Fallout 4
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  1. streetyson
    streetyson
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    You don't need any mods for this. Here is the solution, cobbled together from a few different sources, and works far better:

    TLDR: Talk as little as possible to Preston and never report back to him. Turn off Freedom Radio Speakers and never listen to it.
    In Detail: read below.

    Look, all these stop-minute mods partially work to some greater or (usually) lesser extent, but despite being the Minutemen's General and having established 8 settlements plus the castle, I follow these simple steps which stops every single quest - except ones I want/need, or feel like doing.

    1) Let Preston give you the initial quests until he suggests taking the Castle. You can now either tell him you'll get back to him or go ahead.

    2) Either way, after this point, never report back to him whenever he or some other interaction sparks a settlement quest of some sort - do them but when you're told to tell Preston, don't. The quest eventually auto-completes without Preston having a chance to tell you about another problem.

    3) You'll need to speak to him to begin the Castle attack. After you power up the beacon radio and Preston congratulates you and heads off to Sanctuary, never tune in to the radio station, and turn off the radio's speakers (which have their own control). During this period you may get given another quest or two by either Preston or the game. Do them but don't report to Preston after if asked to do so. After that the Old Guns quest will trigger after so many days, which you'll want to do - you might need to leave the radio speakers on at least until then (can't remember if Ronnie needs it to trigger her arrival) but if so still do not listen to that radio station yourself. Then leave the speakers off after completing Old Guns. And avoid Sanctuary - and if you do go there, don't go near Preston.

    And that's it. Sure, you may want to turn the radio on and speak to Preston and do more. But the point is now, until you do, you will not get any radiant quests, and in fact no more Minutemen Quests at all until other grand aspects of the game advances elsewhere to involve the Minutemen. I've been going around doing other stuff, level 51, building up my sites, doing Railroad stuff, exploring etc. The Minutemen patrols still come by settlements, and call me general, but not once has any radiant or other Minutemen quest started. Not once. At all.

    At some point you might want or need to do more Minutemen stuff and talk to Preston, and listen to their radio, but until then you're free of it.
    1. Ca5perrrr
      Ca5perrrr
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      Works perfectly for me. Thanks a lot.
    2. cyberwarlocke
      cyberwarlocke
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      Doesn't work after awhile. Yeah, it worked for, like, 20+ hours of real-time gameplay, but then the bottom suddenly came out.
      Preston's on perma-timeout in Sanctuary, and I'm inside of a building on another line of quests, and all of a sudden, poof! Feral Ghoul quest pops up out of nowhere. I get the location from the settler at the settlement, and an old completed but not turned in quest just pops up as complete with the exp given. Did I have an out of body experience that turned the quest in?!
      Mid ghoul fight, a raider quest pops up. I finish putting the ghouls out of my misery, I speak to the settler. Doesn't even give the option of talking to Woody (I call Preston Woody because of the Buzz Lightyear mod), and it completes with the exp awarded. I go to the next one, it's Raiders. Mid Raider fight, a Greenskins quest suddenly pops up.

      So, yeah. I need this mod. I don't want it. I need it. If I later change my mind and decide I want more minutemen quests and no one has the decency to push me at the top of a flight of stairs, I'll turn the mod off as I start to go feral myself.

      Gage's offer is starting to look rather tempting...
    3. streetyson
      streetyson
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      • 102 kudos
      @cyberwarlocks - Well, 2 years and hundreds of game-hours later it still works for me (and anyway I was only repeating a collection of well known game ploys) so you've clearly done something different/wrong  or have something else interfering with it somewhere.

