So I asked the Railroad first to help me build the relay, thinking I was going to be able to ask for help from all three factions. I would've chosen the Minutemen had I known there was only one faction I could ask for help. My question is this: I haven't gone through the relay yet (in an hours-old save), but have built it with the Railroad's help. Can I reject their assistance and change who I want to help me? The answer is likely, 'no,' as I've already built the relay, but I'd really prefer the Minutemen over the Railroad as they are the most noble of the factions in my estimation.
MelychathMelychath
Fallout 4 Railroad Overhaul
1 Answer
I can confirm what Unknown Zombie stated in his comment. It does not matter in terms of who you want to ally with for the end of the game.
I can confirm this because I chose the Brotherhood to assist me, and sided with the Institute to get their ending for my first playthrough. And did the opposite on my second playthrough. Neither side really so much as mentioned the fact that I chose their enemy to assist the relay build. It serves no function after that mission anyway.
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Author's notes:
-This mod is a Nexus exclusive, I will not spend time to upload my mod to other sites and I will not trust others to do so in my stead, please respect this decision (If you do find this mod on another site, it was stolen and may contain malware)
- Please read the stickied post in the comment section for important information
- Requires theUnofficial Fallout 4 Patchversion 2.0.2 or above, and therefore also requiresALL DLC!, the nature of this requirement is because the UFO4P is widely used and conflicts with this mod, so consider it kind of a 'required' compatibility patch. I will not separate it for users who dont use the UFO4P because I will have to write code for this mode twice over
- If you select to use the infinite budget addon, you do NOT need to use any other settlement budget mods, if you are using a settlement budget mod that adds infinite budget via script or bat file, you do NOT need to use this mods infinite budget addon
- If you build a faction settlement and later become an enemy of said faction, the faction settlers of that settlement WILL attack you!, this will however NOT break your settlement in any way, you can just reclaim the settlement for a different faction after killing them
Very simple mod, adds the ability to claim settlements for a faction
Currently supports Minutemen, Brotherhood of Steel, Railroad, the Institute and the Gunners
You can claim a settlement for a faction by constructing the belonging plot flag located under the 'Special' tab when in building mode, and then activating the flag by pressing the activate key on it outside of building mode
After claiming a settlement for a certain faction, build and activate a radio recruitment beacon to recruit settlers from the new faction (already existing recruitment beacons will not work, if you already have one you need to store it and place it again)
The faction of a settlement can be changed at any time by building and activating a different plot flag
You dont have to keep the plot flag after having activated it, if you dont like the look of it, you can remove it
Ive currently disabled the option to move faction settlers to a different settlement, if popular demand asks to enable that, I will do so
You can however assign faction settlers to caravans (I dont want to restrict free choice too much)
Note that if recruiting faction settlers from opposing factions (e.g. recruiting BoS settlers while you have Institute settlers in your settlement), they will fight eachother, theyre not generic settlers after all, theyre faction settlers
There currently is not much variety in faction settler appearance, youll see a lot of the same faces, Ill perhaps do something about this eventually, but no promises (its a lot of very boring work)
And lastly, there are some requirements to be able to build the plot flags, they are as follows:
- You must NOT have destroyed the faction in question, or be hostile with them
- For the BoS you need to be allied with them and have paladin rank or above
- For the Railroad you need to have joined them
- For the Minutemen you need to have completed Old Guns (the artillery quest)
- For the Institute you need to have completed Nuclear Family (the final institute quest)
- For the Gunners you need to collect Clint's Holotape from Quincy and deploy the code phrase to issue a change in command of Echo Company
Changelog:
V1.3.0 - Added UFO4P requirement, fixed issue related to UFO4P and settler recruitment, added new variations of faction settlers
V1.2.1 - Reupload with missing script, settlers are now leveled, added ability to revoke Echo Company leadership
V1.2.0 - Fixes issues with settler hostility, adds gunner faction
V1.1.1 - Fixes issue with settler recruitment (should work, but if it doesnt, please do let me know!)
