chuckdm Posted June 12, 2016 Posted June 12, 2016 .:LORE:. I am the Vault Dweller. I survived a nuclear holocaust. I survived 210 years as a human popsicle. I survived, like, six radroaches. Yes, SIX of them! Now I'm out of the vault, a free woman with a heart full of vengeance. And...I have to decide which of the 4 causes that have absolutely nothing to do with me I want to support. Really? No. I'm the Vault Dweller. I have 10 Charisma. I AM the motherfucking cause! .:CONCEPT:. So...basically, I started a playthrough where I completely ignored both Codsworth and Concord. I went directly to Diamond City. I found Piper, then Valentine, and then Valentine summoned Dogmeat, who I'd never met before. I'm still playing this through, but basically, there's nothing in the game that requires you actually ever meet the Minutemen. Yet. At some point, the quest is going to outright require that I get into the institute, and then I'll have to pick a faction. But I don't want to pick a faction. And why the hell should I have to? Did I mention I already killed SIX FUCKING RADROACHES?! I am badass incarnate over here! So my idea is simple. I want a quest path that allows the player to completely ignore 3/4 factions and never actually associate with the Institute. A means to acquire the little Shaun android whilst either ignoring or destroying every faction in the game. Essentially, I want an Independent/Yes man ending for Fallout 4. .:EXECUTION:. To do this, the way I see it, certain things need to happen. The Minutemen and the Railroad can both be completely ignored. There's no reason to destroy either of them - Preston and the gang will succumb to the raiders eventually (or get rescued by me later) and the Railroad are invisible unless you seek them out. The BoS and the Institute, on the other hand, are still gonna have to be destroyed for this to work. And I have a plan for making this happen. It'll require: A Railroad-less means for deciphering the Courser chip A way to build the teleporter without a faction's engineer A means for the player to find out about the Minutemen's method for re-entering the Institute without actually asking the Minutemen A way to destroy the Institute's Fusion Reactor, and to find out about it, without asking anyone A means to destroy the Prydwen so the BoS don't just step in and take over once the Institute is gone The first is rather easy, actually: the Courser who you killed was in Greentech Genetics because the Institute learned there was an advanced computer there capable of deciphering their tech, and the Courser was sent to destroy it before anyone could use it. Needless to say, you (and the Gunners) intervened. From a modding perspective, all this requires is swapping the courser chip for the cipher and some terminal entries, then automatically skip a couple quest stages. One Courser chip freshly deciphered, no faction required. The second is equally easy. You just need 10 Intelligence. I mean, seriously, there's no reason why this shouldn't be enough. If I have 10 Intelligence, I'm probably the single smartest person left alive on the face of the earth. Just "use" the blueprints and tada, don't need to ask anyone. This could still be quite fun. Keep in mind that a player with an Intelligence of, say, 5, would need at least 2 pieces of legendary equipment with one of the new +2 Int enchantments AND Mentats to do this, but there are also ways to stack +9 Int in equipment. In short, the real work of this quest is that, if you didn't pick 10 Int at the start of the game, it'll take some effort to get it. The third is also easy. You need only find a terminal in the CIT ruins that has a maintenance work order from before the way detailing the tunnel entrance and the code needed to access it. Another rapid quest hook and this is done. I'm an idiot. If you don't get banished before the modified Mass Fusion quest, you don't need this. D'oh! The fourth is easy too. When you arrive inside the Institute, you work with them as normal for a short period of time. Once the Institute sends you to go acquire the beryllium agitator, you do so. Arriving at the reactor room at Mass Fusion, you find a note in the existing terminal detailing a repair that had to be made on the beryllium agitator where is had a small leak that was slowly leading towards an overload. Once you pick the item up, you get 2 new optional quest objectives: to kill Allie Filmore and to sabotage the beryllium agitator. To do the later, you simply "use" the item and it gives you a "damaged beryllium agitator" instead. You take this back to the Institute, install it, and 3 in-game days later, the Institute explodes on its own (of course you die if you're still there, heh.) Tada, Institute destroyed without allying with anyone. Finally, there's the BoS. I had a couple ideas for this, but none are nearly as easy. My favored idea is to use the new Dauntless submarine to fire a nuke at the Prydwen, but that mod is new and idk if Trykz wants to add that feature. Barring that, you either have to sabotage it from inside, or hit it with a ton of high explosives from the outside. Without Minutemen artillery, the later is rather difficult without a mod of some description. Without either teleportation or a stolen Vertibird, the former is not gonna work. There's nothing to stop the player from just hijacking a Vertibird on their own, but the code for that is way, way more than any of the other things here, and I am trying to use ideas that'd require fairly little scripting. So...I'm going to try to (finally) learn scripting later this week and see what I can do, but I know I can't solve the BoS part. I'm asking for both comments and volunteers.
