Fallout 4 dlccoast.esm
WMF-Patch-Unofficial Fallout 4 Patch.esp=1 ValdacilsItemSorting-00-ValsPicks-DLCVersion.esp=1Ĭrafting Workbenches - Automatron DLC.esp=1Ĭrafting Workbenches - Faction and Quest Requirements.esp=1Ĭrafting Workbenches - Pre War and Manufactured.esp=1 IncreasedWeaponModDistribution-FarHarbor.esp=1 So far, they've managed to kill themselves off at roughly the same rate they show up at. When the betrayal finally comes, damage is restricted to only that settlement and the only real targets are their fellow infiltrators. In my current game, every settler that shows up gets screened (the Settlement Aid glasses feel kind of cheaty, but I use the holotape to ID the presence of new synths and D13 to ID the specific settler), is given a synth helmet to wear if they fail and is sent to Covenant, where I treat them exactly like my settlers elsewhere. The problem is then screening and damage control. We're given no means to confront them or convince them to defect. Assuming you get the random mission where your settlers find a synth and for some reason you let the synth live, that synth is going to betray you down the line with 100% certainty. The rest lie low and will be activated on subsequent attacks.Ĭonsequently, there's a big difference here - we know as fact that every single synth settler means ill toward your settlements and it's only a matter of time until they do something. The only reason some seem peaceful is that only some are "activated" each time the Institute attacks. The way the settlement scripts work, every synth that shows up is an infiltrator.