This is cool and I'm glad you added it, but just FYI, you can just never turn in the quest "Tradecraft" and accomplish the same thing. You aren't marked as part of the Railroad faction until you turn that quest in and pick a code name, and you get Deliverer earlier in the quest. To really make it work, of course, you'd need to kill the Courser and decode the chip BEFORE you begin Tradecraft.
Though, there is another mod that allows you to decode the chip in Virgil's cave, if you really hate the Railroad that much. (Personally they're my favorite faction, even if blowing up the institute is a braindead stupid plan for them. I love the Subversion mod for exactly this reason - it makes the Railroad make sense.)
Still, kudos on this. I guess with the mod to decode the chip in Virgil's cave and your mod you really can just ignore them. Never a bad idea to have options!
Just googled it because I haven't used it in a long time, but it worked great a couple years ago. Here ya go:
https://www.nexusmods.com/fallout4/mods/33993/
Very useful for shaving time off a playthrough or for when you want to avoid the Railroad. I have done a BOS playthrough before so it was helpful for that. And it would complement your mod greatly too.
Can confirm. Still use that mod Chuck is talking about and it works flawlessly.
Of course, I can't say it will work with any other mods that modify the worldspace of Virgil's Cave, but doubt it is compatible with any of those. I usually go BoS or Enclave (via AR2), so I never have a use for RR (despite this, I have an alt ending mod where I don't kill off the RR when playing as BoS).
Very cool mod. Can you please add a way to get the ballistic weave from someone other than the Railroad too ? That way we can pretty much skip them entirely without locking ourselves out of content. (aside from their missions, but who loves the RR anyways ?)
I use Unlock Ballistic Weave with Other Factions to do this. I'm thinking about asking them and another mod author that made it so you can decode the chip elsewhere if I can merge their mods and this into a new "Skip the Railroad" mod.
Interesting. There's something similar that I honestly think should have always been the case. If you let yourself be put through hoops and set on The Sacred Rail at the start, in effect interact with Codsworth before becoming aware of the Raiders at Concord, the consolation prize is the Hi, Honey holotape Coddy's been carrying around for 210 years. If you do your own thing and discover him later, he doesn't have it?
No. That's just spite.
The silly thing should be in his inventory, simply not given as Codsworth is more concerned with supporting your search for Shaun (as evidenced in his speech for the love of...)
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Though, there is another mod that allows you to decode the chip in Virgil's cave, if you really hate the Railroad that much. (Personally they're my favorite faction, even if blowing up the institute is a braindead stupid plan for them. I love the Subversion mod for exactly this reason - it makes the Railroad make sense.)
Still, kudos on this. I guess with the mod to decode the chip in Virgil's cave and your mod you really can just ignore them. Never a bad idea to have options!
https://www.nexusmods.com/fallout4/mods/33993/
Very useful for shaving time off a playthrough or for when you want to avoid the Railroad. I have done a BOS playthrough before so it was helpful for that. And it would complement your mod greatly too.
Of course, I can't say it will work with any other mods that modify the worldspace of Virgil's Cave, but doubt it is compatible with any of those. I usually go BoS or Enclave (via AR2), so I never have a use for RR (despite this, I have an alt ending mod where I don't kill off the RR when playing as BoS).
No. That's just spite.
The silly thing should be in his inventory, simply not given as Codsworth is more concerned with supporting your search for Shaun (as evidenced in his speech for the love of...)