chuckdm Posted June 12, 2016 Author Posted June 12, 2016 NOTE: I posted this under Adult by mistake. Of course, there's no reason it couldn't include some adult content (I'm not partial either way) but it wouldn't initially. If a mod wants to move it, that's fine.
BringtheNoise Posted June 12, 2016 Posted June 12, 2016 Or to solve the BOS issue... a. Use the 3 nukes from the Chinese Sub. It is a side mission that doesn't show up on the map or in your list until you discover the Sub and help fix it. The gift from the captain on that mission is 3 homing beacons, each with a small tactical nuke at the ready. For this you would need to have all 3 beacons, then create a new mission were you sneak onboard the Prydwin and place the 3 beacons at strategic locations (would call for a delayed launch off all 3 warheads). b. Kill the captain of the sub (he's Chinese and he did rain fire down on your city, maybe even the whole state). Once the captain is dead you then use intelligence and science perks to fix the one remaining high yield nuke and target the prydwin. Maybe even go so far as to give a delayed launch sequence, or remote activation from your pipboy (so you can go set on a rooftop and watch as the entire airport area goes up in a mushroom cloud. Note: there is a working terminal just outside of the reactor room one floor below where you meet the captain. This will break the mission to fix the sub, and you will not be able to fix the reactor afterwords (due to the reactor uses the warhead as a new core).... So use the mass fusion core (in a damaged state to take out the institute) and use the Chinese sub to take out the Prydwin. No fuss no muss and you have left the Rail Road and the Minutemen alone... Then you can go back to building and maintaining your settlements. Also since intelligence and science are peaked and you have been inside and seen what goes on in the institute... create a device that can be placed in each settlement that will fry the synth chip in an infiltrator. To be honest I'ld guess the folks in the institute use a narrow spectrum of the radio band for the chips to work at (to cut costs and production and how many they mass produce). And make a portable one so you can fry the chip in Mayor's head (maybe make the npc's twitch on the ground like they were hit with a stun gun or something and have there heads spark)....
chuckdm Posted June 13, 2016 Author Posted June 13, 2016 That sounds...awesome. Now I just need to learn scripting. (Or someone else volunteer.) Really thanks though. I knew about the Chinese sub but I haven't actually gone there and had no idea about the nukes.
_Iceberg_ Posted June 13, 2016 Posted June 13, 2016 Considering the whole Yes Man style Ending, would it be possible for the player to Conquer the Institute instead of nuking all of that sweet-sweet tech? Maybe hacking the synths while he's there, or maybe holding the prydwin hostage (or stealing it) and forcing Elder Maxim to surrender. I also think there's actually an artillery replacement model for New Vegas that might be a workshop build item like the minuteman civil war mortar that may work as well if the Dauntless thing doesn't pan out. I always wanted a way to go full on Caesar ( You get bonus points if you can crucify your enemies, just saying) and make a good old fashioned wasteland Empire without actually being under anyone's thumb so this is definitely going to stay on my radar. EDIT: No heavy Artillery meshes that aren't vanilla in there, but there is this http://www.nexusmods.com/newvegas/mods/60382/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fnewvegas%2Fajax%2Fmodfiles%2F%3Fid%3D60382&pUp=1 which is an infantry field mortar if you want to get artillery without the minutemen. I was on tf3d however and it has some free models with non commercial use licenses. Worth a look. Actually scratch that, this is the only one that has the non-commercial use license: http://tf3dm.com/3d-model/russian-howitzer-giacint-94734.html This sight may be a better shot : http://open3dmodel.com/category/objects/weapon
