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