Fallout 4
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  1. kudorgyozo
    kudorgyozo
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    I am stuck at: Step 5: Complete "Form Ranks" ...  I have like 15 settlements and cannot trigger defend the castle. It was basically a waste of time.
  2. Pazzeroo
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    To each his own, I suppose.  You're right.  It'll work for some but not all.  I've dealt with military 'elitist' people in real life and immediately hated the Brotherhood.  The Institute is like every political progressive 'we know better and you're going to like it' group you run across in real life.  They're dead. The Brotherhood is very much like that, too.  The only ones, IMO, that are worth supporting are of course the Railroad and Minutemen because their ideas are what would benefit the entire region, not just themselves.  The Minutemen want strength in cooperation, and nothing survives when everyone is divided.  The Railroad, which I consider secondary to the Minutemen is on the right track (no pun intended) in that the freeing up of the synths makes for a much more free society.  After all, the synths, although being test tube creations, are the same as any human and being made for slave like purposes is not different than taking any other human and putting them into slavery.  My happy ending would then be the Minutemen helping to secure the people to unite overtly pushing the arrogant Brotherhood out and backing them up, and the Railroad as an undercover organization to not only help with that, but to discover and eliminate the leftovers of the Institute while providing paths for the unfortunate synths to integrate into society.  Dima's shenanigans are, to me, just one step shy of being the Institute all over again with the 'replacement' therapy solution to the Far Harbor problems.  IMO, just join forces and eliminate the nut jobs in the Children of Atom.  They aren't that big.  Everything else will fall into place if the Minuteman philosophy is followed, even there in Far Harbor.  Nuka World...  It's hard to unite radicals like that in real life, so the whole idea of the Nuka World addon is kind of far fetched.  Would be better to treat them like the Institute and be threatened with total annihilation, prompting them to actually 'settle down' and see what actually could be done with civilized, less aggressive homesteading and building of their own cities and settlements with trade.  I'm an old guy with my own experiences in the military and in high tech and other things that I can't talk about, so now I play games and try to imagine what the situations (and force them with mods) would be like if it were real life.  It works amazingly well.
  3. Solsius
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    For the sake of clarification, are you supposed to join all factions before doing all the instructed steps? I was a little confused on the set-up prior going to step #1. In my current playthrough, I'm at the Cambridge Police Station where you talk to Paladin Danse, and I have already joined the Minutemen. 
    1. SayaScarlett
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      Literal quest by quest to achieve this ending and not mess something up.
  4. Stronglav
    Stronglav
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    This save would be much better if automatron and far harbor were finished too.
    Ima wanna raid!!
  5. graypact
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    Ty for this steps. but i made a few things diferent and is the same outcome.

    1. complete the main quest till the part when you decript the courser chip (yes tall to tinker tom and decript it but dont talk to vergil)

    2. complete minutemen quest till "old guns"

    3. complete BOS quest till "Show No Mercy" (you can do the sidequest also)

    4. complete Railroad quest till "Tradecraft" (you can do the sidequest also)

    5. talk to vergil and build the teleporter on minutemen settlements (castle, sanctuary)

    6. go to the institute, talk to father and chose the "im not sure" option allways (this will allow you to stay in the institute and it will start "Synth Retention" you cant complete this quest if you want for fun)

    7. OPTIONAL. you can complete institute quest till "Mankind-Redefined" but in the bunker hill attack you will have to chose if you want to tell the plans to the railroad or the BOS, talking to the railroad will not make you hostile to the institute or the BOS. just dont shoot a single bullet and wait till the end of the quest to kill the courser.

    8. exit the institute and give the holotape to sturges, then go and talk to elder max, go to the institute and convince Dr. Lee, take vergils antidote and exit the institute again.

    9. talk to elder max (he will ask you for the holotape you give to sturges), go and tell sturges you want the holotape back and give it to Ingram.

    10. complete BOS quest till "Blind Betrayal" (this way you get promoted to Paladin and get a room on the ship). DONT GO NEAR CAPITAN KELLS

    11. now just go and kill a human with name in the institute. and you will be exiled.

