Fallout 4
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Suggestion Box (21 comments)

  1. McBaal
    McBaal
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    Use the already recorded audio files for "Blind betrayal" to get ridd of Elder Maxsen and become the new Elder. Reverse the genocidal plans of the brotherhood. Now the player can be the director of the institute, general of the minutemen and new elder of the east - coast brotherhood. New final mission: Whipe out or ban illoyal elements within the brotherhood (mostly former outcasts) and unite the Commonwealth under the banner of the NCR (New Commonwealth republic - the name being a tribute to older Fallout games).

    Ending sequence: Institute ending with Shaun dying in his bed, but with minutemen outposts instead of institute outposts. Something like this, if well done, is content i hoped the CC would provide. But nooooooo...
    1. fenrisulfr913
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      Speaking on that, adding a patch for the Danse Dilemma mod(which does just that) and possibly making it so you don't have to destroy the institute with the BoS
  2. jacob2033
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    This may be a dumb request but I hate how to game removes the option to join the railroad simply for visiting the institute before finishing the quest tradecraft, if you could make it so the game doesn't instantly ban you from the railroad by doing this it would be very much appreciated... or make a fix for people who want to do a railroad play through but have already been banned from the railroad for this stupid reason. Maybe a way to redeem yourself in the eyes of the railroad after being exiled.
  3. CRAIZEprince
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    I've always wondered if there was a way to use one of your Raider factions from Nuka World (The Operators, The Disciples or The Pack) to take down the Institute for a truly evil playtrough? I was thinking about a seperate and new NPC or Gage and some randomly generated Raiders blowing up the Institute.

    If this is possible maybe the player would be able to even kill of the entire Minutemen faction (F'ckn Preston) without it breaking the main quest, as the Minutemen is the 'safeguard' preventing the player from not being able to finish it.
  4. WorldFire
    WorldFire
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    The Gunner's attack the Castle with the help of the Brotherhood.
  5. ahnkra
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    Honestly I have always hated where they took the brotherhood in FO4. In FO3 they were the good guys, in FNV they needed rescuing, in FO4 they became the Enclave???? or maybe the OutCasts. I have no issues taking them out time, and time again except one... there's a boy on the airship. You can kill everyone on that bloody thing but him obviously, and yet IMHO his destiny at your hands is even worse, as he gets left on the ship when you blow it to a million pieces.
    there are two solutions to this that I can imagine.
    First I simply see myself doing what I would in RL telling him to get on the whirly bird I got waiting to make my escape in, and if he cant wont move on his own, grabbing him (i'm wearing power armor arm so carrying him even against his will isn't an issue, and he is unarmed and cant fight me even if he wanted to.)
    The Second answer is simply for him to not be there in the first place.
    Obviously I'd actually prefer the first option, if only to salve my guilty conscience for having killed him the first time when I didn't have a choice. The second option is obviously the easiest to make happen, I could do it myself If I had the Geck; but that's not very heroic etc.
    Anyway stupid request, I'm sure but since your mod is about making the Main Quest and its various endings less blood thirsty maybe this is something you have the skills to make happen?
  6. rcoll
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    So...basically, if you have an idea about any kind of changes to the main quest(or side quests) that you feel would give the player more choice and you would like me to think about maybe implementing it in the future, post it here! And discuss your ideas with each other because it's always fun to talk about this kind of thing. I will tell you now though that anything that requires voice acting or cutting and sewing together sound files is definitely not going to happen, so sorry about that. I still want to hear your idea though! Because I do enjoy reading them anyway, and perhaps it might be possible to work around the dialogue, who knows?
    1. rylasasin
      rylasasin
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      (Lifted from main topic)

      Are you planning on doing any more quest-adjustments of this nature?

      If so, here's a list of requests...

      1. Not sure if this is an option already, but consider it a suggestion if it isn't.
      In the game files I've noticed that Desdemona has lines suggesting that it is possible to do the Minutemen ending with the Railroad's help (search for the global MQ302_RR_Fought_With_MM, and search its use info). Put some way to have that as an option.

