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Degby1

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  1. I posted this on another discussion talking about this same thing so i'll copy n paste it here - UPDATE - I tried a hypothesis of mine involving console commands. I found that by entering "000bad00 200" (Institute main quest/Nuclear Family) followed by "0010c64a 1900/2000" (MM Nuclear Option) the game is tricked into accepting all 4 endings. X6-88 has dialog refering to working with u in the Institute, Preston Garvey and Sturges praise you for blowing up the Institute. I found that the implications were - Father remains alive and well. Preston chews you out for not issuing an evac order. The Railroad turn hostile as a result of the evac order not being issued. Madison Li uses end game Institute dialog as if she were never recruited by the BoS. Proctor's Teagen and Quinlan will not speak to you (after activating the hidden New Dawn ending in which you are made a Sentinel after a MM victory) This will indeed require alot of trial and error and tweaking of scripts, such as the activators involving the evac order and dialog of NPC's etc. I'll include screenshots at a later date when I have better method to this but for now, this can be tried by anyone to see for yourself. For a better result I suggest playing up until Mass Fusion and Blind Betrayal, when the majority of the faction main quests have been completed. Bottom line - This can be done !
  2. UPDATE - I tried a hypothesis of mine involving console commands. I found that by entering "000bad00 200" (Institute main quest/Nuclear Family) followed by "0010c64a 1900/2000" (MM Nuclear Option) the game is tricked into accepting all 4 endings. X6-88 has dialog refering to working with u in the Institute, Preston Garvey and Sturges praise you for blowing up the Institute. I found that the implications were - Father remains alive and well. Preston chews you out for not issuing an evac order. The Railroad turn hostile as a result of the evac order not being issued. Madison Li uses end game Institute dialog as if she were never recruited by the BoS. Proctor's Teagen and Quinlan will not speak to you (after activating the hidden New Dawn ending in which you are made a Sentinel after a MM victory) This will indeed require alot of trial and error and tweaking of scripts, such as the activators involving the evac order and dialog of NPC's etc. I'll include screenshots at a later date when I have better method to this but for now, this can be tried by anyone to see for yourself. For a better result I suggest playing up until Mass Fusion and Blind Betrayal, when the majority of the faction main quests have been completed. Bottom line - This can be done !
  3. There's already a mod being worked on by one guy I believe, who is rebuilding the Mojave by hand - https://forums.nexusmods.com/index.php?/topic/4381930-mojave-restoration-project/ I also heard that the team who made Project Brazil are rebuilding the DC area, but I have no way to vet that info.
  4. Cambridge Police Station - I like the idea of being able to upgrade this. Similar to Boston Airport in terms of it being used by BoS enthusiasts. It seems that the biggest obsticle here is the scripting, and spawning a workbench via console commands won't cut it, so I suggest copying and pasting the work bench script for Boston Airport in the CK. This would need to be tweaked obviously, however given that you dont need to clear Boston Airport, perhaps adding a condition that the workbench will go live after completion of Sempa Invictus, given that you're made an official BoS member after that. National Guard Training Facility - This is interesting, I support any mod that deals with pre-war Military. The de-facto National Guard is the Minutemen, followed by BoS who are operate more like an Army Air Corps. They just need a Naval branch now. Recruiting new members to the Nat Guard would be a challenge in terms of lore, only people who embrace pre war America and have sufficient incentive would join. Perhaps disgruntled Minutemen who are fed up with lack of training and/or equipment, or Gunner members who suddenly grow a conscience. That i'll leave up to you. On the technical side of this Nat Guard, you would have to remove the radiant quests, npc spawn points and turrets, or atleast make the turrets non hostile to neutral wastelanders. Also you would have to move along that woman from the Silver Shroud quest who hides out in the Nat Guard facility, maybe even edit the bounty for her that mentions she's hiding there if you want to be thorough. As for the BoS Knight (Varham?), I think she disappears several days after the completion of Lost Patrol, so having the completion of that quest as a quest condition to start yours might be worth considering. The Coast Guard base should be a piece of piss, using the same method as the Police Station, as long as you don't edit the terminals or the Eddie Winter holotape. You could even let the National Guard take that one over, or have a joint BoS/Nat Guard task force stationed there. Hope these suggestions help, i'll let you know if I think of some more.
  5. It would be good to implement a diplomatic ending with all 4 factions into this mod. It would override the original ending, which shouldn't be a problem as 98% of us think it's s#*!.
  6. you can console ur way around this with completequest dlc04mq04 and then setstage dlc04mq05 5. The exact point that Preston gets the arsehole about it is when you stick the flag down. Using this method you can keep one of ur Raider factions in, without pissing the Minutemen off as you havent technically claimed any territory for them.