Z0mBieP00Nani Posted June 13, 2016 Posted June 13, 2016 Or to solve the BOS issue... a. Use the 3 nukes from the Chinese Sub. It is a side mission that doesn't show up on the map or in your list until you discover the Sub and help fix it. The gift from the captain on that mission is 3 homing beacons, each with a small tactical nuke at the ready. For this you would need to have all 3 beacons, then create a new mission were you sneak onboard the Prydwin and place the 3 beacons at strategic locations (would call for a delayed launch off all 3 warheads). b. Kill the captain of the sub (he's Chinese and he did rain fire down on your city, maybe even the whole state). Once the captain is dead you then use intelligence and science perks to fix the one remaining high yield nuke and target the prydwin. Maybe even go so far as to give a delayed launch sequence, or remote activation from your pipboy (so you can go set on a rooftop and watch as the entire airport area goes up in a mushroom cloud. Note: there is a working terminal just outside of the reactor room one floor below where you meet the captain. This will break the mission to fix the sub, and you will not be able to fix the reactor afterwords (due to the reactor uses the warhead as a new core).... So use the mass fusion core (in a damaged state to take out the institute) and use the Chinese sub to take out the Prydwin. No fuss no muss and you have left the Rail Road and the Minutemen alone... Then you can go back to building and maintaining your settlements. Also since intelligence and science are peaked and you have been inside and seen what goes on in the institute... create a device that can be placed in each settlement that will fry the synth chip in an infiltrator. To be honest I'ld guess the folks in the institute use a narrow spectrum of the radio band for the chips to work at (to cut costs and production and how many they mass produce). And make a portable one so you can fry the chip in Mayor's head (maybe make the npc's twitch on the ground like they were hit with a stun gun or something and have there heads spark).... This is both awesome and hilarious.
alucrad90 Posted June 13, 2016 Posted June 13, 2016 A little idea: Why you destory the insititude with minuteman? Because Shawn wanted you to rebuild it! Shawn had already thought of the future of institude, he thought that the institude itself needed to be changed to a more realistic organization So you and he act a drama, you take minute man to the old institude, though he had already found a new location for his scientist For example, the old factory of robobrain
Delzaron Posted June 14, 2016 Posted June 14, 2016 Can be good. In fact, I'm thinking about a quest mod about raiders, mutants (but not the green mutants and ghouls in fallout, something more chtuluesque) and... a greant ancient (If I can bring the chaurus from Skyrim to Fallout, and hop, Chaur Tegoth/Shib Niggurath is back !).
Kit Kitten Posted June 15, 2016 Posted June 15, 2016 One could argue that siding with the Minutemen is the independent option as you're immediately their leader and all their stuff is under your command (shut up Preston!). That said I'm always game for more options in an RPG.
chuckdm Posted June 18, 2016 Author Posted June 18, 2016 Considering the whole Yes Man style Ending, would it be possible for the player to Conquer the Institute instead of nuking all of that sweet-sweet tech? Maybe hacking the synths while he's there, or maybe holding the prydwin hostage (or stealing it) and forcing Elder Maxim to surrender. I also think there's actually an artillery replacement model for New Vegas that might be a workshop build item like the minuteman civil war mortar that may work as well if the Dauntless thing doesn't pan out. I always wanted a way to go full on Caesar ( You get bonus points if you can crucify your enemies, just saying) and make a good old fashioned wasteland Empire without actually being under anyone's thumb so this is definitely going to stay on my radar. EDIT: No heavy Artillery meshes that aren't vanilla in there, but there is this http://www.nexusmods.com/newvegas/mods/60382/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fnewvegas%2Fajax%2Fmodfiles%2F%3Fid%3D60382&pUp=1 which is an infantry field mortar if you want to get artillery without the minutemen. I was on tf3d however and it has some free models with non commercial use licenses. Worth a look. Actually scratch that, this is the only one that has the non-commercial use license: http://tf3dm.com/3d-model/russian-howitzer-giacint-94734.html This sight may be a better shot : http://open3dmodel.com/category/objects/weapon The reason to destroy the Institute is pretty simple: if you don't destroy them, and destroy the BoS and never establish the Minutemen, they're the defacto rulers of the Commonwealth. The main motivation of my idea is to end with a Commonwealth that has no rulers. None. Essentially, anarchy incarnate. I should mention I am not a proponent of Anarchy personally. But I do feel like it'd make sense in this scenario. Organized nations with allegiances is how we got the nuclear apocalypse