About this mod

WARNING! SPOILERS! This mod adds a side quest to Fallout 4 that will allow you to obtain the character known as "Father" as a companion after the end of the game. As providing more information here will inevitably spoil, please read the full description for details on what this mod does exactly. Compatible with Nora Companion and Project Valkyrie.

Requirements
Permissions and credits
Mirrors
Changelogs
WARNING! There will be end-game spoilers below for Fallout 4! Continue reading this only if you've finished the game or you don't mind being spoiled.

Father Companion: Alternate Ending Option For Fallout 4
Version: 4.1
>>>>> Watch The Trailer <<<<<
Links: PC - Nexus Mods; PC - Bethesda; XB1; PS4
Discord Link: Toro Montana's Mods

Quick Alert: If you downloaded versions 1.0 or 1.1 or 1.2, delete these, please re-download with the latest patch and start a new game and/or reload a save before the mod was activated. These versions contain a rather major bug and exploits. It should be fixed now, but report any issues and I'll look into them. The versions after (1.3+) are stable and suitable for playing.

A Note On What Is New In Patch 4.1:
[Note: This will also likely be the very last patch. If you have mirrored it somewhere else, please update.]
1. Minor update to tooltips.
2. Compatibility with Marked For Termination (starting patch 2.9) improved. The essential NPC killing ability no longer has any effect on the cyborg assassin.


A Note On What Is New In Patch 4.0:
1. New ending cinematics are available if you download the full mod from Nexus Mods, accounting for the multiple possible conclusions to Shaun and the Sole Survivor's story. These endings don't replace the vanilla cinematics, instead they play soon after. Endings account for faction choice as well, including a psychopath ending if you destroyed all 4 factions.
2. For those who can't get the Nexus Mods version, you will instead be able to hear a narrated audio ending using a free holotape.
3. Piper, Valentine and Strong (especially if Father is a super mutant himself) all have new things to say if Father is one of your active companions.
4. Chem stations now provide access to more options and rewards.
a. New Options:
- enable/disable the new ending cinematics (as not everyone can get them, they are not enabled by default, you have to manually enable them)
- replay ending cinematics if you've missed them or if the cinematics have changed based on new player decisions
- trigger the Nuka-World special ending if you went to war as a raider with Railroad+Brotherhood and killed Preston Garvey before you could find Shaun and the Institute
- trigger the "vice" special ending if you give up trying to rescue Shaun
- grant the player the ability to finish off injured essential NPCs through a special button (useful when trying to get the psychopath ending as Preston Garvey is invincible otherwise)
- change Father's display name to "Shaun"
b. New Rewards (only if you both recruit and cure Father):
- ability to restore several lost weapons if you previously had access to them (this is not free however, you need materials)
- ability to craft several Institute and Vault themed outfits as well as make copies of Kells' original trench coat which was cut from the game (if you destroyed the Institute, enjoy creating a new more humane Institute for Father, perhaps in Vault 88)
(Copyright Notice: Kells' trench coat is something I restored on my own without the help of any modder. Please don't accuse modders of "stealing" just because you see something similar being done.)
- able to craft a version of Father's lab coat usable by super mutants (good if you want to give Strong one too)
5. The Project Valkyrie ending to Father's story can now be concluded in several ways to trigger an ending cinematic:
a. reject Father's offer, leave him in Vault 111 or imprison him in the Glowing Sea after rejecting his offer
b. kill Father (either violently or by giving him a lethal injection through the "Mercy Kill" dialog option)
c. cure Father using the Mysterious Serum and Vault 81 Medical Research (progress done with Volkert caries over)
d. let Father die of cancer (there is no time limit, you choose when it's time if you agree to say your final goodbye)
e. tell Father you will continue to search for a cure even if you never find one (for example if all Mysterious Serums are gone) - this allows you to keep Father as a companion indefinitely but without any rewards or being able to order him out of power armor