V1.1.0 - Adds plot flag for civilian settlers, adds DLC support, adds infinite settlement budget support
V1.0.0 - Initial release
Things to be aware of:
- Gunner settlers are not protected, this means that other NPCs can kill them, this is intentional, but I may change it if there is demand for it
Compatibility:
- NOT compatible with anything that edits any of the following:
WorkshopParent (Quest)
WorkshopWorkbench (Container)
WorkshopParentScript.pex (Under DataScripts)
WorkshopObjectScript.pex (Under DataScripts)
- Apart from that there shouldnt be any issues with anything
-This mod is a Nexus exclusive, I will not spend time to upload my mod to other sites and I will not trust others to do so in my stead, please respect this decision (If you do find this mod on another site, it was stolen and may contain malware)
- Please read the stickied post in the comment section for important information
- Requires theUnofficial Fallout 4 Patchversion 2.0.2 or above, and therefore also requiresALL DLC!, the nature of this requirement is because the UFO4P is widely used and conflicts with this mod, so consider it kind of a 'required' compatibility patch. I will not separate it for users who dont use the UFO4P because I will have to write code for this mode twice over
- If you select to use the infinite budget addon, you do NOT need to use any other settlement budget mods, if you are using a settlement budget mod that adds infinite budget via script or bat file, you do NOT need to use this mods infinite budget addon
- If you build a faction settlement and later become an enemy of said faction, the faction settlers of that settlement WILL attack you!, this will however NOT break your settlement in any way, you can just reclaim the settlement for a different faction after killing them
Very simple mod, adds the ability to claim settlements for a faction
Currently supports Minutemen, Brotherhood of Steel, Railroad, the Institute and the Gunners
You can claim a settlement for a faction by constructing the belonging plot flag located under the 'Special' tab when in building mode, and then activating the flag by pressing the activate key on it outside of building mode
After claiming a settlement for a certain faction, build and activate a radio recruitment beacon to recruit settlers from the new faction (already existing recruitment beacons will not work, if you already have one you need to store it and place it again)
The faction of a settlement can be changed at any time by building and activating a different plot flag
You dont have to keep the plot flag after having activated it, if you dont like the look of it, you can remove it
Ive currently disabled the option to move faction settlers to a different settlement, if popular demand asks to enable that, I will do so
You can however assign faction settlers to caravans (I dont want to restrict free choice too much)
Note that if recruiting faction settlers from opposing factions (e.g. recruiting BoS settlers while you have Institute settlers in your settlement), they will fight eachother, theyre not generic settlers after all, theyre faction settlers
There currently is not much variety in faction settler appearance, youll see a lot of the same faces, Ill perhaps do something about this eventually, but no promises (its a lot of very boring work)
And lastly, there are some requirements to be able to build the plot flags, they are as follows:
- You must NOT have destroyed the faction in question, or be hostile with them
- For the BoS you need to be allied with them and have paladin rank or above
- For the Railroad you need to have joined them
- For the Minutemen you need to have completed Old Guns (the artillery quest)
- For the Institute you need to have completed Nuclear Family (the final institute quest)
- For the Gunners you need to collect Clint's Holotape from Quincy and deploy the code phrase to issue a change in command of Echo Company
Changelog:
V1.3.0 - Added UFO4P requirement, fixed issue related to UFO4P and settler recruitment, added new variations of faction settlers
V1.2.1 - Reupload with missing script, settlers are now leveled, added ability to revoke Echo Company leadership
V1.2.0 - Fixes issues with settler hostility, adds gunner faction
V1.1.1 - Fixes issue with settler recruitment (should work, but if it doesnt, please do let me know!)
