Fallout 4

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Constructible Guards Patch (Super Mutants, Raiders, Enclave Overhaul)
Now you can guard your settlements with Enclave Overhaul guards, Super Mutant guards, Raider guards with this patch for bryvood's Constructible Guard's mod!

Get it @ Nexus:

https://www.nexusmods.com/fallout4/mods/64366?tab=description

Watch video:

https://www.youtube.com/watch?v=y7pD3LfmriI

What does the mod do?

First and foremost, it’s pretty self explanatory. The mod patches the existing mod, Constructible Guards for Fallout 4 and adds brand new guards from three different factions.

Factions:
Enclave
Raiders
Super Mutants

The original mod author no longer works on Constructible Guards, so I took the liberty of updating and adding my own patches that updates one existing faction and adds two more brand new ones. The Enclave (which was already implemented in the original mod) has undergone an overhaul and now uses better equipment based on how the Enclave looked in Fallout 3. The Enclave no longer has a dozen cloned troop types, instead only 4, in which they are based on the troops you encounter in Fallout 3.

Future plans:

While I can’t guarantee any further updates aside from any potential fixes, I may decide to add a few more factions in the future. Most notably the Trigger Men, Diamond City, Vault Tec Security, Military, Covenant, different Raider gangs, etc. Perhaps more creatures for guards… We will see.
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Showing 1-7 of 7 comments
Bored Peon Sep 16, 2022 @ 1:26am 
I like mods, I enjoy seeing the creativity in the mods. I like the idea of the mod.
However....
- No defense stat given to the settlement.
That is the whole point to hiring them right? They should give some defense stat to the settlement you hire them at.
- Do they even more, talk, idle, etc?
From the looks of the video they just stand there. I would assume they move around during combat like normal NPCs?
- Do they have different level versions and different hiring costs?
All the costs looked the same and well 2300 caps is a lot of caps unless you are one of them water purifiers cheesers.

I am starting to see why the mod was originally abandoned. Although taking that first step towards modding is a great one, do not let criticism get to you. No matter how good or great your mo is someone is always going to criticize something.

Honestly, I would send this back to the drawing board. Make them actual NPCs that are able to wander around idle, etc. However make them NPCs like Phyllis, Caretaker, etc that live in the settlement but do not count towards the population limit. Maybe even implement an upkeep cost for people playing SS2 or Horizon.

Originally posted by VirusPunk:
Perhaps more creatures for guards…
One of the official DLCs already does that for all the vanilla creatures. So it would have to be ones from Far Harbor or Nukaworld.
Originally posted by Bored Peon:
I like mods, I enjoy seeing the creativity in the mods. I like the idea of the mod.
However....
- No defense stat given to the settlement.
That is the whole point to hiring them right? They should give some defense stat to the settlement you hire them at.
- Do they even more, talk, idle, etc?
From the looks of the video they just stand there. I would assume they move around during combat like normal NPCs?
- Do they have different level versions and different hiring costs?
All the costs looked the same and well 2300 caps is a lot of caps unless you are one of them water purifiers cheesers.

I am starting to see why the mod was originally abandoned. Although taking that first step towards modding is a great one, do not let criticism get to you. No matter how good or great your mo is someone is always going to criticize something.

Honestly, I would send this back to the drawing board. Make them actual NPCs that are able to wander around idle, etc. However make them NPCs like Phyllis, Caretaker, etc that live in the settlement but do not count towards the population limit. Maybe even implement an upkeep cost for people playing SS2 or Horizon.

Originally posted by VirusPunk:
Perhaps more creatures for guards…
One of the official DLCs already does that for all the vanilla creatures. So it would have to be ones from Far Harbor or Nukaworld.

- The Enclave guards add to your defense as well as the other faction guards in the mod (you have to join the faction for them to unlock, IE: Institute). I wasn't able to add it for Super Mutants or Raiders for some reason. But the point of the mod is to have actual faction based guards instead of the mundane settlers that can only be stationed at guard posts.
- Regular guards, Raiders and Super Mutants will make random comments.
- Any enemy that attacks your settlement they will pursue, once the enemies are gone they return to their original station where you placed them.
- Each unit has a different price. The higher the rank, the more expensive they are.

I didn't originally create the mod, a guy named bryvood did. There's another similar mod out there that does exactly as you suggest, in which you can assign the guards to patrol or do other things besides stand there. The only thing I did was overhaul the otherwise boring Enclave troop types in the original and give them better equipment, and also add Raiders and Super Mutants as recruits as people requested. Maybe in the near future I will update the patch to implement some type of guard options for patrolling, etc.
Bored Peon Sep 16, 2022 @ 2:42pm 
Word or warning about the guards having factions. Sim Settlements Conqueror had this issue.

The guards can end of fighting each other due to friendly fire incidents.
I haven't ever seen them kill each other.
Bored Peon Sep 17, 2022 @ 4:46pm 
Originally posted by VirusPunk:
I haven't ever seen them kill each other.
Well that is a good sign then. Even vanilla struggles with friendly fire and factions. Watched Dogmeat and Sparky fight each other the other day.
I built this massive Enclave offshore settlement inspired by the Enclave oil rig.

https://www.youtube.com/watch?v=2g7NJUhcdhA
Get a refund lol
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Showing 1-7 of 7 comments
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Date Posted: Sep 15, 2022 @ 10:55pm
Posts: 7