A Note On What Is New In Patch 3.0:
- Father can now be ordered out of his power armor by passing a speech check. (Exception applies if you chose the Project Valkyrie ending until Father is cured.) You can also order him back in or order him to get into another power armor.
- There are now several actions that can result in a positive or negative response from Father such as cannibalism, crafting, collecting pre-war items or using his power armor. Note: Feel free to do what you want as he won't abandon you even if you repeatedly upset him.
- Alternate ways to obtain the cures for Father have been added:
a. There is a discarded Institute FEV in the FEV lab, providing you a way to save Father as a super mutant even if you never accepted the Institute's offer
b. If you fail the speech checks with Dr. Volkert you can now simply kill him and take the items from him. Pickpocketing also technically works, but he will usually catch you. Note: Killing Dr. Volkert or any other important Institute NPC locks you out of the Institute faction.
- In order to be consistent with some ending animations, the cures now use a Med-X model instead of a Stimpak model.
- The quests in the mod have now been given more appropriate menu icons instead of the boring default one used for most generic side quests.
- Completing the Project Valkyrie ending and saving (or rejecting/killing depending on player choice) Father will trigger an end-game cutscene.
- Some Nora dialog that was cut from previous patches due to text-to-speech has now been restored with the help of a new voice actress Emaline Tuck. If you would like Nate/Nora to be voiced exclusively by the vanilla actors at the expense of having more generic, less tailored dialog, use the free holotape from the chem station to activate that option.
- Minor changes to dialog added. (Yes, again.)
- Added a new settlement/Preston Garvey easter egg in the dialog. See if you can find it.


A Note On What Was Added In Patches 2.0 and 2.1:
- The main features of these patches was the removal of text-to-speech "voice acting" in favor of real voice acting / vanilla voice replacement as well as the addition of a new quest called "Coursing Venom", only available for those who sided against the Institute but still saved Father.


This mod adds a side quest to Fallout 4 that will allow you to obtain the character known as "Father" as a companion after the end of the game. For more information read below. If you'd rather find out all this information for yourself, stop reading and go download the mod now, but bear in mind I won't be replying to comments or e-mails asking for information that is already explained below. Feel free to ask other players though.

Section A: The Background Story (skip to section B if you'd rather find this out for yourself by playing the mod)

He was dying and there was nothing you could do about it. Have you ever wanted to save Father? Shaun? Now you can. Lorewise, it's certainly possible and unfortunately the vanilla game did not explore those options. What if you used the Cabot family's "Mysterious Serum"? What about the Institute's own "Forced Evolutionary Virus" or FEV? Was there something more to Vault 81, perhaps hidden medical research that could help him? Other unanswered questions include: Why couldn't the Institute just enhance Shaun as they did with Kellogg to halt aging? Why couldn't the Sole Survivor just use the Vault 81 Cure?

And perhaps an even more pressing issue is, if given the chance to destroy the Institute but save Shaun (the real Shaun), would you take it? Do you, from a role-playing perspective, truly believe the Institute is the way forward for mankind or did you only side with it because going against it meant going against your son? What other faction would you pick if this wasn't an issue any longer?

All these questions the mod will try to explore to the best of my abilities.

Section B: Getting Started (skip to section C if you'd rather find this out for yourself by playing the mod)

From the time Shaun reveals he's dying from cancer at the Directorate meeting till the end of the main quest, you will get the opportunity to work with Institute scientist and medic Dr. Dean Volkert to find a treatment for the cancer. Dr. Volkert can be found during work hours in the Institute's infirmary or in his quarters at other times.

There are two main ways to go about it:

Option 1: Give Dr. Volkert the Cabot family's Mysterious Serum + medical research from Vault 81. The medical research is a new item, a scientific medical journal that can be found in 3 copies inside the hidden section of Vault 81. Both items are needed to cure Shaun. Once you give him both items, he will create an experimental treatment. There will also be some revelations into how exactly the Cabot serum works.
Option 2: Convince/intimidate Dr. Volkert into giving you a sample of the FEV instead. This can also cure Shaun of cancer and doesn't require gathering any items, but comes at the cost of turning Shaun into a super mutant. Note that you cannot use the FEV to become a super mutant yourself, instead the FEV will kill you if used on yourself.