  7. I like this idea, maybe pitch it to PaladinRider as he did a good job with Run the Lucky 38. However adding a seperate function to this, similar to Far Harbor where you can send a BoS/Minuteman/Railroad assault team in to help capture it and leave a detachment of soldiers there to help guard it and run patrols would add some more depth to it too.
  8. Now that Nuka World is being released inna few days, which has cowboy and wild west assets, these can be incorperated into this mod, such as the desert landscape. There's also a raider gang who look like the Legion also.
  9. No idea! I've not seen any requests for artists/designers/voice actors etc on here or any other mod forum, so unless there is already a team of people working on this who haven't announced it yet, then i'd say no. I think we will get ppl working on this after Nuka World launches, that way we will have access to the complete F4 assets. I know that there's a massive team of high end modders working on Fallout The Frontier, which is for New Vegas, so when that's wrapped up we most likely will see them pursuing F4 projects. Right now i'm more focused on getting a diplomatic ending mod for F4, where you can achieve a peaceful ending for all 4 factions.
  10. Has anyone else encountered an issue with Ronnie Shaw not following you into the Castle basement? After clearing the rubble, she continues rambling on about clearing it, then using sestage 000aa778 400, so that the old bat starts following my character, she appears to go senile again after building the artillery and assigning a settler to it. Even using another setstage after this wont fix the quest, it can be completed via the setstage method, however you cannot use artillery in any settlement. Throwing a smoke grenade gives you the message "No artillery support", regardless of having built it and having a settler. I've read other issues with this quest involving Radio Freedom and not having power, but this is not what is causing it ! Also there was a mod that added 2 npc's in the basement, however both of them remain after disabling all of the mods in my list so I have no idea which mod added them. I did previously use "Castle Tunnel Restoration" but that has been completely wiped, the only other is the "The General Quarters" but as far as I know, that doesn't add npc's to the basement, nor does it interfere with the Old Gins quest.. Anyone else have this?
  11. There's cut weapons n clothing mods and the ending epilogue restorer whereby u can become a Sentinel in the BOS after finishing the game with the Minutemen. However if u mean is there a mod that restores the 20,000 Leagues Under The Sea quest or a mod that allows you to kill Maxson n take over the BoS whilst reinstating Danse, then no, atleast I hope there in the works somewhere.
  12. This is a simple case of re-texturing the Greaser Jacket and Jeans and adding a few notes scattered around the place talking about how the Great Khans have arrived. If they're antagonists then it's just the re-texturing and notes or if you want something more meaningful and the opportunity to actual talk to and get along with them then add an encounter zone in the west of the map where one or more will approach you. From that point it's up to the author what direction they want to take the Great Khans, but yes it is feasible as in the NV ending where they piss off out the Mojave and head north with the Followers of the Apocalypse forming a new society, they most likely would have heard about C.I.T from the FoA who had access to universities and libraries in California. The reasoning for being there would be to scavenge medical technology and take it back to Wyoming.
  13. One way I can think of is if the mod gradually replaces Settlers with Minutemen, for instance - you have 5 Settlers, a week later you have 3 Settlers and 2 Minutemen. The way it would work is by replacing the current Settlers with Minutemen at a rate of 1 every 3 days. In order to make this happen you'd need a script that disables that Settler, spawns a generic Minuteman and enables them. Failing this approach, a terminal could be rigged up in the Castle that allows you to manually override Settler attributes and essentially convert them into Minutemen. But i'm pretty sure someone has a better solution to the 2 I came up with
  14. Definitely. Maybe a high Science check as well? (If such things are still codable.) I'm actually looking into 2 mod requests who want a diplomatic ending across the board, something that I also want! As for your recruiting mod, high charisma would be easier in the speech options as the game has been dumbed the f*#@ down so that only charisma has an effect on speech challenges. I think atleast for the sake of getting an alpha "proof of concept" out the door, stick with just using the charisma requirement. The science requirement could be added at a later date.
