEmber - Task Icon
Veta_Phoenix - Dungeon Design
greenFoxel - Dungeon Design
Beebscalicor - Super Transformable Shorts
Audio
Scivirus - Audio Engineering
khobis - voice guidance
Dialogue and mission design
Derek Bourque - Mission Design and Implementation
Otellino - Mission design and implementation
Sirick - screenwriter
support
kinggath - Project Management
imperial sympathizer - project support
Gopher - real-time game tester
Art assets previously created by
provided by fadingsignal
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.