However as of patch 3.0 there are several alternatives as well:

Option 3: Kill Dr. Volkert and take the FEV from him (or the experimental cure if he has created it) if you fail to pass his speech checks and convince him to give it willingly. (Note, killing Volkert will lock you out of the Institute ending. You can still save Shaun at the end, but you will have to pick another faction to do it with.)
Option 4: Pickpocket the items from Volkert. (Note: This is essentially impossible in a largely unmodded save as he will always catch you.)
Option 5: Get a sample of the FEV from the FEV lab and never interact with Dr. Volkert or even pretend to accept Shaun's offer to join. Note: if this option is chosen, you will only be able to save Shaun as a super mutant.

If none of the above suits you there is also:

Option 6: Do the Project Valkyrie ending. In this ending you can work with either Volkert or Shaun directly to find a cure and there is no super mutant option. Progress from Volkert caries over to Shaun.

For reasons that will be explained in the game, you have to administer the cure yourself, Dr. Volkert will not do it for you, and you can only do that at the very end of the game when Shaun is on his deathbed, unless the Project Valkyrie ending is chosen.

Section C: The Impact of Faction Choice (skip to section D if you'd rather find this out for yourself by playing the mod)

The mod allows you to save Shaun and get him as a companion even if you go to war with the Institute. You only need to keep in mind 5 things:

1. You still need to work with Dr. Volkert for the cure. So if you choose to be hostile with the Institute from the very beginning, the only option left to cure Shaun will be to take the discarded FEV which can now be found in the Institute's FEV lab, the same place you obtain Virgil's antidote from. Feel free to betray the Institute, after you get the cure, unless you're fine with Shaun being a super mutant.
2. Recruiting Shaun as a companion requires a hard speech check if you destroy the Institute.
3. Killing Shaun at any point in the game, even accidentally, instantly fails the cure quest and prevents it from being acquired again. (Duh!) There is a no mercy policy to exploits so don't bother.
4. Killing Lorenzo Cabot and running out of the Mysterious Serum will make it impossible to save Shaun except as a super mutant.
5. The cure, FEV as well as the Vault 81 research documents are not marked as quest items and can be lost. Don't lose them or try to use them on yourself.

Section D: Finding and Recruiting Father Post-Ending (skip to section E if you'd rather find this out for yourself by playing the mod)

If you've done everything right, obtained a cure, administered the cure on his deathbed and kept him alive, Shaun will disappear for a while after the end of the game. If you sided against the Institute and blew it up, he escapes, this is done off-screen and an evacuation order isn't necessary. If you side with the Institute, he fakes his death, allowing you to still become Director. (This also avoids having to do a painful overhaul of the game on my part that will simply serve no purpose other than creating 100 compatibility issues with other mods.)

You can later find him in Vault 111. He will also send a courier for you and the courier will give you instructions on where to go. Note, this doesn't happen instantly. His journey to Vault 111 begins shortly after the ending and his starting point is the Third Rail in Goodneighbor. If by chance you encounter him on the road, simply follow him to Vault 111.

If you sided against the Institute, a hard speech check is required to successfully recruit him and you only get one chance.

Section E: Companion Mechanics (skip to section F if you'd rather find this out for yourself by playing the mod)

Companion mechanics for Father will differ slightly from other companions. Here are the differences:

1. He doesn't override other companions. This means you can have Father + other companions following and fighting for you at the same time. Wanna install Nora Companion and do a family outing to the Glowing Sea? Go for it.
2. Unlike other vanilla companions, Father doesn't have a true dynamic affinity system, his feelings towards you depend entirely on how you completed the game (saved Institute vs. destroyed Institute vs. organized a coup to oust him in Project Valkyrie ending). There is one thing and one thing only that he truly hates, being shot at by you, but he will "forgive" your abuse after a while. Otherwise, you can engage in whatever degenerate crimes you want with him around. There are also a few actions he likes/dislikes, for example he dislikes resorting to cannibalism however this has no impact on your relationship with him, he will never leave you. There are also no extra rewards to gain from him after the ending. You will unlock the companion perk once you have both recruited and cured him.
3. Assigning him to a settlement works slightly different. Once assigned, you can only reassign him using the workshop interface directly. You cannot reassign him through dialog.
4. (Human) Shaun wears an indestructible custom-built Institute power armor. As of patch 3.0 you can order him out of his power armor, but beware replacing individuals pieces. The indestructible pieces will be lost. Also the power armor is a little buggy, don't try to change it at a power armor workbench, it will bug out and crash the game.
5. (Super Mutant) Shaun can only equip stuff that Super Mutants can. Basic rule is, if Strong can use it, so can he.
6. There is no romance option.

