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Minutemen vs Brotherhood


GamerChas

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I finished the main storyline twice with the BOS. I used minutemen resources and all was good. Sturgis didn't even mind when I asked for the institute data to give to the BOS. My 3rd character bypassed Concord altogether and set up his home base in the Atom Cats Garage. This time I am working with the railroad to undermine the power of the institute and the BOS and establish Atom Cats Rule

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Actually, for those who are troubled by Minutemen radiant quests I found an easy solution that does not involve mods.

 

When the quest is accepted, complete all stages until you reach the final one that requires returning to Preston Garvey and do not turn in it and avoid where you kept the man (likely the Castle). Eventually the quest will auto-complete and you will get the experience you would have gotten had you gone straight to Preston. This is not immediate, but has the added bonus of ensuring that you will at times have no quests in your log at all whatsoever. Just... nothing at all. It's really quite relaxing, or it would be if you found a way to ensure settlement warnings worked or settlement attacks stopped altogether.

Edited by CyrusAmell
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Actually, for those who are troubled by Minutemen radiant quests I found an easy solution that does not involve mods.

 

When the quest is accepted, complete all stages until you reach the final one that requires returning to Preston Garvey and do not turn in it and avoid where you kept the man (likely the Castle). Eventually the quest will auto-complete and you will get the experience you would have gotten had you gone straight to Preston. This is not immediate, but has the added bonus of ensuring that you will at times have no quests in your log at all whatsoever. Just... nothing at all. It's really quite relaxing, or it would be if you found a way to ensure settlement warnings worked or settlement attacks stopped altogether.

But why should I bother when I can just ignore the fail-men and go my way, conquering the settlements in the fashion game wants you to take on any challenge - with loads of bullets and stomping.

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Actually, for those who are troubled by Minutemen radiant quests I found an easy solution that does not involve mods.

 

When the quest is accepted, complete all stages until you reach the final one that requires returning to Preston Garvey and do not turn in it and avoid where you kept the man (likely the Castle). Eventually the quest will auto-complete and you will get the experience you would have gotten had you gone straight to Preston. This is not immediate, but has the added bonus of ensuring that you will at times have no quests in your log at all whatsoever. Just... nothing at all. It's really quite relaxing, or it would be if you found a way to ensure settlement warnings worked or settlement attacks stopped altogether.

But why should I bother when I can just ignore the fail-men and go my way, conquering the settlements in the fashion game wants you to take on any challenge - with loads of bullets and stomping.

 

 

Many settlements in the game do not become available unless you have completed Minutemen radiant quests on their behalf. Furthermore, you're missing out on commanding the Castle, setting up artillery and being able to use the Minutemen flag. So it's not much and frankly if you want to hold off on joining the Minutemen until you have established a number of self-sufficient settlements then that will make later settlement building for the Minutemen easier.

 

I also don't know if you can get Preston Garvey as a companion unless you become General so you're also missing out on his companion perk.

 

While you don't need to join the Brotherhood to attain access to the Boston Airport settlement, which has no ground for planting food nor are settlement beacons allowed, it seems a lot cooler to do so when you have the Brotherhood army on your doorstep and can set it up as your power armor depot/personal fortress. But that's my take.

Edited by CyrusAmell
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Hmm? Other than maybe the castle, which settlements would those be? Because I'm pretty sure that if it has a workbench, it can be a settlement, and if not not (*)

 

(*) With the exception of such places as the DC home or the Boston Airport, which don't have a full workbench in vanilla. But that doesn't change if you befriend the Minutemen either.

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Pretty sure I've done both Oberland Station and Tenpints Bluff without being sent there by the minutemen.

 

The only difference, if you want to annex them peacefully, is that you don't have a quest marker on the peon that gives you the quest details. So you might have to try talking to both.

 

Or if you want to be a donkey-cavity, you can do what Ethreon suggested: just kill both pre-existing peons, and then you can use the workbench.

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I'm pretty sure Oberland Station does not become accessible until you do a Minutemen quest but I could be wrong.

There's 0 settlements you cannot take. Seriously, you can buy the homeplate, you can take the castle without doing any quests. The only place that needs a peaceful solution (radiant quest taken WITHOUT minutemen) is Warwick homestead. I got a save with all of them just ready to be uploaded.. once the rest are ready tho. So no, no need for fail-men.

 

What would make me a donkey-cavity? The game suggests "shoot" as solution to everything, and the so called unique settlers are a pain to deal with - cannot be moved, complain all time etc. Nah, I'll start anew.

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Well, generally slaughtering everyone to take their land is considered, shall we say, not nice :wink:

IT is what the game wants. There's little diplomacy/talking left, just shoot everyone. I'd like to play with words, but Beth considers that too RPG-istic and decided were not evolved enough to handle it. So, to hell with it, everyone out of my settlements.

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