Fallout 4

File information

Last updated

Original upload

Created by

TheBigOrton

Uploaded by

TheBigOrton

Virus scan

Safe to use

About this mod

A lightweight mod that allows players to quickly complete the Institute storyline and main quests by adding a new unmarked location that gives you instant access to the Institute Relay.

Permissions and credits
As requested by bktcarey on Bethesda forums, I present to you:



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Available on
PC [Nexus]
PC [Bethesda.Net]
 Xbox One [Bethesda.Net]
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What does the mod do?
It adds a small unmarked location north / north east of the Sanctuary Red Rocket to take over so you can instantly relay to the Institute. This gives players the chance to quickly and easily complete the Institute storyline and main quests. 


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Thanks to theDeluxeSam for featuring the mod in their video!

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Why did you make this mod?
A user on the Bethesda forums requested for it to be made, and here it is.

IMPORTANT NOTICE ABOUT THIS MOD
This mod is simpler than most people think [which may be a bad thing in the end]. When pressing "Relay To Institute" in the terminal, the script runs and teleports the player to a marker in the Institute cell. No quests are skipped or marked as finished, it's just a simple teleport to cell. I believe Bethesda hard-coded it so when it's the players first time entering the Institute cell, it starts the Institutionalized quest. This isn't something I did, but Bethesda has done. As such, you may experience some minor issues with quests and/or locations (for example, a wall will block the entrance to Railroad HQ, so I moved the door so it is now accessible). If you find any issues, please report them and I will try fix it.


Will this mod work for quickly finishing other faction's MQ?

No, not currently. This mod is purely developed as a quick way to finish the Institute storyline in a lightweight form (only 50kb).

If you are wishing to do this with other faction's MQ, I suggest using the SKK Fast Start Institute mod by the great SKK50.  

Is this mod lore-friendly/immersive?

Maybe, maybe not. You decide :)

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Installation
Recommend installing through mod manager

Manually (for V3.1):
Drag the two files (an .esp file, and a .BA2 file)  inside the folder titled "IIA V3.1" into your Fallout 4 Data folder. Make sure to enable the .esp to make the mod enabled.

Uninstallation
Uninstall through your mod manager.

If installed manually, delete the two files (.esp file, and the .BA2 file)


Enjoy :)
~TheBigOrton



Changelog:
(dd/mm/yyyy)

14/03/2019 - V1
- First release of mod

15/03/2019 - V1.1 Hotfix
- Added container near hatch with Network Scanner holotape so it's possible to complete the "Institutionalized" quest

15/03/2019 - V2 "The Immersive Update"
- Removed original hatch, replaced with new unmarked "immersive" location to gain instant access to Institute

16/03/2019 - V2.1 Hotfix
- Hotfix, added missing Papyrus Fragment script for terminal into archive

22/03/2019 - V2.2
- Removed second Railroad door to allow completion of the quest "End of The Line". Why was the door in there in the first place? Normally to gain access to the Institute you must go through the Railroad. After your first confrontration with them, the door deletes itself. Since this mod skips that scene, the door is never deleted. This update fixes that. (warning: may cause some issues with other quests, but our testing shows that there is no issues)

15/11/2019 - V3
- Fixed teleportation issues (or attempted to)
- Improved shelter location
- Now in BA2 archive!
- Moved Railroad HQ door in front of hard-coded wall (wall that cannot be removed or deleted without the game breaking, like we saw in V2.2)

16/11/2019 - V3.1
- Hotfix, removed textures.ba2