Regular Abilities:

1. Can be commanded to do specific things like stay in a post, walk to a spot, inspect stuff, loot stuff etc.
2. Can become a settler.
3. Can trade items with.
4. Can dismiss.
5. Has a lot of idle chit chat dialog and you'll get a chance to find out a bit more about his past. You can also talk with him about your pre-war life and whether or not you liked or hated it.

More Unique Abilities:

1. His companion perk provides 1% bonus to all experience. This is available if you have cured and recruited him and remains up even if you dismiss him. He doesn't have a true affinity system. You can get the perk even if you sided against the Institute and you keep the perk even if you later decide to kill Father (requires disabling essential NPC immortality and the mod includes a tool just for that). Note: In the Project Valkyrie ending you recruit him first and then work to cure him. There is no real time limit, but you will not get the perk until he is cured and he will not leave his power armor. As of patch 4.0, the perk also allows you to restore several lost items such as Broadsider and Deliverer. It also allows you to make Institute and underground (vault) themed clothing, hazmat suits and also craft the controversial Kells' coat which was cut from the vanilla game. All these patch 4.0 rewards are available at the chem station.
2. His genius level IQ allows him to hack any terminal. (Note, sometimes he might get stuck walking to the terminal, but you can talk to him to unstuck him.)
3. His power armor will provide audio warnings about his HP levels/radiation, parodying Half-Life 1 and 2. (Disclaimer: No audio from Half-life 1 or 2 is used.) Keep in mind that trying to use his power armor will not get you the same audio warnings. The power armor is designed to detect unauthorized use and disable medical systems. Only Shaun will be able to make full use of it.
4. He will scavenge stuff (usually tech items but not exclusively) and share them with you once a day if you talk with him.

Section F: Other Mods, Compatibility, Recommended Mods (highly recommended for reading, no spoilers)

The mod is compatible with most mods, unless maybe there are fundamental changes made to the ending, particularly lore unfriendly mods or mods that make radical modifications to the way the ending scripts works. Since a series of specific things need to be done to save Father, radical alterations of the Institute quests or locations can have unexpected results. For example minor/medium alterations of the FEV lab might be okay, but a full transformation of the FEV lab might block the pathway to the FEV vial. Modifications to Dr. Volkert might be okay, but deleting Dr. Volkert will obviously lock you out of some paths to curing Father.

No vanilla IDs are edited believe it or not, I prefer to add new things and use new scripts rather than modify old ones. For example the FEV is added to the FEV Lab using a teleport script when you first load the game, the FEV Lab cell isn't edited directly. Still, there's no 100% guarantee of compatibility with all mods.

Mods that you might want to consider using along with this mod:
Nora Spouse Companion - if playing male
Dual Survivors - Nate Companion Mod - if playing female
Project Valkyrie
Genetical Father
Marked For Termination - A Terminator-Inspired Manhunt in the Commonwealth
Super Mutant Milk Armor

If you'd like to see more mods here, let me know.

A saved game to use to skip most quests and get to Father faster:
Fallout 4 Vanilla 99-Percent Completed Savegame

Section G: Project Valkyrie Ending (kinda spoilery, skip to section H if you'd rather find this out for yourself by playing the mod)

The Project Valkyrie mod provides an alternate ending itself to the vanilla choices.

If you have Project Valkyrie installed alongside this mod, there will be an alternate path to obtaining and curing Father. In this ending, you do not need to work with Dr. Volkert either and there is no Super Mutant option. You will still need the Mysterious Serum + Vault 81 Research.

Section H: Known Issues and Common Questions (may contain spoilers)

Q: [Patch 4.0+] Why are the new cinematics not playing?
A: The new cinematics are disabled by default and need to be re-enabled using one of the special "option" holotapes from the chem station. Items that only serve as gameplay options are free to craft, no materials required. They are also not available if you downloaded the mod from Bethesda.Net. You will not find the full version there as their format doesn't allow me to upload cinematics that would work.