    12. talk to Preston and start "Defend the Castle" complete all the quest till "The Nuclear Option" (remember to activate the evacuation alert in father`s terminal, this way no one gets mad)

    Now its done. Boston belongs to the minutemen, BOS will be there and happy (not elder max), Railroad will be alive and well. all your companions will be by your side and all the factions will give you radiant quest.

    Srry for my english.
    1. skeithgaming
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      Can confirm this method works. You basically just avoid the Railroad from the courser chip onwards.
    2. deleted31005
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      Just FYI, whenever Graypact says 'till' he means those quests need to be included and completed.

      And I can also confirm this method of him is working like a charm, I'm paladin with BOS and all remaining 3 factions live in peace, couldn't get better than this.

      Though one word of advice, you might want to skip on the side-quests for the railroad, I only did one quest for the doctor (dead drop) and one for Tinker Tom (MILA) and when I got back everyone was gathering with Desdemona proclaiming the Institute and BOS being their enemies, so I reloaded an older save and skipped those side-quests and that scenario never happened again.(I think its the quests from Tinker Tom that caused this.)

      Since all 3 remaining factions are now at peace Ive also been able to do more quests for the Railroad which got me Ballistic Weave, though PAM also gives quests to destroy rogue BOS and Institute patrols, but since the BOS is still alive and well its a bit out of place.
      Only killed one BOS patrol so far completing that mission, yet the general BOS population is still my ally so I don't see any issues with those kind of quests, nothing gets broken by it.

      But I do notice a few gaps here and there in the story, as if Bethesda never really thought this thing through and some NPCs behave a bit out of place, but thats just a minor thing.

      I STRONGLY suggest people follow these steps provided by Graypact, they give you a pretty complete picture of the stories regarding all the factions while the recommended steps provided on this mod page don't.
    3. troglodytes16
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      I don't understand how you can talk to Tinker Tom to decrypt the chip if you haven't completed Tradecraft yet.
      Edit: Well, now I do.
      I thought you could only get in the RR HQ after Tradecraft, but when you have the chip, Desdemona lets you in.
      Thanks for the list
    4. tzs0107
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      in no.6 when u say "(this will allow you to stay in the institute and it will start "Synth Retention"" u mean it won't start "Synth Retention" or u should start "Synth Retention" before exit the institute? im a bit confused
      Edit
      nvm, i got it, after started "Synth Retention" is the only way to exit institute, u cant leave until then
  6. Senise
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    Anyone know which settlement is the Mercer Safehouse?
    I want to set up a real covert Railroad settlement there (I got the bunker-mod installed).
  7. DariosXD
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    "Minutemen, Railroad, and Brotherhood coexist - should the player character not allow themself to participate in any turning point missions which would make them enemies with another faction (Tactical Thinking from the Brotherhood, or Underground Undercover for the Railroad, or starting Mass Fusion for the Institute). They rather get banished from the Institute by themself, and then trigger the Evacuation Protocol BD-2 while eventually destroying the Institute with the Minutemen."

    Took this from Fallout 4 Wiki. It seems your way is not the only way to get the peaceful ending, it's just the way you did.
  8. Stronglav
    Stronglav
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    I went over your settlements and they are in terrible shape.Some are missing beds and some need more defences...
    You really should go over your settlements and improve them.
    1. SanityFlippers
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      Nice comment you low life, this is really just a save, it's even stated that, it's not meant to all be done for you, god damn, ignorant unappreciated child
  9. Angelsilhouette
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    Step 2: Complete "Reunions" and "Dangerous Minds." (For proper completion, keep Preston at the Castle.)

    ...


    Step 4: 
    ...
    (b) DO NOT start "Defend the Castle." Don't even go to the Castle. 

     
     
    How can I keep Preston at the castle if I've never gone to the castle?

  10. lulu15bb
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    I want to ask can you save you synth son with this ending