Fallout 4
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Rcollpc

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238 comments

  1. spacemonk37
    spacemonk37
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    I want to get rid of the RR and BOS and keep the Institute around with a Minutemen ending. Meaning I want MM patrols and the MM Flag in Diamond City instead of the institute flag. Preferably also without hearing the institute speech on the radio.

    Is that possible with this mod?
    1. AftermathOath
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      its a railroad mod with institute so NO THIS wouldnt work! silly
    2. streetyson
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      Anyway, MM-Inst & MM-BoS ending is where Minutemen are spared essentially as vassals - i.e. you can keep your little farm militia to police yourselves and defend from raiders as it means Inst/BoS don't have to put in that effort as your overlords. So no DC flag for a subjugated MM.
  2. DiodeDiabolus
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    Damn I wish this Modpage description gave detailed walkthrough of how to get a certain ending. I'm tryna save the railroad and stick with the Institute, yet glory still died. Like what?
    1. AftermathOath
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      brotherhood of steel is the reason she dies
  3. zhuemin
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    Any idea if this is compatible with keep radiants in the commondwealth?
  4. YourMuse
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    While I understand this mod's options, I wonder if there is a way to have a peaceful ending, as in the institute comes out and confesses it's crimes and those who did the bad deeds replacing humans with synths and so on, can work in confinement to right the wrongs they have done, like healing the super mutants with Virgil and we also never find out why or how or when Danse was created, was he replacing a human or was he created a synth and memory erased by the railroad and he always thought he was human and had emotions and feelings like a human.  Wouldn't it be nice to have a device that tells you if they are a synth or not, like the girl who thinks she is a synth and goes to Far Harbor, or the guy who holds a gun on his synth replacement, and ends up dead instead,  and never really find out why did the institute do this in the first place?  I understand they experimented with the FEV and owe the commonwealth a lifetime of curing them to make things right...like Strong who doesn't want to be human even though he started out that way.  Why create synths?  This is similar to these technocrats that think transhumanism is the evolution of man, and insane.  Even maybe something as simple as being able to take codsworth to the vault with you and he stops the kidnapping...and there could be a whole other storyline but then, I suppose the institute would be even worse....I know Shawn did stop some of their more unethical programs, but then makes a synth of himself as a child.  I always felt bad for Codsworth as they ran out of the house and left him there....I always wanted to take him.  Certainly the wasteland could have worked to rid the planet of the radiation and help humanity get back on track, but they instead create synths....thinking after 200 yrs, humanity would be able to fix and rebuild alot better than it did and why I love the mods.  Some say don't do the 'show no mercy' mission with Brotherhood before you destroy the institute, and it's hard to know which thing to do and not to do as if there is a peaceful way for this to be where all factions can decide to get along and work together to rebuild humanity instead of fighting and trying to replace them with synths.
    1. LenaLonelyStar
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      While I'm pretty sure you're not the only one thinking that way, it's probably extremely difficult to make such a big story "overhaul" without breaking anything; this is a Bethesda game after all :(
    2. DarthAgonus
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      You'd be better off making something like Fallout Miami except for an overhaul of the main quest. 
    3. TooManyMoths
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      Looking for agency and common sense in a bethesda game is a fool's errand, with maybe the exception of a single dlc. You may want to check earlier entries, like the original fallouts and new vegas.
    4. TooManyMoths
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      -edited-
    5. streetyson
      streetyson
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      [Note: I re-wrote this, 4/5/22, to reflect this mod's revised name & info, and my follow-on comment about it.]
      The mistake Bethesda made was trying to copy Obsidian's "balanced" factions of FNV, rather than FO3's good vs evil. I put "balanced" in quotes because Vegas' pulp efforts went too far, i.e. idiotic Romans, druggies pretending to be Great Khans, Elvis Impersonators, and BoS hiding in a hole. Other than House and NCR the factions were trash and the map a bunch of crap. Don't know why so many liked it over FO3 - though the OWB & Hearts DLCs helped a lot.

      And BoS hiding in a hole is better than FO4's fascist BoS (complete with zeppelin & hitler youth). Anyway, While I'd downloaded this mod (which worked, thanks) having decided an Institute path, I soon backtracked (but see my follow-on 4/5/22 comment, below). The Institute are totally amoral. There's no "when I'm charge I'll change them" excuse, as the first thing you find out as Director is you've no such say. Desdemona also points this out if you tell her Father is your son and your naive idea to change the Institute. The OP, and various mods' thinkings, that the Institute can somehow be reformed are as realistic as turning BoS into egalitarian pacifists.