If you missed the cinematic, download the appropriate version and use the chem station items to replay the ending.

Q: [Patch 4.0+] Do the new cinematics play if I don't save Father?
A: Yes. They don't replace the originals though. They play a while after the originals play, usually when traveling to a new location and out of combat.

Q: [Patch 4.0+] How do I get the psychopath ending cinematic?
A: In order to get the psychopath ending you must destroy all 4 factions including the Institute. (Killing Father is not required but the Institute must be nuked.) One way to do this would be killing Maxson (or simply destroying the Prydwen), killing Desdemona, using the Minutemen to destroy the Institute and finally killing Preston Garvey. If you have trouble killing an NPC due to "immortality", activate the essential NPC killer included in the mod.

Q: Where should I put this mod in my load order?
A: Literally anywhere will do. As the mod doesn't edit any vanilla IDs, it really doesn't have an impact.

Q: Father is a complete monster who even put his own father/mother in harms way for an "experiment". Why would I ever want him as a companion?
A: He hacks terminals.

LOL!

Q: What is the safe way to uninstall this mod? I already started the game.
A: There is no safe way to uninstall this or any other mod, it was never intended, you should not do that during the middle of any playthrough of Fallout 4 else you risk corrupting your save. Choose your mods carefully at the start of the game and stick with them. I will provide no support if you ignore this warning, disable the mod and then whine on the forums about your save being corrupted or items disappearing.

The closest thing you can get to "uninstalling" this mod is either ignoring Father's cure quests or sending Father away to a settlement/Goodneighbor. The game doesn't force you to save Father even with the mod installed, you can still choose to ignore him / let him die. You can also save him but disown him and decline to have him as your companion.

Q: Does Father retain his memories/intellect as a Super Mutant?
A: Yes, he does. No need to worry about recruiting another dumb brute.

Q: The game crashed when I tried to modify Father's Power Armor at my Power Armor station, why?
A: Known issue, I'm afraid there's nothing I can do about it, you should avoid doing that plus the original pieces are hidden and cannot be modified anyway, only changed by trading Shaun new ones.

Q: Can I use the FEV on myself to become a Super Mutant?
A: No, the FEV will kill you instead.

Q: I ordered Father to hack a terminal, he stopped moving. What do I do?
A: Father may bug out on some terminals especially when inside his power armor, if this happens, you can talk to him and either force him to try an alternate path to the terminal or abandon hacking. The hacking also cancels automatically if you leave the area, making Father follow you again.

Q: I sent Father to a settlement. How do I reassign him to another?
A: Reassignment is only possible using the workshop interface using "Move".

Q: How can I get Father out of his power armor?
A: By passing a speech check. You also need to have cured him first, keep in mind that if you choose the Project Valkyrie ending you first recruit him then work to cure him. He will not leave his power armor until he is cured of cancer.

Q: Will Father follow me back to the Institute?
A: No. As Father fakes his death for the Institute ending, he will not be returning. He will however follow you to the reformed Institute of Project Valkyrie.

Q: I already completed the main quest. Can I still get Father as a companion?
A: No. Activating the mod after the completion of the main quest, Father remains dead, however if you have updated to patch 1.4 or higher, a fix to a vanilla bug will be in place allowing Dr. Volkert to heal you again if you're injured, irradiated or both. You can also go collect the Vault 81 Medical Research or the FEV from the FEV lab, but it has no practical use apart from extra caps.

Finally, even if you can no longer save Father, you can replay a custom ending cinematic done in the style of Fallout 3's endings. The ending accounts for faction choice (including the no choice / psychopath ending for destroying all 4 factions if you were able to kill Preston Garvey through a mod) and whether or not you let Father die or killed him.

Q: Do I need to have any DLC/mod/etc. installed?
A: No, this works on a vanilla Fallout 4 with no DLCs, no Creation Club content, no mods, no script extenders. That said, you should have it up to date. Updates to the vanilla game are free and automatic on Steam.

No, you don't even need Nuka-World to be installed to get the Nuka-World ending cinematic. All you need to do is become Overboss, become hostile with Railroad and Brotherhood, and kill Preston Garvey, all before you are able to find Shaun. Then confirm that you are the Overboss using the Nuka-World holotape.