  15. Good point, and I'm sure that quest triggers could be implemented to prevent the factions from speaking as though these decisive battles have occurred. This also reminded me, I think it important to note that peace should be a thing you're working towards since the outset of conflict, all the way back to the battle of bunker hill, for that matter. If you can somehow ensure that the railroad (not necessarily their runaway synths) are able to escape, while the Brotherhood and Institute fight to a stalemate, (Maybe have the institute take prisoners on site) that could be used to open negotiations. I think you're onto something using the Battle of Bunker Hill as a catalyst for peace talks, if only for the sake of immersion. The runaway synth missions could still be optional as the production of Gen-3's may not cease, depending upon the nature of the BoS-Institute conflict. If the path you are suggesting were to be pursued it would result in the failiure of Nuclear Option/Institutionalised and would start the new custom made quest where you have to speak to Maxson, Garvey and Desdemona and tell them that a peace deal is being made now that your the leader of the Institute. New ending slides could be added, such as using that mod already on the Nexus, perhaps with a voice over. But they're just cosmetic for now. The meat of it is the conditions, and adding a custom made quest allowing for diplomacy might actually be the easiest solution relatively speaking. The dialog between the characters would either need to be unvoiced or spliced from other lines. I'll get to looking into this
  16. This could be made possible by either running a script that enables them after the MQ and spawns them in varying locations or adding a condition to the pre-existing one. There should be enough generic dialogue to be able to splice a response from them and then give them generic idle dialogue once you have recruited them. To make it more challenging, a high charisma speech check could be used for something other than getting extra dough out of someone for once.
  17. You can build Liberty Prime, all you have to do is give Sturges the holotape and sell out the Insitute in the Mass Fusion quest to the Brotherhood BEFORE completing Blind Betrayal. It's like this - Playthrough the Railroad and get the Underground Undercover quest, but do not fully complete it! Playthrough the Brotherhood quests until Blind Betrayal. You can speak to Danse and get him to reveal his identity, but dont report to Maxson to complete the quest otherwise you wont get the option to speak to Proctor Ingram about getting the holotape for Sturges! Playthrough the Institute until Mass Fusion. Speak to Ally Filmore but do not take her with you and don't use the relay to teleport to the Mass Fusion. You'll have the option to sell out the Institute to Maxson. Now sell out the Institute to the BoS, and give the Berilium Agitator to the BoS. Complete Blind Betrayal. Now that Liberty Prime has actually been built, speak to Preston and he'll say that castle is about to be attacked. Give the holotape to Sturges and he'll get u access to the Institute. There's a video on youtube that explains this better, look for the "Minuteman Definitve Ending" that is a step by step guide
  18. This can be done, the conditions need to be tweaked to "trick" the game into allowing a "diplomatic" ending. It is basically the Minuteman Definitive Ending whereby The Railroad and the BoS recognise the Minuteman victory but they (BoS and RR) don't acknowledge eachother as still being alive, hence why the RR talk as if Glory has been killed in the BoS raid when she's standing 2 foot from them. In this "diplomatic" ending the 3 factions would believe and have dialog relating to the Institute being blown up, whereas the Institute would have dialog talking about the BoS and RR being wiped out. It's all in the conditions, it may even be made easier if someone can restore the quest where u can properly take over the BoS by ousting Maxson. I'm new to the Creation Kit but I am still exploring ways to make this diplomatic ending possible.
  19. I'm also after the same thing. It's possible to do, it lies withing manipulating quest conditions and tricking the game much like the "Minuteman Definitive Ending". The ending slide would most likely be the Institute ending, and the Institute npc's would have dialog which would talk about the Railroad and the BoS being wiped out. However the dialog for those 2 factions would reflect the Minutemen blowing up the Institute. You would also have to be careful about what radiant quests you undertook as it could lead you to being labled an enemy of said faction. There's also the issue of being able to keep X6-88, Deacon and Danse around, with X6-88 being the most tricky as his affinity drops to -5000 if the Institute gets hit. I'm going through the Creation Kit to see what I can dig up but there isnt any quick fix for this that wouldnt cause aggro in the future.
  20. I recall seeing a reddit post that one of the people behind Project Brazil (or the team, not sure) started a D.C. remake. I've got my hands full with the Mojave, but hopefully we'll see that get done as well. Ah good stuff, also did you have a prefered faction who won Hoover Dam and will they be running things in the mod, should there be quests added down the road?
  21. Are there any plans to do a Washington DC restoration? I'd love to see the Pentagon rebuilt and the BoS all over the place. This looks pretty f*#@in promising from what i've seen thus far, tracking !
  22. Oh, sweet I wanted to get the Holorifle into Fallout 4 myself ! This is going to be customisable too yeah?
  23. I'm interested in helping you write the story to this. Hit me up
  24. I can confirm that an Enclave mod is being worked on. Can't go into details however..
  25. This is a similar request that i also want whereby I can take control of the Institute thereby rendering them harmless to the point of having diplomatic ending. There has to be a way that the quest conditions can be manipulated into tricking the game into allowing all 4 factions to remain. You would most likely have the Institute ending slide although you would also have to be careful in which radiant quests you decide to do.
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