in the first place. Why would the survivors of this want to re-establish such a system? That said, I'm not against a path that would allow the Sole Survivor to eliminate all (or most) of the inhabitants and keep the facility in tact. It just occurs to me that'll require a LOT more scripting. What I was going for was a mod that would require 0 new dialog and just string together as much existing content as possible (that would still make sense.) In short, I wanted to make this a mod a total scripting n00b, like me, could do. Still haven't started that yet. Multiple things hitting the fan IRL so it'll be a couple weeks. One could argue that siding with the Minutemen is the independent option as you're immediately their leader and all their stuff is under your command (shut up Preston!). That said I'm always game for more options in an RPG. As I said, the idea here is to have no rulers. "No gods, no masters." But I also get rather annoyed by Preston. It's not that I don't like him as a companion or anything. My issue with the Minutemen is that their overarching goal - to unite the commonwealth under a single banner - inherently means that the more success they have, the more they have to do - or rather, the more Preston needs for me to do for them. Eventually it becomes a cycle where the best thing for my Sole Survivor's own personal quest (to find Shawn) is in direct conflict with what's best for the Commonwealth and/or the Minutemen. I'd rather avoid that conflict entirely, and that means avoiding the Minutemen. If nothing else, I want to be able to find and extract Shawn (child synth Shawn) and THEN handle the Minutemen AFTER I've gotten that out of the way. Same goes for the Railroad and, maybe, even the BoS. My goal here is less to completely remove the factions from the game, and more to remove them from the main quest.
Guest Posted June 21, 2016 Posted June 21, 2016 This is a mod I've also wanted. The range of choice that could be offered to the player is huge. For decoding the courser chip, the player could get help from the Railroad, they could do it themselves, they could pay someone else intelligent to do it for them. If this project actually starts and someone gets a team together, I'm more than willing to help with scripting.
chuckdm Posted July 28, 2018 Author Posted July 28, 2018 I kinda hate to necro this post, but... I am now starting a raider playthrough and have been looking for mods to allow for a raider solution to the main quest, only to find that nobody has still made one, 2 years later. I literally found this post, my post, on google, having forgotten I even made it. So I'm necro-ing it now to ask if anyone is interested in creating something like this. I still know nothing of FO4's scripting and I'm not too keen to learn, but idk, I might if someone else was/is wiling to help.
Di3sIrae Posted July 28, 2018 Posted July 28, 2018 Hey the idea is really interesting and something that actually should be part of the main game - the hardest one, of course. But since we can create big settlements alone, with only scavvers and society left-overs to help, this should be doable as you said. The Raider part is also interesting, they are really overlooked, but some are actually very intelligent and you can even use the raiders from Automatron to do it. Like, you sign with any raider, and go on . Instead of going to DCity and talking to Nick, you could have an interesting note saying that the raiders were after Malone, so you save nick by "accident". Then objectives meet and you can decide to use his help to find your missing son. So you don't even need to enter DCity at all to know Nick. And as Nick is loved there, you, a Raider, get free pass (with Piper's help too). This seens reasonable for me. The rest of the missions could go as you detailed first, but to enter institute, you could go to the Rust Devils (high-tech guys) and ask their help. Maybe some edits could be made to one of the settlements, like Zimonja, to become a Rusty Devil settlement, or just add another one, or an interior cell, so you can build the teleporter. I kinda like that we need to get help from others to do it, but they made the sole survivor the god of the wasteland, so it really is annoying to have the necessity to ask for other's help when you can kill anything bare handed and are the chieftain of dozens of high tech settlements and engineer of deadly robots and... the list goes on. Now if a modder that knows how to do it finds the idea interesting... maybe we can see this become real. Let me ask, which mods are you using for the Raider gameplay?