Project Valkyrie isn't required either, although the mods communicate with one another through the use of some clever mechanics without one being dependent on the other.

Q: Will Dr. Volkert still heal me?
A: Because this mod adds new dialog to Volkert and I can't be bothered to be blamed for a vanilla bug, I decided to add a Volkert cure fix into this mod. If you're injured or irradiated, Volkert should now ALWAYS offer you free healthcare. He won't cure addictions, but he never did, not even in vanilla. You're welcome.

Q: Who voices Dr. Volkert and Nora?
A: Nora is voiced by the original voice actress and a few of the more unique lines are voiced by Emaline Tuck. If however you wish the player dialog to be fully voiced by vanilla's actors only (at the expense of more tailored and unique dialog), you can set this using a free holotape that is craftable from a chem station. Dr. Volkert is voiced by Ken Johnson or Brett Keane (default actor) depending on who you choose. Change can also be done through a free holotape from the chem station.

Q: But saving Father ruins the game!
A: That's not really a question, but keep in mind that even if you have the mod installed, you are not forced to cure Father and even if you cure Father you can still disown him and reject him as a potential traveling companion. You can also just exile him to a settlement to do hard labor as punishment. The possibilities are endless.

Q: I saved Father but nothing happened. He still died. Why?
A: As I explained many times, if you do the Institute ending he fakes his death. Revamping the entire Institute so that he's still the leader after the ending just isn't feasible (even with the availability of new cutscenes as of 4.0). Also, I have a strict policy for this mod, I don't edit any vanilla IDs, not even the Nuclear Family quest ID believe it or not (and if you don't, you're free to check the .esp file and see what it edits from the vanilla game: spoiler alert, nothing, new content is added on top of old instead, old content is not edited). This ensures the best possible compatibility with mods in general.

Also, nobody would respect a super mutant Institute leader, so faking his death is definitely necessary if you go with the FEV option.

Q: How will the other faction leaders react to Father?
A: They will have overwhelmingly negative things to say about him, whether human or super mutant, but they also won't turn hostile. While he's your companion, you may be asked to leave or Father might be kicked out of the faction's HQ. But there is no permanent damage to your reputation. The best way to avoid negative reactions from faction leaders is to send him away.

Q: Why won't the mod work for me?
A: With such vague questions, it's unlikely to get any help. Some of the more common issues were fixed in patch 1.3 and a few minor issues in patch 1.4. If you're still having problems, best way to be sure something isn't totally broken is to type:
1. "sqs zzCure" (this quest is also required for the vanilla bug fix that prevented Dr. Volkert from healing you when damaged or irradiated)
2. "sqs zzCure02"
3. "sqs zzFatherDialog"
4. "sqs zzBackground"
5. "sqs zzFatherRadsWarning"

You will see some numbers (stages of hidden background quests) as well as whether or not these quests are running, scroll up with your mouse if the list is too long. These are background quests that must be running at all times. If you see any of these quests listed as "Stopped" something is wrong.

Using a corrupted save to start the mod may result in the quest "zzCure" and others not being run properly, showing as "Stopped".

I'm afraid I cannot account for the multitude of reasons why else the mod might not work for you. Your game files could be corrupted. Your save could be corrupted. You may be using a mod that makes unexpected changes so drastic or specific that it breaks my mod (for example deleting map markers that the mod relies for teleporting NPCs into the game, although I'm not aware of any such mod). You could be pirating the game in which case I forbid you from even downloading my mod. You could have bugged the game using cheats in ways you didn't fully understand.

I have tested this mod using proper non-pirated non-corrupted vanilla + all official DLCs + Creation Club content + a handful of mods that I trust and have mentioned above. Since the main file (.esp) doesn't modify any vanilla IDs it's likely the mod will be compatible with a very wide range of mods, but nothing is 100% guaranteed and you should investigate matters yourself.

Section I: Contact Information (where to bother me or try to anyway)

[email protected]

Do not contact me if you pirated Fallout 4 asking for tech support regarding this mod.

Feel free to report bugs, post suggestions, post reviews and no I don't care if you think this mod shouldn't exist because Father is evil and deserves to die. Bye!