      2. Option to back down out of "From Within" if taken the Brotherhood method into the institute (Because goddamnit beth, just because I join the BOS to have the stupid molecular thingie built, doesn't mean I'm loyal to the BOS. in my pure-institute playthrough my obligations to the BOS ended when I entered the institute as far as I'm concerned. They were a means to an end, nothing more. Instead the game seems to think I really care about the BOS enough to convince Li to join them again.) And speaking of which...

      3. Option to have the Mechanist or Ada build the relay, for those who don't want to be tied to a faction just for the sake of one stupid quest. Seriously, Beth's brilliant idea of having us get a faction involved leaves us with:
      a. Do minutemen and have them build the device. I don't want to take this for roleplay reasons.
      b. Do the brotherhood method, and not only go through more crap than is necessary, but also get the first issue.
      c. failroad method, and get locked out of Plugging a Leak (and thus be able to help more synths without having to blow everything up) because... potatoes. Though speaking of which.

      4. Option to start "Plugging a leak" even if Tradecraft is done. Because really, Beth?

      5. Option to complete plugging a leak by pulling rank on Ayo and having him demoted for incompetence (allowing you to get the "good" ending while not having his quest taken away)

      6. Option to do "Our Powers Combined" while in the Insitute (I mean you could do Red Glare while you're in the institute, so that option should be available, Especially since this option is more tactically sound than the Institute's plan anyway.) oops you already have that. silly me.

      7. Option to combine patrols and diamond city emissaries and flags depending on how you chose to do the ending.
      Example:
      Minstitute: Destroy the BOS with the Minutemen, but side with the Institute when it comes to the Railroad (or lie about them to father.) Minutemen will have a flag on right side, institute on left side in diamond city. Minutemen will secure checkpoints along with Institute synths.
      Mailroad: Destroy the BOS with the Minutemen, use the Railroad (or combined assault) to destroy the Institute. Minutemen and Railroad heavies will be in Diamond City and checkpoints.
      BOS Minutemen (no combinable word. Sorry.): Destroy the Institute with the Minutemen instead of the BOS, but still be a part of the BOS. Lie about or destroy the Railroad. BOS soldiers and Minutemen will be at checkpoints and Diamond city.

      For straight endings:

      Institute: Destroy the Airship with the Institute.
      Brotherhood: Destroy the Institute with the BOS and without Minutemen help.
      Railroad: Destroy both the Institute and Airship with the railroad.
    2. Solzucht
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      i liked the possibilities in far harbour, without spoiling too much ehre i hope, you can guess what i mean.

      Possibilities as there would be nice to see.
      one faction could peace two other out, maybe we could do the same in the main and nukaworld dlc questline.

      Means that a rather neutral faction, which would be for the mainquestline probably the minuteman, can handle out how to ensure no one kills no one or atleast without a loss of companions and factionfriendship.
      also, as you nearly did it?, the institute is in the end in the hand of urself, the leader of the MM and the institute.
      i mean...why cant we change the lead to something better?
      either by force(killing Father?) or in peace, maybe father could share the visions of the player in the end (speech check?)
      so brotherhood and railroad would be left. railroad had no reason to turn crazy against institute if they change their course.

      the brotherhood...how about exchaning someone to a synthetical version?
      or show them improovements we did with the power of MM, RR, and Institute?
      When they notice their agressive way doesnt lead to a good end, maybe they will see that our way is the best and support us getting rid of the raiders?

      which could lead to a questsolve in NukaDLC, brotherhood or MM could invade the DLCworld, force the raiders to pacify.
      that way their unique leaders wouldnt be killed and you wouldnt be forced to either kill them all or enslave ur settlements(which you build up in some heavy working time).
      thats about it for the moment. prbably alot were allready mentioned but if not-here it is
    3. EnvyDeveloper
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      I honestly don't see a way of the Brotherhood and Institute co-existing. Much like Mr House in New Vegas. I toyed with the idea of replacing Maxson with a synth, but I think there is a huge risk that the BoS will suspect that the original Maxson is gone and they may anyway go to war against the Institute.

