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Chakka

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  1. chakka
    chakka
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    Glad to see that my mod simply works with no reported problems. Doing a new survival play through myself with Valdalcil sorting mod installed and will post it soon. Can't recommend enough Settlement Shelters especially playing on survival mode (Valalcil complete in optional download section).

    If I get enough interest through downloads & endorsements I'll consider doing a sequel - Railroad Retribution! It will be more involved than this one - back to my current play through! Thanks all who have downloaded & endorsed!

    Update: finished my survival playthrough of base game. Will buy season pass when it goes on sale hopefully during Xmas season. Leaving Fallout 4 for now but plan to be back next year for final play through with all DLCs installed. Will consider the sequel when I get back.

    Update for July 4th, 2017. Glad to see all the interest in my mod but most importantly glad no one is having any issues. I've purchased the season pass but have another game to finish first. Already know how I'm going to finish Sam's story but will be awhile yet. Thanks to all users for downloading and endorsing!
  2. alienzerox
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    I installed an elevator where the hatch is, so I had a hard time finding it lol but eventually I did. I looted the safe and found the diary and the note I can read the diary but not the note possibly a glitch on my end since it triggers but there is blank space, so for now, I will uninstall it but keep an eye on it for future updates also it will give me a moment to reposition the lift. 
  3. deleted174435882
    deleted174435882
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    Didn't realize when I first downloaded this mod that it was the first of a series, nor did I take the time to notice that it was last updated 9 years ago.  Yet the author's last activity on the Nexus was just a few days ago.

    All this taken into account, is it safe to assume that the author has decided to move on and never finish it? 

    If that is the case, it'd be quite a shame.  Even though it's just notes for the most part, it does fill in a lot of blanks that Bethesda left untouched.  Especially finding out who killed Dutchman, as I did just tonight because I never saw the safe the note was located in before now, even though I've been inside that cellar several times.

    Also has me curious about who "pop in pop out guy" is.  Enquiring minds want to know.

    More than that, I doubt I'm the only one who'd really like to see Part 2. 
    1. chakka
      chakka
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      Haven't played Fallout in about a decade but just purchased Fallout 1, 2 and 3 on a steam sale for about $10. Going to play those games first and then 4. Might give me the needed inspiration to consider doing more story based modding. No promises but last time work got in the way to do a sequel. Thanks for your comments!
    2. Blackjack34A
      Blackjack34A
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      Id love to see you do something with some of the Relay Towers and Satellite Arrays. Maybe expand on some of the Military checkpoints.
  4. Redeemed05
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    I might be missing something, but I can not find the first note in the storm cellar at Red Rocket. Any hints?
    1. Blackjack34A
      Blackjack34A
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      It should be in a wall safe just above a couch or chair.
  5. Wolzior
    Wolzior
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    I just finished the trail of notes and man this mod is more than awesome. I just hope you are going to make a part 2 so we can see what happened to Sam.
  6. kenal2
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    Mod Proposal (Morally gray villains, RPG story)

    I have a quest mod suggestion about exploring gunners story. I was thinking of a special spies division of gunners which gathers information on the main factions which they can either use A) that info to sell it to other factions or businessmen, B) They steal from the rich factions then sell it to vendors, C) They use that info in their conquest of expansion of the commonwealth (I wonder who really rules the commonwealth: a bunch of knucklehead soldiers or a bunch of rich capitalist businesspeople that want dream of a new capitalist civilization?). This quest mod makes the main gunners base non-hostile because the spies report and some operate there.

    They are basically corrupt Railroad agents who have special skills in being spies to get rich in the wasteland so they joined gunners although some of them still help Railroad and its funding. This explores the politics in the commonwealth and how rich businessmen exploit the war between the factions, the conflict of ghouls and racist humans in Goodneighbor and Diamond City to their advantage A) to get free equipments which they can sell to smaller businesses B) to destroy "lucky" competitions in the market C) to help form raider gangs which they use to fend off Super Mutants from the cities which they conduct business.

    Please let me know if you like it.







    Could be for Part 2. Part 1 flesh out the premise and story of the spy gunners. Part 2 kind of concludes what will happen to the bigger picture. 


    The capitalists have 2 or 3 main families that are united to be overlords of the commonwealth with vast army of gunners and capital from traders. One of the families feed chems to settlers to become raiders so they can use them to fend off supermutants from huge settlements where they make money for at lowest capital as possible. Another family is one of ex-supporter of Minutemen who didn't like where the last government created and their decisions so they tried to end CPG and then eventually the Minutemen. The last family is lead by a ghoul who was a criminal mastermind in the past and had experience of running criminal organization for OVER 200 years. They are the most feared family because they are elusive like the institute and the ghoul grant people's desire to be payed by another time. So nobody is safe from this family since those who break to pay the favor they ask are punished more severely than death and they have fearful reputation especially the ghoul so those who asked favor can't resist paying back.