      The only moral choice are Minutemen's annoying City Sims, allied with Railroad to get rid of others. Folks who say these can't "save humanity" are missing the point - you're just creating a foothold & ethics to rebuild on, and you'll be able to do it because this is exactly what these factions want! Virgil can help create syringe ammo to revert Super Mutants. Tinker Tom etc can help you start repairing the Commonwealth. The Institute's deep amorality would be the end of humanity, and BoS are a Nazi's wet dream. I wish it were otherwise, that faction-tweak mods could realistically mould a path out of Bethesda's trash, but the only way they'd still work would be a post-end mod (eg, a BoS Lyons-faction to destory the Maxson-faction, or a ruthless bloody take-down & subjugation of the Institute. If you think like I do but still want BoS or Institute, then Project Valkyrie probably gets closest, followed by Subversion...
    6. streetyson
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      ..However, reading this mod's revised name & info it seems I'd merely installed it too late in my game, because if I'd done it earlier I could've still used the Institute until BoS were destroyed, then still decide to destroy the Institute - a good way out, imho. Endorsed.
  5. wysiwyg
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    Anyone know if you can compress the forms and add the esl flag to this mod and have it still work?
  6. cccrashhh
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    Installed this mod way before the quests. Went to "kill" Desdemona and the Railroad, didn't, went back to Father and told him "It was done" even though I didn't kill anyone. I thought "Great. This worked!"; however, I never got an option to "Lie to Father".

    Then tried fast travelling out of the Institute and the whole game freezes then crashes. Not sure if there's a conflict with another mod (I have no other mods installed that interfere with quests), so not sure what to do.

  7. pondreing
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    hello! I am having a bit of trouble, and wonder if it's my fault

    I worked with the Institute and completed Powering up, and thus was given End of the Line. However, I first came to the Inst with the Railroad and was in the middle of Underground Undercover, so I completed that and went with the RR all the way through Rocket's Red Glare

    I was given the RR's Nuclear Option and am at stage 320, where I need to talk to Z1-14. I obviously want to do what this mod allows, and spare the RR while siding with the Inst, but when I go to tell Desdemona about End of the Line, she only says that I must speak to Z1

    I must have not followed the quest timeline correctly, right? Is there a way I can manipulate Nuclear Option to get Des into dialogue with me?I would be most grateful for any help!
    1. pondreing
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      hi, I fixed it! after a lot of experimenting with different saves and console commands, I finally had a good idea- I used 'setstage 0010C64C 9000' to just fail Nuclear Option, and Des immediately started giving her End of the Line dialogue

      nice!
  8. ImmortalAbsol
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    I wish I could have the Railroad run the Institute benevolently.
  9. sevthemason
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    The phrasing of "up to" in "up to the point where you talk to Z114" is very confusing. Does that mean up to and including, as in, you're supposed to kill the tunnel guards, then talk to Z114, THEN install the mod? Or are you supposed to kill the guards, then install the mod, THEN talk to Z114?
  10. automanic
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    God this game's quest writing is an absolute mess. I hate the idea of destroying the Institute because to me the logical thing would be to inherit it and then use its vast resources to help the Commonwealth and simply ending the synth slavery. Plus, setting up a story where you're desperate to find your son and then having to kill him in every option that involves NOT siding with slavery??? I wish it was possible to convince him to help the synths or SOMETHING other than what really happens and no matter what be able to watch him die peacefully. Damn you Bethesda. 

    Hopefully, if I can do this right, I'll be able to complete Nuclear Family and not make the Railroad hostile? The web that is the main questline is so freaking confusing and complex I just can't keep track. I'm also so paranoid I'm gonna make Nick mad and I just can't have that. Wish me luck I guess.
    1. Rinzell
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      I 100% agree! I never finished the game and pretty much stopped playing once I got to the point I would inherit the Institute and realized I couldn't actually take over and make any decisions of my own. I fully thought I would be able to just, tell the institute that we would do things differently but..oh well! This mod isn't exactly what I was looking for but it comes close!