Section J: Changes (patch history)

Version 1.0: First upload.
Version 1.1: Fixed an issue where starting a new game would cause both human and super mutant Shaun to spawn. If you've experienced this,
please start a new game again.
Version 1.2:
Fixed a game breaking bug caused by patch 1.1. All should be working fine now. If you download patches 1.0 or 1.1 (which was only up for an hour), please start a new game or reload a save before the mod was activated. Any other concerns, mail me.
Version 1.3: Fixed an exploit allowing players to obtain both human and super mutant Shaun. You can only get one now. Please update and reload an older save or start fresh with a new game.
Version 1.4: Fixed a few very minor issues caused when attempting to activate the mod for the first time on a save with the main quest completed.
Version 1.5: Improved interaction with mods like Full Dialogue Interface. It should now be more clear which dialog options must be used to cure Father.
Version 1.6: Desdemona will now react negatively to bringing Father to Railroad HQ. This won't cause the Railroad to become hostile however.
Version 1.7: In addition to Desdemona's reactions, other faction leaders (Maxson, Kells if the Brotherhood survives and Preston in Minutemen ending only) now also react negatively if Father is your companion. They will not attack you however. This can be resolved by dismissing him.
Version 1.8: This minor update ensures improved compatibility with the upcoming update for the mod Marked For Termination, version 2.5!
Version 1.9:
1) X6-88 has some new commentary if he sees Father alive after the ending.
2) Some of Father's lines were relatively loud and have had their volume lowered to be line with the rest of his dialog.
3) A few new dialog options added for the anti-Institute endings.
4) Added compatibility with my female Preston Garvey mod and the upcoming Super Mutant Preston Garvey mod.
Version 1.10: Dr. Dean Volkert will now be voiced by Ken Johnson. Text-to-speech removed. Currently only Nora's role remains to be filled.
Version 2.0:
1) Dialog massively revamped:
- expanded dialog options with Father, for example you can now talk about your pre-war life with him
- Virgil reacts to seeing Father
- retuned Nate's custom voice so it sounds even closer to the original Nate
- added a new voice actor option for Dr. Volkert
- text-to-speech has been removed with proper voice acting for all living NPCs, text-to-speech will now only be used for Father's power armor AI
2) Added a new non-repeatable quest/event "Coursing Venom" available if you destroy the Institute and recruit Father. This quest also requires that Dr. Volkert survives the Institute's destruction.
3) Xbox users and other people who don't have the mod Project Valkyrie can still trigger the follow-up quest "Father Figure" using a free craftable holotape in order to experience that particular conclusion to Shaun's story. Note: The holotape breaks the 4th wall so don't craft or use it if you want an immersive lore consistent playthrough and without the paradox of having 2 Shauns.
4) Another new craftable holotape can be used to switch between the two Dr. Volkert voice actors. Brett Keane is the default voice actor now. To switch to Ken Johnson you must use the holotape.
5) These holotapes are unique, don't have a sell price or carry weight, don't require materials to craft and give no experience when crafted.
Version 2.1:
1) Fixed a bug that sometimes prevented the quest "Coursing Venom" from completing. This fix applies retroactively too.
2) Nate/Nora voice acting is now a bit more customizable through a special holotape, visit the chem station to get one for free. For example you can select Nate/Nora voice acting to be exclusively done by the vanilla voice actors. If you want a more tailored experience and you're okay with multiple voices, you can choose a hybrid between vanilla voice acting and new voice acting by Caleb/Emaline.
3) Fixed a minor text display bug.
4) Faction leaders should no longer react negatively to Father being your companion if Father is not within a reasonable range (i.e. same cell), or if Father dies (if essential NPC tags are disabled as companion Father is immortal by default).
5) Improved compatibility with mods or tweaks that disable immortal NPC tags.
Version 3.0:
- Father can now be ordered out of his power armor by passing a speech check. (Exception applies if you chose the Project Valkyrie ending until Father is cured.) You can also order him back in or order him to get into another power armor.
- There are now several actions that can result in a positive or negative response from Father such as cannibalism, crafting, collecting pre-war items or using his power armor. Note: Feel free to do what you want as he won't abandon you even if you repeatedly upset him.
- Alternate ways to obtain the cures for Father have been added:
