Jump to content

No Preston at the museum of freedom


Haukaido

Recommended Posts

This idea is totally inspired from fallout new vegas's Yes Man introduction.

It is a known fact that the minutemen are the wild card option in fallout 4, similar to Yes Man in new vegas. This is probably why the minutemen are the only faction that can't be destroyed. An essential feature in a fallout rpg imo.

However, they are introduced during the very first quest of the game. It gives the player the wrong impression that ur choices don't really matter because you can never say 'no' to Garvery (for obvious reasons).

My suggestion hopes to remedy this very anti-rpg implementation of this faction by simply delaying its appearance to a certain point in the main quest!

 

Stage one: Fixing "broken" vanilla quest stages

 

 

  • The player leaves the vault , goes to sanctuary, clears it, talks to codswordth as usual.
  • When Codwordth tasks pc to visit concord the vanilla game by default offers 2 choices:
    • A) Explore concord but then leave without approaching the museum, speak with codsworth and carry on with ur mission without ever meeting Garvey (This will not flag 'Out of Time' quest as completed)
    • B) Help preston kill the raiders and escape Concord (This will flag 'Out of time' quest as completed)

 

 

 

The first step would be letting 'Out of time' complete when players chose route (A) in their roleplay.(this will be the only possible route since preston won't be in the museum)

 

Stage two: Removing preston from the game world

  • Preston, his squad, and the minuteman corpse are simply not in concord yet. they don't spawn in the game world. This would give players the illusion that Quincy is still a proper town, and the minutemen are perhaps still there.
  • The museum of freedom is locked, both doors "require a key". This should prevent the player from triggering the unique raider dialogue about the people holding the balcony (avoids breaking immersion)
  • No further cell edits are needed here. Concord Just has raiders (this detail is important because it stays true to the words of the player's vanilla speech with codsworth)

Stage three: Forcing Preston and his squad to spawn

 

I suggest three different triggers that should force this gang to spawn at the museum of freedom

  1. The dead minutemen at the Super Duper Mart (a series of Misc quests)
    • These corpses tell the story of the minutemen, revealing the reason behind their death and informing the player that the minutemen are broken and fleeing from Quincy. This is all vanilla and imo this is excellent environmental storytelling.
    • Upon reading the journal entries that mention Quincy, a quest shoud trigger "Investigate Quincy". This marks Quincy on their map. As well as a map marker that directs the player to Sturge's terminal.
    • Upon reaching quincy, pc simply has to read the last entry in the terminal to progress with the quest
    •  

       

      The last entry on Sturges' terminal is from a Gunner, stating that a small group escaped the attack and fled under the pursuit of a Gunner lieutenant and his squad; this presumably being the twenty people, including Preston Garvey and his group, whose numbers would diminish by the time of reaching Concord.

      This starts the quest "Investigate the Museum of Freedom". and it's all smooth sailing from there.

  2. Jared's terminal (an unmarked quest)
    • If the player reads the "She's Here!" terminal entry, Preston and his gang will passively spawn without activating any quest!. This just gives the player a more "immediate" route towards joining the minutelen. They can simply run straight to the museum of freedom from this point and liberate the caravan.
  3. The Molecular Level quest (vanilla quest)
  • âThe player will be prompted to "Talk to the minutemen" as part of one of the 3 optional faction routes. Only this time, the quest marker will lead them to Quincy instead of the museum. they then have to go through the process I mentioned in the first trigger.
  • This quest marker will automatically disappear as part of the vanilla game once the player sides with a faction. they can then play the game without ever having to speak to the minutemen.

 

This concludes my vision on how the minutemen could be a trully immersive wild card faction. If I had decent knowledge about modding , I would've done it myself. unfortunately I'm a reverse 4head when it comes to using the CK.

Also, a quality of life fix would be preventing preston from force giving u quests if the player says no. And instead , no means no. This should prevent the player from being crowned the General if they happen to roleplay as good guys and decide to save preston.

Edited by MrPandaz
Link to comment
Share on other sites

That's quite a good idea. I played for a longer time with the mod "Wasteland Operator" which cuts down the main quest and the main factions. Such a release not to face the Minutemen in Concord. That mod fits me because I'm really not interested in the FO4 main story (in fact I never ended it despite a lot of hours gameplay), but it's too radical a solution for many of course who want to play the FO4 story.

 

Some remarks: Quincy? You know that little town? A bad place for newer players, far away in the south. I would recommend a different place for Preston. Also from common sense it is not necessary that his group is still in the gunner infested area. Wasteland Operator puts Preston into Jamaica Plain, also a bit too dangerous. What about Mystic Pines or other lower danger areas of Lexington? I think the player should be able to meet the Minutemen before he faces BoS.

 

I would change the Preston/Museum quest considerably in another way. Above all the part with the minigun, power armor and deathclaw should be removed. Besides the fact that I hate it to get a PA frame and minigun for free I always was baffled by the nonsense that tech fan Sturges cannot open a base terminal but our 200-year-deep freezed hero/ine can. No power armor, no fusion core, problem solved.

 

BTW, the first location to clear for the settlers has to be changed too, as Corvega is rather hefty for beginners.

Link to comment
Share on other sites

 

 

Quincy? You know that little town? A bad place for newer players, far away in the south.

 

My suggestion is centered around the idea of minimal edits and no lore alterations. I only suggested Quincy because a big part of minutemen lore is centered around quincy, even Preston talks about quincy. It would be very immersive to have the player explore the lore of their "favorite faction" if they chose to side with the minutemen. Also, a wild card ending is never supposed to be the easy route. You are essentially saying no to everything and chosing to do your own thing. I see the difficulty of sending the players there as a win win situation.

The player eventually has 2 ways around unlocking the minutemen, The first, is through exploring corvega and skipping quincy entirely . This is the "fast" method that is only rewarded to players who like diving through terminals and are savvy enough to link 2+2 together and check concord again after reading Jared's entry.

The second method is quincy, which gives the player the choice to either save their faction immediately , or wait until they are geared enough (or stealthy enough) to do so.

 

 

 

Above all the part with the minigun, power armor and deathclaw should be removed.

By the time you get to save preston you would've had your own suit of power armor already. and maybe even encountered a deathclaw. The deathclaw encounter is only triggered if you speak to preston at the museum. preventing access to the musuem = no power armor and no deathclaw.

 

The entire purpose behind this is to add to the immersion, I really don't like how fallout 4's starting quests roll out a red carpet for you that guides you towards the solution.

Edited by MrPandaz
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...