Fallout 4 Remove Main Quest

Posted : admin On 27.01.2020

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  1. Fallout 4 Remove Main Quest Code
  2. Fallout 4 Remove Main Question

Whatever it is, you can do it here!Weekly Posts. Request Wednesday - All Requests must go hereFILTER BY GAMERULES.Posts must be about Fallout / Modding.No Image Macros/Memes as posts.Editing console saves is not 'modding'.Comments not adding to discussion / flaming, will be removed.Use Descriptive Titles. One word or vague titles will be removed.Posts asking questions that are answered in sidebar guides may be removed.Don't promote Piracy. This includes posting mods that were removed / taken down. Piracy is a ban, no warnings.Support posts without load orders (Not mod list) will be removed.Do not post the same mod/video more than once, with the exception of major updates.Posts promoting a released mod must link to the MOD, not a video.All request posts must be in the weekly sticky thread (Wednesdays). All others will be removed.POST FORMATTINGPlease use tags in your post titles for what game, and what you want to discuss! Each post MUST have a tag for which game you are posting about.FO4 - For Fallout 4FNV - For New VegasFO3 - For Fallout 3FO2 - For Fallout 2FO1 - For Fallout 1FOT - For Fallout TacticsF76 - For Fallout 76EXAMPLE: FNV New Vegas Fiend CompanionSpoilersPlease use spoiler tags for MAJOR game events.

Minor spoilers should be expected here.Type Without quotes:'Mr House is actually an Alien who started the great war' (/spoiler)To get this:Useful linksExplore the Fallout Network- Reddits Fallout Home- Discussion Fallout 3- Discussion for New Vegas- Discussion for Fallout 4- For the early Fallout games- In depth discussion for everything lore relatedVisit our sister subreddit at! To start things off, let me get just one thing straight (and I believe nobody will contradict on that): The Fallout 4 main story quest sucks. It's full of plot holes, leaves more questions than answers and makes you jump through some very awkward hoops if you just want to 'get it done'. Plus, it becomes annoying real quick if you're going through it a second time.

Fallout 4 Remove Main Quest Code

It's even worse on Survival mode. In fact, im on playthrough 6 or 7 now, and probably won't even finish it because I've grown to actively despise it over time.Now, what do? Of course I can just whine on the Interwebz about Emil being a dumbass, but that won't solve anything. I'd rather make a constructive approach to this. Let's make the main quest great again, shall we?I can think of various approaches to this.Try to simply skip the entire hunt for Kellogg and The Molecular Level: This would demand a way of triggering the Prydwen's arrival without touching the terminal at Fort Hagen. The PC can reasonably assume the Institute is behind Shauns kidnapping after talking to various Wastelanders, as the Institute seems to be the only ones who have the means and possibly the motivation to pull of such a stunt (also, it's the only way Shaun wouldn't have been murdered or eaten so far).

In addition, the PC learns that they do indeed have a habit of kidnapping people. So instead of knowing Shaun can be found at the Institute, the PC merely has to assume this is the case. Would need a way into the Institute that does not involve the Molecular Relay. This is already possible, it's used by The Nuclear Option (Minutemen).Skip certain smaller quests.

For example, one could entirely skip saving Nick by simply putting him in his office instead of Vault 114 initially. Vault 114 is not essential to the main quest story and we lose nothing by skipping it.Drop one of Kellogg's cigars in the cryopod room where the PC wakes up. Have Dogmeat be able to track Kellogg down with it when you meet at Red Rocket.After finishing Institutionalized: Add a terminal entry that lets the PC know the Institute has a nuclear reactor in the works; give the option to blow up the entire Institute on your first visit there by causing a meltdown, subsequently finishing a new variant of The Nuclear Option.Now, I know this would be rather hard to do well, and as of this first post it won't cover up the plot holes, but you gotta start somewhere, right? Let's discuss what can be done, what might make sense or even improve upon the vanilla main quest.//edit: Guys, seriously, it's fine that you like the main quest, but I didn't post this to hear about what you like about the main quest.

I want to find solutions for people who don't like it. My problem is I just don't care about the main quest. To me, it's not as much that I don't like the story that's being told, as much as I don't like being told who I'm supposed to be in this story and why I should care about it. (Though if I were rewriting it, I would of course give much more freedom to the endgame - there is no ending where the Institute can be reformed into something good - really?)Here's how I would do it: start the game in Concord.

Just throw you into the combat with the raiders (maybe throw some tutorials up on screen for new players); once you defeat them, meet the Minutemen. Preston Gravy and his refugees give you the suggestion to head toward Diamond City - I could contrive a good reason, but for the sake of this, let's skimp on the details and say it's a holiday and the decorations are up, and it's a sight to see if you've never seen it before - make use of programming that holiday stuff into the game, at least. You could keep the Jewel of the Commonwealth quest, even.Get to Diamond City, and JOTC finishes. From there, I feel like the discussion opens up further.