a. There is a discarded Institute FEV in the FEV lab, providing you a way to save Father as a super mutant even if you never accepted the Institute's offer
b. If you fail the speech checks with Dr. Volkert you can now simply kill him and take the items from him. Pickpocketing also technically works, but he will usually catch you. Note: Killing Dr. Volkert or any other important Institute NPC locks you out of the Institute faction.
- In order to be consistent with some ending animations, the cures now use a Med-X model instead of a Stimpak model.
- The quests in the mod have now been given more appropriate menu icons instead of the boring default one used for most generic side quests.
- Completing the Project Valkyrie ending and saving (or rejecting/killing depending on player choice) Father will trigger an end-game cutscene.
- Some Nora dialog that was cut from previous patches due to text-to-speech has now been restored with the help of a new voice actress Emaline Tuck. If you would like Nate/Nora to be voiced exclusively by the vanilla actors at the expense of having more generic, less tailored dialog, use the free holotape from the chem station to activate that option.
- Minor changes to dialog added. (Yes, again.)
- Added a new settlement/Preston Garvey easter egg in the dialog. See if you can find it.
Version 4.0:
1. New ending cinematics are available if you download the full mod from Nexus Mods, accounting for the multiple possible conclusions to Shaun and the Sole Survivor's story. These endings don't replace the vanilla cinematics, instead they play soon after. Endings account for faction choice as well, including a psychopath ending if you destroyed all 4 factions.
2. For those who can't get the Nexus Mods version, you will instead be able to hear a narrated audio ending using a free holotape.
3. Piper, Valentine and Strong (especially if Father is a super mutant himself) all have new things to say if Father is one of your active companions.
4. Chem stations now provide access to more options and rewards.
a. New Options:
- enable/disable the new ending cinematics (as not everyone can get them, they are not enabled by default, you have to manually enable them)
- replay ending cinematics if you've missed them or if the cinematics have changed based on new player decisions
- trigger the Nuka-World special ending if you went to war as a raider with Railroad+Brotherhood and killed Preston Garvey before you could find Shaun and the Institute
- trigger the "vice" special ending if you give up trying to rescue Shaun
- grant the player the ability to finish off injured essential NPCs through a special button (useful when trying to get the psychopath ending as Preston Garvey is invincible otherwise)
- change Father's display name to "Shaun"
b. New Rewards (only if you both recruit and cure Father):
- ability to restore several lost weapons if you previously had access to them (this is not free however, you need materials)
- ability to craft several Institute and Vault themed outfits as well as make copies of Kells' original trench coat which was cut from the game (if you destroyed the Institute, enjoy creating a new more humane Institute for Father, perhaps in Vault 88)
(Copyright Notice: Kells' trench coat is something I restored on my own without the help of any modder. Please don't accuse modders of "stealing" just because you see something similar being done.)
- able to craft a version of Father's lab coat usable by super mutants (good if you want to give Strong one too)
5. The Project Valkyrie ending to Father's story can now be concluded in several ways to trigger an ending cinematic:
a. reject Father's offer, leave him in Vault 111 or imprison him in the Glowing Sea after rejecting his offer
b. kill Father (either violently or by giving him a lethal injection through the "Mercy Kill" dialog option)
c. cure Father using the Mysterious Serum and Vault 81 Medical Research (progress done with Volkert caries over)
d. let Father die of cancer (there is no time limit, you choose when it's time if you agree to say your final goodbye)
e. tell Father you will continue to search for a cure even if you never find one (for example if all Mysterious Serums are gone) - this allows you to keep Father as a companion indefinitely but without any rewards or being able to order him out of power armor
Version 4.1:
[Note: This will also likely be the very last patch. If you have mirrored it somewhere else, please update.]
1. Minor update to tooltips.
2. Compatibility with Marked For Termination (starting patch 2.9) improved. The essential NPC killing ability no longer has any effect on the cyborg assassin.


It is highly recommended to update and restart with a new save or new game if you are still playing versions 1.0, 1.1 or 1.2 as these contain major bugs and are unsuitable to play. Versions 1.3 and higher are stable.
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