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Railroad-Institute Peace Attempt


RS13

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I cannot express how much I hate the ending to this game. Actually, yes, I can. I hate it more than any design decision, crappy mechanic or bug in any Bethesda game ever. It's that freaking bad.

 

Look, if you're going to *require* that I become director of the damn institute for the railroad ending, you should let me *try* for a non-violent approach. I mean why the hell wouldn't I at least *try* to free the synths through diplomacy rather before resorting to a nuclear bomb. That's the first and only option the game gives us, when the Institute just handed the RR everything they've wanted on a silver platter.

 

If the institute mutinied or if the railroad turned out to be bloodthirsty, that would be one thing. But it's complete and utter BS that I don't get the option to even try.

 

Can someone please make this an option? I would give the synthetic replica of my first born child to have this option.

Edited by RS13
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Hmm...I think this would require a heavy amount of scripting, voice actors...ugh I can see this getting on the level of expansiveness as Interesting NPC's for Skyrim. Since people will be asking for other alternate endings with other factions as well.

 

I might attempt this once GECK comes out since I want alternate endings too....but...I can see how large a scope this might become.

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Honestly, I would settle for something like the paarthurnax dilemma: lots of unvoiced dialogue, but if you pass all the persuasion attempts, then you can get the two sides to stop trying to kill each other. Of course the more fleshed out the better, and it could become a very large-scope mod, but a minimalistic "get both" ending shouldn't be so hard.

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  • 4 weeks later...

I agree wholeheartedly. After being named head of the institute there is no reason for violence. Killing the institute also renders the older model mechanical synths unable (eventually) to repair themselves... not to mention that the tech in the Institute IS mankind's best chance to thrive.

 

I think something could probably be done with the existing dialogue... simply re-purposing it. Like let father die off BEFORE everything goes to s#*! and name you leader. Then simply remove hostilities with the Railroad/Minutemen. Reasonably achieving peace with the BoS would be harder i guess as none of their voiceovers (as far as i know) promote peace with anything.

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  • 10 months later...

So, how about this:

 

  • After you become Director, you can go talk to Z1-14, and tell them that you are planning to acknowledge the synths as sapient beings.
  • Z1-14 will tell you that a lot of people in the Institute won't agree, especially not the SRB with their coursers and the older synth models.
  • You now get a quest to gather allies.
    • The Railroad will agree instantly if you ask them
    • The Minutemen will agree if you have retaken the Castle
    • if you have Far Harbor installed you can also get Acadia to support you.
    • Brotherhood, not sure. Maybe if you additionally mod in that option where you kill Maxton and replace him with Danse? AFAIK there are unused sound files for that case.
  • When done, you tell Z1 to get up to the Relay and get ready to teleport your allies in.
  • Meanwhile you go to the Director's quarters to the microphone used in Powering Up. There you hold a speech to the entire Institute that as the Director you are hereby declare the synths to be equal to humans
  • When you are done, a fight will have started at the ground level. When you get down, you see your allies being relayed in, fighting Gen1s, Gen2s and some Coursers.
  • They tell you to go after Justin Ayo in the SRB
  • You go through some coursers and Institute scientists, and finally fight and kill Ayo
  • Afterwards, the SRB gets repurposed to some sort of a synth school/community center ("Department of Synth Affairs"?), led by Z1. By this, he also becomes a member of the Directorate. They mostly take care of the newly-made synths
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Hmm...I think this would require a heavy amount of scripting, voice actors...ugh I can see this getting on the level of expansiveness as Interesting NPC's for Skyrim. Since people will be asking for other alternate endings with other factions as well.

Â

I might attempt this once GECK comes out since I want alternate endings too....but...I can see how large a scope this might become.

Negative on the voice acting. You can splice together existing voice lines (adjusting your script to what is possible to do) to cover the needed dialogue.

 

Voice acting might be useful for extra NPCs added to help with the quest (have them be the main point of interaction, reducing the need for voice line splicing), and for existing NPCs with very little existing lines you could dub over them and expand them that way, rather than introducing new characters.

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WRT the BoS...

 

1. Take over the Institute.

2. Stop production of synths (maintain existing synths, continue to monitor them)

3. Let the Brotherhood in to access the tech, secure it and protect it

4. Scribes galore

5. Use the tech to help the Commonwealth, like a douchier version on the Capital Wasteland Brotherhood.

6. Restart cybernetic research

7. Give Ingram some new legs

8. Restore limbs to various other BoS soldiers

 

Not sure how you'll get past the prejudice towards Synths. Potentially set them loose, or claim them under your control? (Swear yourself to the Brotherhood, so they control the synths via you?)

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