Fallout 4

1413 comments

  1. ToroMontana
    ToroMontana
    • premium
    • 210 kudos
    Locked
    Sticky
    Update 19th of April, 2024: People will ask, will this mod be affected by the upcoming next-gen update to Fallout 4? I don't know, but I'm 99% sure it won't be affected for the following reasons: It's not dependent on the script extender or some other third-party program, and it doesn't alter any core form IDs. That's not my style. If I have to place an NPC into the vanilla/DLC map, I do it using a silent and off-screen teleportation script rather than placing the NPC directly into the cell, if I have to change the outcome of a quest, it's done using independent scripts rather than edits to the quest ID. I don't edit dialog entries, I just add higher-priority copies on top of them (worst-case scenario, maybe some minor vanilla issue will persist this way, but it should be playable).

    If however, you start a vanilla run with only Toro Montana quest mods installed, you don't use cheats, and you still encounter problems, send me a report. Other bug reports will be ignored until more modders update their mods.


    Update 2nd of February, 2024: Since people have been abusing the Bug Report feature for years, please read and uphold the following guidelines in this article before submitting such reports. Failure to do so will result in the report being ignored or deleted.

    To support my work, subscribe to my BitChute channel Also, subscribe to my new YouTube channel which includes the newer videos. Let's reach a wider audience. It's all free.

    For a walkthrough of Subversion, go to the Articles section.
  2. adamndirtyape
    adamndirtyape
    • premium
    • 3 kudos
    If you're playing America Rising 2 with this mod, you will have to choose who survives, the BOS or the Enclave. I created a save point where I followed different paths but I couldn't find one that allowed me to save the Railroad, the institute, the BOS, and the Enclave together. Maybe others will, but I couldn't.

    But that's not a big deal. Having to make a choice that makes sense instead of the choices that were thrust upon you by Bethesda's original poor ending options isn't a bad thing. I suggest making a save at the point of no return (the Mass Fusion mission) and following the quests from there to see which ending you like. 
    1. Nordforwhow
      Nordforwhow
      • premium
      • 4 kudos
      Thank you for writing this up, I was curious and just finished playing AR2. I thought it would be cool to try this mod with AR2 as an institute character. 
    2. StickyBandit63
      StickyBandit63
      • member
      • 2 kudos
      Yeah, this mod tied into AR2 gives the player the ultimate choice of Enclave or Institute ending (ignoring Railroad & BOS on purpose), all of which depends entirely on Mass Fusion since the Institute, BOS, and Enclave want the Beryllium Agitator. I am going to complete the Enclave expedition for Mass Fusion and see if I can reform the Institute post takeover without making the Enclave hostile (thus making the Minutemen along with some Enclave soldiers guardians of the Institute).
    3. someguynamedjoe
      someguynamedjoe
      • member
      • 12 kudos
      Please let us all know if that works. I'm genuinely curious to see if it's still possible to reform the Institute if you spare them with the Enclave.
    4. EdvinPirson
      EdvinPirson
      • member
      • 0 kudos
      Поиски массового синтеза становятся поворотным моментом.Но если вы воспользуетесь консолью и пропустите этап «40».И аналогичным образом выполните квест Анклава в массовом слиянии - тогда фракции не начнут войну.
    5. daltonsmyth28
      daltonsmyth28
      • member
      • 0 kudos
      Question for you, at what point in the story are you able to save the enclave with mainly siding with the institute ?
  3. Andersonk99
    Andersonk99
    • member
    • 0 kudos
    Is this compatible with Fourville?
  4. thekillerseat
    thekillerseat
    • premium
    • 0 kudos
    Is there anyway to get the game to tag the MM as the ending while occupying and reforming the institute? in my mind it would be the minute men winning the fight for the commonwealth not the institute 
  5. su27
    su27
    • premium
    • 0 kudos
    After replacing Maxon with a synth he is available as a companion - are there any special perks associated with him?
  6. booga69
    booga69
    • premium
    • 0 kudos
    Color me impressed, that's my 6th playthrough and by far the best ending. Thanks for your hard work !
  7. DelusionalDeath
    DelusionalDeath
    • member
    • 0 kudos
    Ive completed this mod once before and loved it, my only gripe being that when i occupied the institute with the minutemen, the game recognised it as the institute ending, with the flags in diamond city, companions hating it and so on. Is there a way to change this to be a proper minuteman ending? thanks
  8. EEEEH2223
    EEEEH2223
    • member
    • 0 kudos
    I got a couple of things I would like to see in this mod.