chuckdm Posted August 5, 2018 Author Posted August 5, 2018 On 7/28/2018 at 2:22 PM, Di3sIrae said: Let me ask, which mods are you using for the Raider gameplay? Right now I'm using Sarah Rage Armor with the CBJ-MS Nailgun as my primary weapon. I'm using Cait as a companion (as soon as I bother to get her) and she'll be wearing the Tough Traveler Outfit, not sure about weapon. When in my (raider) Power Armor, I switch to a Catalyst AAS shotgun. I've modified all of these weapons in FO4Edit to bump their damage up a bit and lower VATS cost, but they're all usable without edits. Links if interested in spoiler: Spoiler Sarah RAGE Armor: https://www.nexusmods.com/fallout4/mods/32858 Tough Traveler Armor: https://www.nexusmods.com/fallout4/mods/24193 CBJ-MS PDW: https://www.nexusmods.com/fallout4/mods/22432 (the Nailgun is a unique weapon included with the mod, only Nailgun I could find anywhere.) Catalyst AAS Shotgun: https://www.nexusmods.com/fallout4/mods/16269 (best automatic shotgun I could find) Additional weapons I've used before and might again for a raider playthrough: Elysium AK: https://www.nexusmods.com/fallout4/mods/31810 Handmade Revolver: https://www.nexusmods.com/fallout4/mods/18457 Crude Blowback: https://www.nexusmods.com/fallout4/mods/16657 As for my original post, I subscribe to the KISS rule (keep it simple) so I'd rather take what we already have in-game and simply rework it. And I think that can be done, I just have the scripting skills of a ferret. Always better to reuse vanilla dialog when it's available I say. My goal was to have a factionless method to access the Institute, since the main quest really does boil down to "1. Blow Up The Institute 2. ???? 3. Profit!" The thing is, "Blow Up The Institute" is a good idea no matter who you are, assuming you have the means to do it. I mean, Synths threaten everyone, be it raiders, DC guards, or anyone else. Thus, if none of the other 3 factions are going to handle the problem unless I join and help them, then I say fuck em. Keep in mind, the Soul Survivor is not in command of either the BoS or the Railroad, you're never better than 3rd or 4th or 5th in line, at best, and with the Minutemen, you may be General, but without majority support from your troops, they can simply disobey your orders. As Overboss, you're a true dictator. You can order your troops to do anything you damn well please with the unsaid "or else" being excellent motivation. So if I'm Nora, fresh out of the vault, trying to find my kid, realizing I need an army to get to him, who am I going to turn to? Some organization with goals I don't care about that has various moral codes that prevent me from using them to get what I want, or Raiders, where all I really have to do is kill the asshole at the top of the totem pole and give them an order? And if I don't really need an army anyway - as you don't during the Minutemen version where all you need is a shotgun and a high tolerance for jump scares, basically - then why bother to take on the burden of joining and leading them at all? And more than that, what if I'm not Nora? What if I use Start Me Up and I'm anyone else? A member of the Gunners would certainly love to destroy the Institute (or more likely, invade, kill everyone inside, then loot the place and sell the loot on the surface.) Hell, a Kellogg-style merc might break in if he/she was hired by a caravans guild due to all the attacks on their caravans and/or customers. There's a dozen excellent reasons to destroy the Institute even if you're not the Sole Survivor. What I want is a generic mod that accounts for all of that. I don't want it to be Raider-centric or even Nora-centric. A way, optionally, to destroy the Institute that is completely independent from who the player actually is. Because the head-cannon to make that fit is super easy. I'd much rather write 3 sentences of head-cannon than have to spend dozens of hours reworking a mod every time I want to try out a new background for my character.
Di3sIrae Posted August 5, 2018 Posted August 5, 2018 Oh, thanks @chuckdm! I thought that you could be using other mods to really become a raider hehe About the mod idea, nothing to add to. I understand, seens the right way of doing it, find a way to do it factionless, leaving the RP to the player. Nice! It is a absolutely good idea for people that already tried all options or others that don't bother to join the factions or make their quests. I wish i could help xD
chuckdm Posted August 5, 2018 Author Posted August 5, 2018 2 hours ago, Di3sIrae said: Oh, thanks @chuckdm! I thought that you could be using other mods to really become a raider hehe Well I mean, Nuka-World. So you totally can become a raider. You just can't use the raiders to affect the main story, hence one of the reasons why I wanted this mod.
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