      But anyway, if I were to use any mod it prob wouldn't be this one - for while it may work just fine it does seem a rather brutal measure - the metaphorical equivalent of using amputation to lance a boil. I'd first try something like Minimal Minutemen.
  2. cyberwarlocke
    cyberwarlocke
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    Ha! Neat... Seems to work as I cannot turn in the current unwanted quests while it's active. So, I'm going to disable it, then turn in the quests, hope another one doesn't immaculately conceive itself during this, and re-enable the mod.
    Turn your crap in, THEN enable this.
    Thank you, nexbr. The quests popping up while I was inside of another building doing another questline were absolutely infuriating, so I really appreciate this.
  3. DathusBR
    DathusBR
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    • 12 kudos
    For those that are still getting the quests, make sure this mod is enabled on Vortex (Plugin Section), With this mod enabled you shouldn't get those quests anymore, the over 400 Endorsements says that this mod works.
    For those that already have the quest you need complete it with completequest or setstage or load a previous save or disable this mod and do the quest by finishing it, Once this is enabled you can't finish those quests if it is already started!
  4. deleted143586573
    deleted143586573
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    Doesn't work, still getting quests.
  5. Vad12
    Vad12
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    So... really late to the party, but does anyone know what happens if I were to uninstall this mod at a later date? Would the quests be enabled again, or would my save have a stroke and need enough help for Preston to mark it on my map?
  6. mrjwmorse
    mrjwmorse
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    So..it disable all of them then?
  7. Gyzzidonth
    Gyzzidonth
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    Is this an accurate summary of this mod?

    * Keep all quests for settlement location takeovers
    * Remove all other radiant quests

    Basically I want him to assign me quests for finding/liberating the settlements until all of the settlements are acquired (but no other radiant quests).
    1. Roland The Headless
      Roland The Headless
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      • 10 kudos
      I have found that if you don't talk to the settlers in Ten Pines and just visit the settlements that give quests, the settlers will give you the quests to allow you to use their workshops. The only settlement that ever gave me a problem when doing it this way is The Slog, but places like Nordhagen Beach, Country Crossing, Sommerville Place, etc... have all just given me the quests when I show up.

      Some places always give you the quests no matter what like Grey Garden and Finch Farm, but not speaking to the settlers in Ten Pines seems to open up all the rest. I think it has something to do with your character not being associated with the Minutemen yet.
    2. Ilsigi
      Ilsigi
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      • 2 kudos
      I've noticed the same with the only difference in my latest playthrough the Slog gave me a quest (even after being the minutemen leader) while County Crossing was the one that gave me issues. What I generally do is if there's a "radiant" settlement I definitely want to get I go speak to them before even meeting Preston though I'll have to try your way of just not speaking to the people at Ten Pines next time once I get to that point... seems to be the same strategy either way.
    3. tesnexus8
      tesnexus8
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      Pretty much accurate, yes.

      I actually don't want even THAT much railroading. It's literally impossible to NOT have at least one Minutemen quest CONSTANTLY, even with this mod (which, to be clear, does improve things enormously), because as soon as you "turn in" one quest Preston immediately assigns you another one if there are any potential settlements left at all. Look, Preston, I DON'T CARE, okay? I'm not your @#$%ing errand boy, and I've already cleared a dozen of these stupid things! Give it a rest!

      But, though the ideal is that you let the player actually ASK him for these damn things rather than have them constantly spammed at you, at least you only have to deal with THAT aspect of it now, and for that significant saving of your sanity this mod is a must-have. :)
  8. bobwuzhere1224
    bobwuzhere1224
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    • 6 kudos
    Will this also prevent Radio Freedom from giving you quests? I'd like to not avoid the Castle anymore.
    1. DathusBR
      DathusBR
      • supporter
      • 12 kudos
      Yes.
      No way to get those quests, Since they were deleted / disabled, every other minutemen related quest should work normally.
    2. bobwuzhere1224
      bobwuzhere1224
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      Thank you for taking the time to clarify. I look forward to not having to run around "saving" settlements.
    3. paul12344
      paul12344
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      That's great, except... I'm not getting any quests from the Minutemen. I got the 'First Step' one, then nothing.
  9. Clandestine1
    Clandestine1
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    • 4 kudos
    A big thank you for this mod. as it fixed an issue I was having with a raider vassal. I turned Murkwater into a vassal, yet the settlers there still insisted on giving me radiant quests (which I refused) that totally broke the immersion. Now they're back to hating me as well they should.
  10. Mogomra
    Mogomra
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    • 43 kudos
    I consider this mod to be absolutely essential, but since I installed it before visiting The Slog, I have been unable to recruit that settlement because they never give me the Greenskins quest to recruit that location. Is there a way to use the console to manually start this specific Greenskins quest or mark it as complete so I can take control of The Slog?
    1. Ilsigi
      Ilsigi
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      • 2 kudos
      A bit late, but if anyone is still looking for a solution to this issue, you can give this mod a try.