    The Sole Survivor can choose to side with, kill, spare, or surgically remove key figures which have cons and pros morally, and for the main characters, and the story. 

    The choice can be open ended with quest for villain's Plan B in next parts. 

    I was aiming for story of hopelessness, relationship development, betrayal, and open ended ending

    PART 1 and 2 are few steps below this thread)
    This is for Part 3 of my mod proposal. You are tasked to sweep the floors of Trinity tower after you clear it with Super Mutants(you are required to rescue Strong in one of the quests in earlier quests of earlier parts) since you failed to kill this ghoul boss after a certain choice you can make which are to kill the 3 families or surgical assassination. 

    The boss is now on top of the Trinity tower protected by a battalion of hired guns and black ops gunners. After you climb the tower, you talk with the boss and depending on the dialogue choices, you can either A) convince the boss that you deliver justice and he should die honorable B) convince the boss to be your companion (by killing a main character you liked in earlier quests), C) You can fight naturally then he boss will frame you and make you enemies with Diamond city, Goodneighbor, and Minutemen(You can't kill them in their local areas or you will permanently be hostile so instead you can gain back your good reputation through the help of the main character and companion to redeem yourself. 

    You are sent to escort VIPs, talk with key figures, reveal Mayor McDonough as a synth, reveal the families' double agents in Minutemen, Goodneighbor, Diamond city, BOS, and Railroad to cut the tentacles of the 3 families once and for all. 

    (If you end it with bad term with the boss)
    (If you are in good terms, he will not ask you to kill this synth clone)

    After you do it, you are kidnapped. You see the ghoul boss which you thought you killed, speaking to you personally.

    He revealed his Plan B and is now on a synth body. Depending on your choices, your friends from the gunner spies division and acting family leaders you sided with (if you choose surgical assassination from the last quest mod) will break you out of the lair and kill the ghoul boss once and for all.

    (notes: if you choose to make the ghoul boss companion by killing of your spy gunner companion who is a main character from previous mods, the other gunner spies and the the acting family leaders will turn their back on you in assaulting the synth boss' lair. Then they will try to ambush you when you go to Sanctuary or Vault 111, the LAST BIG FIGHT of the mod as you fend of the waves of Deathclaws(which they gathered to assault you), lots of ghouls (huge walking dead scenario), and some of the most bad ass hired gunner they are friends with then finally themselves.
  7. ccrc28
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    Hi Chaka I just played this mod only now by dec/2021 maybe too late do ask for second part but I`m here asking for it anyway.
  8. genolune
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    Will you be putting up a walkthrough anytime in case we get stuck?

    Spoiler:  
    Show
    For now, I'm trying to find Sam south by southeast to get his/her key for the safe at Kelly K's place, but maybe I'm reading the note wrong. Anyone know where to find Sam?
    1. chakka
      chakka
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      "At some point in her life, Desdemona knew someone named Sam, who was most likely dear to her - and is most likely deceased, since her last words (if killed) are of Sam and that she is "coming home" to them" - from fallout 4 wiki.

      Its another story undeveloped by the developers - great observation though about that character and where to look for him. I decided it was going to be either the starting (or ending) point to the potential sequel "Railroad Retribution". With enough interest (somewhere between 50 - 100 endorsements and/or 500 - 1,000 unique downloads) I'll seriously consider finishing the story weaving it into this mod so they work alongside together. Guess for now we will have to wait to see if Sam is still alive or not...
    2. minami26
      minami26
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      Well chakka, I just scrounged all of the settlement locations and turns out it ends at the robots place. oh well, I did feature your mod in my modlist at

      https://www.reddit.com/r/FO4ImmersiveGameplay/comments/54m4rj/immersive_gameplay_modlist_installation_priority/

      Heres to hoping more people will become aware of your mod and everybody will know what happened.
      Also loved the gunner story at the Coop. Good job!
    3. chakka
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      Thank you for adding to your mod list. Glad you liked the mod.
    4. Culuf
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      You have 200 endorsements and 2,342 unique downloads now I endorsed!
      It was only confusing until I realized I should pick up on the context clues involving Settlement Shelters.
      I still have no idea about the place Helena mentioned. I searched the whole area (+looted) down there and found nothing.
      But I hope you come back to make a sequel!
  9. Toreador88
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    " best played as a new character in new play through to take advantage of any useful early game rewards"

    Curious, What about a playthrough where you beat the game along with siding with the Railroad? Anything that should be note worthy?
  10. NitkoHarte
    NitkoHarte
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    BIG interest in the next chapter. And the next, and the next, and the …LOL
  11. VasMere
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    had a lot of fun with this mod.. and gave me a good reason to use its required mod.. certain things bothered me like finding helena's and dutchman's body but not even deacon had a comment and it went no where.. here is hoping to see you inspired for a sequel, thanks