I could keep or lose the Vault 114 mission; I don't know what else you'd put in there if not Nick, though, unless we're expanding the Triggermen a whole lot. (Not that I'm against that.) Anyway, once you find Nick, he mentions to you a case he's got and offers to let you take a look at it, because he's at an impasse. It's the story of a child abduction; not your child, though. Kellogg is his man, and he knows it deep down, but more importantly, he's the key to a much greater conspiracy: it's speculated he works for the Institute.The detective quest plays out as normal from here, but Nick doesn't summon Dogmeat out of nowhere. If you happen to have the cigar on you when you are traveling with Dogmeat, an option to let him sniff it appears, and you can track Kellogg that way. Meeting him, he's surprised you know who he is, and that you found him, and he does let it slip that the boy you're looking for is both alive and in Institute hands, as suspected.I'd keep Dangerous Minds as-is, since you can skip through it anyway if you're not interested in hearing Kellogg's backstory for the billionth time. However, it is good flavor text, so for a first time player, I'd absolutely keep it.I personally like the idea of hijacking a classical music station to use a teleportation device, so I'm in favor of leaving the Molecular Level's method of transportation intact, unless you decide to side with the Minutemen, in which case, the option to enter the Institute via the sewer systems is available: how, though?

I think it's time we bring up settlements. The Minutemen receive a new quest, which I'd like to at this point title Triangulation. Because that's what it's about.

Your settlement recruitment beacons can be tuned to the rogue frequency that is the Classic Music Station and the position of its transmitter can be worked out by triangulation. Insert more knowledgeable talk about radio wave mechanics here. (Also I would like this to be reflected in-game; I don't know where the activator that activates the Classical station is located in-game, but it should be placed in the CIT Ruins cell for consistency) Once it's determined that it's under CIT (maybe with some neat pre-War Institute backstory in terminals/notes inside), hit the sewers!

(I would also note that following your entrance this way, the sewer entrance would be blocked off from further entrance without some major demolition - the Institute's not going to have a hole in their defenses and not do something about it. Could give you a reason to use all those explosives you've been hoarding this whole game.)Now, once you've been inside the Institute, the main quest splits off into the faction quests. I could elaborate on what I'd do with those too, if you all were interested. I have a lot of ideas.Basically, what I want is a story where I can be anyone and get involved in this story organically. For this, I need the game to be overhauled (specifically, the dialogue) to reflect that I am looking for a boy because I choose to.

I may be intrigued by the tech of the Institute, driven by a desire to right wrongs and find this child, or maybe just out of sheer curiosity. This boy is not my son.

This boy is my MacGuffin. Awesome, you got my point man. Thanks for the lengthy reply.I think it's time we bring up settlements. The Minutemen receive a new quest, which I'd like to at this point title Triangulation. Because that's what it's about.

Fallout 4 Remove Main Question

Your settlement recruitment beacons can be tuned to the rogue frequency that is the Classic Music Station and the position of its transmitter can be worked out by triangulation.Great idea, really. That option should also be available to the Railroad I think. Tinker Tom could plausibly come up with this.Now, once you've been inside the Institute, the main quest splits off into the faction quests. I could elaborate on what I'd do with those too, if you all were interested. I have a lot of ideas.Actually, the main quest gets much less annoying to me after Institutionalized.

I'm not sure if this would be any good, but I don't want to rule it out either at this point.I'd keep Dangerous Minds as-is, since you can skip through it anyway if you're not interested in hearing Kellogg's backstory for the billionth time. However, it is good flavor text, so for a first time player, I'd absolutely keep it.Only problem I see with this is the Vault 111 scene in Kelloggs memories. Could lead to some inconsistencies, which I think should be avoided.

Fallout 4 main quest walkthrough

I mean, we're already aiming to make it more consistent.I'll get back to this when I've thought about it more. I know enough to edit an existing script or two, merge plugins, etc. Better with xEdit than the CK, honestly. The lists and stuff, I'm good; my hands just haven't learned the rhythms of the render window and navigating in it. I'd like to make it happen too. I feel like a lot of what would need to be done to change the writing/get rid of the Shaun-as-your-son thing would be merely editing dialogue and changing paths to voice files.

I feel fairly confident I could do that. Editing the quests and whatnot would require someone more knowledgeable than me, I think. Will add ideas to the pile for later quests later - I'm not feeling particularly creative at the moment.:P. First, chill out bruh.

No need to git pissy.Secondly, I'm saying that it was a relatively cool idea and was meant to be this 'boogeyman' sort of deal. Some people in the commonwealth didn't even believe synths existed, yet we (and many others) run into them CONSTANTLY. How would it be a simple myth if people always see them? I'd have loved it if they truly were this shadow organization that even the player would doubt at some points.

Instead, they feel INCREDIBLY overdone. At least with super mutants it makes sense; they're an army being formed very non-secretively, with the goal of taking land for their race. Of course they'd be a common sight.