Fallout 4

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DeJuanNOnley

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DeJuanNOnley

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About this mod

Allows you to do the Institute quest "Plugging a Leak" even if you completed the Railroad quest "Tradecraft."

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This allows you to pursue the Institute quest "Plugging a Leak" even if you previously completed the Railroad quest "Tradecraft." I don't see this as lore-breaking having played through both quests repeatedly and it seems to be more of a bug that they are mutually exclusive.

For those of us who have played the game multiple times, this has been a minor headache, but it is now fully patched and in a way that is completely lore-friendly.

Installation

Install with NMM unless you know what you are doing with regards to where to place script files.

Standard installation includes script source. I had hoped to make this plugin-less, but in order to keep it lore-friendly, I did have to include a small plugin to set script aliases. Unfortunately this is a limitation of Papyrus.

Compatibility

As far as I know, this is compatible with every other mod on the Nexus. Though in theory, any mod which alters the quests "Underground Undercover" (RR201) or "Plugging a Leak" (InstM02) may conflict.

FOLLOWING ARE A TON OF SPOILERS!!!

Why Is This Needed?

Short version: Bethesda put a condition on this quest to resolve a conflict between the Railroad and Institute quest lines before they had to in the quest line. This mod fixes it so you can progress right up to the point where the conflict occurs, which means you can actually recruit Deacon properly and still get this Institute quest.

Long version:

In the vanilla game, the Institute quest "Mankind-Redefined" will auto-fail the Railroad quest "Tradecraft" (if not completed) and allow you to start "Plugging a Leak" (but only if "Tradecraft" was not completed). There is nothing during "Tradecraft" that should cause "Plugging a Leak" to be unavailable. Furthermore, completing "Tradecraft" is necessary in order to recruit Deacon, which means those aligning with the Institute will be unable to obtain "Plugging a Leak" and also recruit all companions. The reason this condition exists is that the Railroad quest "Underground Undercover" (which takes place after "Tradecraft") involves Liam Binet, who is important for "Plugging a Leak."

This, however, was not the best way to address the conflict between these two quest lines. And a slight script change allows you to fully complete "Tradecraft," recruit Deacon, and still undertake "Plugging a Leak" without any issues at all. But in order to keep things lore-friendly, even with this mod, you will still need to be careful how far you progress down the Railroad quest line.

See Fix In Action

You can't see this fix work if you install this mod to a game where you have already completed "Tradecraft" or "Mankind-Redefined."

If you just want to recruit Deacon and still get "Plugging a Leak," then all you need to do is complete "Tradecraft" before completing "Mankind-Redefined."

But if you are trying to play both factions as long as possible, do the following:

  • Complete "Tradecraft" and recruit Deacon (this can be done before or after the first visit to the Institute).
  • (Optional) Start "Underground Undercover" given by Desdemona in the Railroad HQ, but do not pursue it yet. You can also wait to even start this if you wish.
  • Pursue Institute quest line until you complete "Mankind-Redefined."
  • Start and complete "Plugging a Leak" given by Justin Ayo (usually found in the Institute Synth Retention Bureau), but do not turn Liam in if you want to side with Railroad (he's their inside man, so losing him this early will fail "Underground Undercover").
  • You can now pursue "Underground Undercover" safely, so long as Liam is still available.
  • Continue to pursue quests for whichever faction you wish.


The above steps don't have to be followed exactly to see this fix, but in order to prevent bugs and keep things lore-friendly, undertaking certain actions too soon will fail quests from the other faction. Specifically, these are:

  • Learning that Patriot is Liam Binet (by receiving his reply on the terminal during "Underground Undercover") will fail "Plugging a Leak" if not already completed.
  • Turning Liam Binet in during "Plugging a Leak" will fail "Underground Undercover" if you have not yet reached the point where you have received his passcode and Desdemona has you dealing directly with Z1-14.


The reason for the first check is that Liam (Patriot) will become your informant for "Underground Undercover" at this point, so "Plugging a Leak" would conflict if not already completed.

The reason for the second check is that obviously turning Liam in to the authorities would make him unavailable as your informant. So if you want to do "Plugging a Leak" and still side with the Railroad, you will need to complete the quest without turning him in (I won't spoil the quest by telling you how).

What This Doesn't Do

This does nothing other than what is described above. Pursuing the Institute quest line too far will still turn Deacon hostile (you have to kill him), completing "Mankind-Redefined" will still cause "Tradecraft" to fail if you haven't already completed it, X6-88 will still respond extremely negatively to you helping Liam in any way, etc. These things are by design. This mod simply fixes the bug which prevents "Plugging a Leak" from starting just because you completed "Tradecraft."

Known Issues

Liam may move to his secret meeting place even before reaching stage 200 of "Underground Undercover" (where you receive his reply on the terminal). This has nothing to do with my mod (happens in the vanilla game also) and it doesn't hinder you during "Plugging a Leak." Just a minor annoyance that he is hiding in a closet for no apparent reason and it doesn't affect the dialog at all.

Some of the dialog during "Underground Undercover" with Liam may seem odd if you completed "Plugging a Leak" by not turning him in. Specifically, there is one line of dialog which is duplicated but only if you choose a certain response. I have no plans to fix this for two reasons. First, the vanilla game contains a ton of these types of dialog inconsistencies already so what is one more? Second, it would be too risky to edit those INFO records just to address this minor issue. It is highly unlikely most players will even notice it anyway.

Modder Info

The script source I've included contains comments with my handle (DeJuanNOnley), so you can clearly see the changes I made. The rest of the scripts are vanilla as of Fallout 4 1.9.