Fallout 4 Mod Continue Minutemen Quests

I don't think so.

Brotherhood and railroad questlines require you to at least pretend to go with the institute.

While Minutemen questline requires you to flat out refuse to work with them.

Nothing in the Minutemen questline will get you banished from the Institute. The other two factions on the other hand....

Originally posted by Wilson the Gentleman Scientist.:

I don't think so.

Brotherhood and railroad questlines require you to at least pretend to go with the institute.

While Minutemen questline requires you to flat out refuse to work with them.

I'm pretty sure you can play a Minutemen and Institute ending though...can't you?

Originally posted by Marana Himself:

Originally posted by Wilson the Gentleman Scientist.:

I don't think so.

Brotherhood and railroad questlines require you to at least pretend to go with the institute.

While Minutemen questline requires you to flat out refuse to work with them.

I'm pretty sure you can play a Minutemen and Institute ending though...can't you?

yes you can, I have no idea what Wilson is talking about

No matter what I did I couldn't trigger the Minutemen quests unless I refused to work with the institute.

Everything else I did locked me into a railroad/brotherhood/institute route.

I'm on a Minutemen/Institute finished game right now. Sounds like some sort of glitch, mod conflict maybe?

Originally posted by Pookie:

I'm on a Minutemen/Institute finished game right now. Sounds like some sort of glitch, mod conflict maybe?

Uh, doesn't the ending of the minuteman quest require you to blow up the institute?

Originally posted by Sabaithal:

Originally posted by Pookie:

I'm on a Minutemen/Institute finished game right now. Sounds like some sort of glitch, mod conflict maybe?
Uh, doesn't the ending of the minuteman quest require you to blow up the institute?

He means he ended with the Institute and MM factions alive. Basically an Institute ending and becoming allied with the MM.

I think this is what the OP is asking about:
if during quest Pinned the player character failed to convince the Minutemen to stand down then they will be forced to kill them (or side with them, but that will lock the player character out of the Institute ending)

Originally posted by Out Of Bubblegum:

Originally posted by Sabaithal:

Uh, doesn't the ending of the minuteman quest require you to blow up the institute?
He means he ended with the Institute and MM factions alive. Basically an Institute ending and becomong allied with the MM.

I think this is what the OP is asking about:
if during quest Pinned the player character failed to convince the Minutemen to stand down then they will be forced to kill them (or side with them, but that will lock the player character out of the Institute ending)

...so do you have to go through the institute questline, or the minuteman one to get to that?

Institute. I never tried that so I don't know how far you have to go with the MM. I assume past Old Guns and Defending.

Originally posted by Wilson the Gentleman Scientist.:

No matter what I did I couldn't trigger the Minutemen quests unless I refused to work with the institute.

Everything else I did locked me into a railroad/brotherhood/institute route.

What Minuteman quest?

Originally posted by tulle040657:

Originally posted by Wilson the Gentleman Scientist.:

No matter what I did I couldn't trigger the Minutemen quests unless I refused to work with the institute.

Everything else I did locked me into a railroad/brotherhood/institute route.

What Minuteman quest?

The guide I'm looking at says the next quest that comes after old guns is the quest defend the castle if you already have 5 well established settlements.

If not the quest form the ranks starts

But neither of these quests trigger unless you are at war with the institute.

Basically with all the factions you can have minutemen exist, because you're the general. Unless you blatantly attack the institute or make them mad, the minutemen will be fine. The MM ending only happens if you make the Institute mad and aren't allied with BoS or Railroad. (In my experience, but not much missed either).

Last edited by ^3Tinkles; 17 Sep, 2019 @ 6:48pm

Originally posted by ^3Tinkles:

Basically with all the factions you can have minutemen exist, because you're the general. Unless you blatantly attack the institute or make them mad, the minutemen will be fine. The MM ending only happens if you make the Institute mad and aren't allied with BoS or Railroad.

...so basically if I go through the MM quest up to a certain point...I don't have to do any of the "endings" at all? Well that would be nice but the other three factions would probably have their quests in the log...

Originally posted by Sabaithal:

Originally posted by ^3Tinkles:

Basically with all the factions you can have minutemen exist, because you're the general. Unless you blatantly attack the institute or make them mad, the minutemen will be fine. The MM ending only happens if you make the Institute mad and aren't allied with BoS or Railroad.
...so basically if I go through the MM quest up to a certain point...I don't have to do any of the "endings" at all? Well that would be nice but the other three factions would probably have their quests in the log...

I can't go further into an explanation without spoilers.

madiganpromarls.blogspot.com

Source: https://steamcommunity.com/app/377160/discussions/0/2552901289739641317/

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