    1. Can I have just mindless synth bodyguards when attacking the directorate, instead of companions and all of that? My viewpoint is this, if you are the leader of the institute, you should have more than just your companions to rely on when you need help. It would go a way in making you feel like you're actually The Institute's leader.

    2. Can I skip the New Vegas style ending cutscenes?


    I also would like to ask if this mod works with mods that add more content to/modify the Institute?
    1. ToroMontana
      ToroMontana
      • premium
      • 210 kudos
      1. I figured that the Institute leader isn't an absolute monarch, so using random synths (vs. trusted companions) to plot against the Directorate including the SRB would be risky for the Director to do.
      2. They can be skipped like regular cutscenes, unless it's the download from Bethesda dot net which doesn't have those kinds of cutscenes, just unskippable audio.

      Some modifications of the Institute can hide mod items placed on Shaun's desk.

      Very drastic overhauls of the Institute can always render the mod's quests impossible to complete or nonsensical from a story point of view. It's hard to say what works until you try it.
    2. EEEEH2223
      EEEEH2223
      • member
      • 0 kudos
      1. I would presume the leader of The Institute has more control over the synths. Even if that's not true, I think the directorate would feel safer around their own synths, rather than potential maniacs from the surface. It also would be more impactful for them when the synths they controlled like drones before, now suddenly turn on them and kill them.

      2. By skipped, I mean not downloading them.
    3. ToroMontana
      ToroMontana
      • premium
      • 210 kudos
      Not possible to not download and I'll never split them either because people will just download the main file and then complain "it doesn't work". (The game will go black screen and freeze if a cutscene file is missing.)

      Doesn't matter how many warnings I put up, some will never read it.
    4. EEEEH2223
      EEEEH2223
      • member
      • 0 kudos
      I don't understand what you mean. So, you can't remove them? But you added them yourself
  9. adamndirtyape
    adamndirtyape
    • premium
    • 3 kudos
    It just works. Seriously, this mod provides the options the game should always have had. I can't recommend it enough,
    1. asonofthunder7
      asonofthunder7
      • member
      • 1 kudos
      has everyone enjoyed it post update?
  10. Roseflower9651
    Roseflower9651
    • premium
    • 0 kudos
    I wanted to come here to ask if there is anyway to keep all Institute Directors alive? I want them all alive to do their radiants and just have them for rp reasons. Am I able to skip the last Directorate meeting/quest? I don't mind if it means not giving the synths rights as I can just headcannon I did that anyway. I mainly got this mod because it was the one I found that allows all factions to be alive and that's what I want. Also want to know when I eventually do an Institute Leader RP run.
    1. Roseflower9651
      Roseflower9651
      • premium
      • 0 kudos
      I would also be fine with using console commands to get what I need but I really want to have this completed.
    2. Doomlurker42
      Doomlurker42
      • supporter
      • 4 kudos
      You need the minutemen to back you

      Thats how i got everyone to survive. they all went "oh s#*! more people with guns" and pratically surrendered on the spot
    3. Roseflower9651
      Roseflower9651
      • premium
      • 0 kudos
      I know that, but doesn't that mean the minutemen will then take over? I don't want that I want to be able to just be the institute with everyone alive.
  11. BlazeStryker
    BlazeStryker
    • premium
    • 45 kudos
    You're probably aware of the Wastelander start expansion project CaptainCrackhorse posted and is refining Currently, the Thuggyverse chain (while intriguing in its own right) is incompatible with Wastelander runs as provided by Start Me Up, let alone the good Captain's work.

    Subversion, on the other hand, would likely take much less (if any) work to fit for Wastelander runs...