Fallout 4
0 of 0

File information

Last updated

Original upload

Created by

Babaloo321

Uploaded by

Babaloo321

Virus scan

Safe to use

About this mod

This mod tweaks the Post-Game Railroad Quest "Lost Soul" in a few ways to feel better, while still being immersive.

Requirements
Permissions and credits
Changelogs
Donations
The Post-Game Railroad Quest "Lost Soul" always felt odd to me. When the Synths you deliver the care package to run off to Bunker Hill, they will stop and fight any Minutemen they see. This is especially annoying if you choose the Minutemen ending, since they will be stationed at all of the Pre-War Military Checkpoints. I've even seen a Synth run past one of my settlements and be attacked by it.  They won't die, but it sure is weird seeing it. I've changed a few things so this shouldn't happen anymore. This was all done via Papyrus scripts by the way.

What I did was I removed the Synths from the Institute faction and it's crime faction, but I also gave them a disguise from a list of possible disguises. They should now be neutral with the Minutemen and any other non-hostile Faction.

I also gave them a new weapon from a list (I removed the Institute Laser they have) and 3 stimpaks.

I edited the quest so that after you give them the Care Package, they should equip the disguise and the weapon, receive the stimpaks, and be removed from the Institute Factions.

They shouldn't be interrupted by non-hostile faction confrontations anymore on their way to Bunker Hill.

This was all done via Papyrus scripts I added to the quest directly, so you shouldn't see any of these changes until you do the quest.

New in v2.0! 
- Plugin is now a Light ESP, Lost Soul Synths are now limited exclusively to the Commonwealth (Thanks to Exoclyps for Keeper of the Commonwealth Radiants), plus various simplification and clean-up tweaks.
- A patch for Lost Soul Expanded by rsm000rsm that carries over their changes to the quest, while leaving mine in tact.


This Mod WILL conflict with any other mod that edits the same quest (RRR09). Load this mod after any other ones that edit this quest to see my changes.

Installation:

Manual:
Place in your Data Folder

With Manager:
Install normally


As always, criticism is always welcome, and even encouraged! I hope you enjoy! :)
                                    SOME OF MY OTHER MODS                                     
Misc To Melee - Fixes and Tweaks (Uses Base Object Swapper)
Immersive Courser Overhaul - Vanilla Friendly
- Fallout 3 Styled Alien Blaster
Yet Another Spectacle Island Bridge - Wide Tho
Bunker Hill Vendors Fix - Kay and Joe Savoldi Actually Sell Things
No More Self-Destructing Robot Settlers
Goodneighbor Watch - Redux
Bunkerhill Patrols - Redux
Raider Children and Other Horrors of the Commonwealth Replacer - Big Al and Serum -Changes
Institute Automatron Robot Lasers
Basement Living - Immersion Adjustment - ESP Marked as Light (Plus Separated Workshops and SMM Patch)
- 
Snappable Covenant Walls - SMM - Standalone (No More Settlement Keywords Requirement)
- 
No BoS Before Call to Arms - An Enter The Brotherhood Alternative
Institute Power Armor Redux Additions
- Northland Diggers - Fixes and Tweaks
Lost Soul Quest Tweak - No Faction Hostility
You and What Army - Faction Robot Paints and Alliance Fix
We Are The Minutemen - Tweaks - Fixes - Power Armor Expansion - Patches
Check out my page for more!