      However, I do agree with being able to do Plugging a Leak when Tradecraft is finished, but if you turn Liam in, that would fail the Railroad questline and start a variant of Burning Cover (or even have the Railroad hostile towards you, if you do it).
    4. deleted22548364
      deleted22548364
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      Make it so that Dr. Amari from the Memory Den doesn't gets pissed off at you if you choose the Institute ending and if you can make it so that the trigger for her getting pissed off at you is destroying the Railroad not picking the Institute.
    5. rylasasin
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      Also a name change of the mod might be in order, since it seems to be taking a more generalized role than simply sparing the railroad during the institute quest.
    6. rcoll
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      Yeah I've been thinking about that. The esp would have to keep the same name though. Any suggestions?
    7. rylasasin
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      "Quest Choice overhaul: Less Railroading Quests" or "Better Quest Choices" or "Main Quest Overhaul" or "Better Faction Choices" or something like that.
    8. e22big
      e22big
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      I would like to suggest what you have not done and no one have been suggesting so far - a brotherhood faction quest overhaul

      I mean I know that BoS already have rather solid questline compare to the rest of the common wealth although I still want some sort of a good ending for them where they just left and everybody live happily ever after.

      One of the interesting way to do this is while the cut-off content of you, with the help of Dance challenged Maxson in trial of combat and take over the BoS as their new elder (voices and other resources are already in the game). Other which would be harder and I am not at all sure to be possible is to pass extremely difficult charisma check and convince him to just go back to the Capital Wasteland with you are now controlling the Institute and so the place is no longer a threat (should be possible with some line cut from Blind Betrayal quest and other re-sync with voice program)

      I love what you have been doing so far, thanks and keep up the good work
    9. Erynn
      Erynn
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      Can I second the requesting a brotherhood version? I know it's a hell of a lot of work and asking a lot, so I'm not holding my breath, but it would be lovely. I too have not yet completed the game because I am squeemish (the Railroad, that is, I don't expect them to let the institute survive)
    10. Asakti
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      Like others, I would really like to see the Brotherhood added to this. So, specifically - the "Tactical Thinking" quest. I can't see diplomacy working there, but something like "hey, go to ground for a bit". And the either lying about PAM or taking PAM to the BOS (could even throw in a charisma check if you lie about PAM being destroyed).
    11. Bethra
      Bethra
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      there's already a mod which allows the Danse/Maxsen dual and restores the cut content - "The Danse Dilemma"
    12. Culuf
      Culuf
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      I don't care about immersion for this particular choice at all: But I want to avoid having to destroy the Institute, the Brotherhood, and the Railroad. Also advancing through all three factions. Peaceful resolutions straight across the board! Basically just skipping the destruction quests from each of them but the game acting like it actually happened, without hostility by any faction member.
  7. MagicGonadsOLD
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    I figure that since you've had a significant poke around in the main quests, could you try to make a mod that does the same things my guide does? (Method: All Factions, particularly)

    http://steamcommunity.com/sharedfiles/filedetails/?id=571350942

    It'd be great to have a mod that makes it so people don't have to keep using console commands for a full on neutral solution.

    If you do I'll update my guide with a link to the mod in the relevant section and a notice in the general information.
  8. Kartik100
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    Fixing all the NPC reactions to the Railroad lie are a must, if they haven't all been fixed yet. Would make sense for the people who have been lied to, to still think the Railroad is gone, but people like Amari should act like nothing happened.

    Also, this one is tough, but how about a version of the mod with a speech check or something when lying to Father about the Railroad? His immediate reaction would be a bit hard to create, but would be cool if failing the speech check kickstarted Banished From The Institute and then you'd be forced to go back to the Railroad since Father has lost trust in you, locking you out of the Institute option. The main reason I put all those points in Charisma was to reach peaceful solutions. But the main game didn't have any, and while this mod is finally giving me the choice to reach one, my Charisma is still not put to use here.

    Not much else I want from this mod, thanks a lot for going through the effort to make this. I also really love the ideas put forward by others on this forum. As for a new name, maybe Enhanced Act III or Extended Endings. I dunno, just name it something catchy, with a nice acronym perhaps. Seems to be what all the other modders do.

    Hope this mod gets the attention it deserves.

    Edit : Sorry for posting this as a comment instead of a reply to your comment. Still hope this draws your attention.