V1.1.0 - Adds plot flag for civilian settlers, adds DLC support, adds infinite settlement budget support
V1.0.0 - Initial release
Things to be aware of:
- Gunner settlers are not protected, this means that other NPCs can kill them, this is intentional, but I may change it if there is demand for it
Compatibility:
- NOT compatible with anything that edits any of the following:
WorkshopParent (Quest)
WorkshopWorkbench (Container)
WorkshopParentScript.pex (Under DataScripts)
WorkshopObjectScript.pex (Under DataScripts)
- Apart from that there shouldnt be any issues with anything
There are four factions you can help out in Fallout 4. Each has its own goals, its own philosophy, and its own cool outfits. The question is: Which one is best?
Patricia’s already explained why she doesn’t like the Brotherhood, but maybe you feel differently? Or maybe you’re more an a Railroad type? Or maybe you think this poll should actually be titled “Which Fallout 4 faction sucks the least?”
Time to put it to a vote! Your vote doesn’t actually have to reflect whatever choices you made in the game. It’s more a matter of: If you had to pick one, which?
Choose wisely. May the best faction win.
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Explain your reasoning in the comments below. Do mark major story spoilers, but readers, be warned that lots of these comments are probably going to be pretty spoilery.
Picking a faction in Fallout 4 is the most agonizing choice in the entire game. Download camp rock torrent. Turns out, deciding the fate of the Commonwealth is very difficult when every group vying for dominance is awful in its own, special way.
Let’s look at them one by one, shall we? Eset nod32 internet security 10-12 key.
The Minutemen
Leader: Cardboard Cutout Masquerading As A Human
Best Quality: Feeding Mama Murphy’s drug addiction can be pretty useful. Did you know she can tell you the Courser recall code? Now that’s an unusual way to complete a quest.
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Worst quality: “I’ve found a settlement that needs our help. I’ve marked the location on your map.”
I wanted to back the Minutemen—they seemed like the most sensible option, given that they want to fight for the average Commonwealth citizen. But damn, I couldn’t stomach all those damn settlement quests. They’re so boring! Why doesn’t Fallout 4 give me a choice in accepting them, either? Preston Garvey just automatically gives me new quests, one after the other, without any input. Noooooo, stoooop. Settlement quests are the worst quests in the game.
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I found myself getting pissed at how bad some of the locations were, too. Why in the world would you live in a run-down shack that’s right next to a Deathclaw nest AND a Mirelurk den? Cripes. Maybe the average wasteland citizen isn’t worth saving after all.
The Brotherhood of Steel
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Leader: Macklemore
Best Quality: That airship is pretty dope. So is the Righteous Authority energy weapon you get when you first help Paladin Danse. Also, the storyline with Danse is pretty good, too.
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Worst Quality: The Brotherhood are ginormous dicks. They are insufferable. The Brotherhood acts as if everything in the world is theirs for the taking, and worse still, they have the tech and firepower to enforce that shitty attitude. The Brotherhood can probably secure the Commonwealth and ensure it’s safety..but at what cost?
Fallout 4's Brotherhood of Steel Are Giant Dicks
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The Institute
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Leader: Dad
Best quality: The Institute’s scientific advancements could revolutionize the wasteland. Holy moly.
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Worst quality: You never really get a sense of what the Institute really stands for. I mean, yes, they say they want to help the Commonwealth. But why are they spending so much time making synths? Why haven’t they shared any tech with the outside world? What’s with the kidnappings? Why do they treat synths like such garbage, anyway? Why did they give up so easily on human enhancements, given how great they worked out for Kellogg? Why in the world are we still messing around with FEV stuff?!
Nothing about this Mass Effect knockoff of a faction inspires confidence, or helps you understand all the shady shit they’re supposedly involved in. Nevermind Father’s bizarre obsession with making a synth of himself.
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The Railroad
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Leader: Not Deacon
Best Quality: Following the Freedom Trail is one of the best quests in Fallout 4. The Railroad has some pretty cool people in it, too, including Glory, Deacon, and PAM. Lets not forget that the Railroad gives you access to some of the best armor in the game.
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Worst Quality: There’s so much build-up to this faction. They are the fearless, mysterious group that saves the synths! They’ve thwarted the Institute time and time again! Sounds awesome, right? But then you get there, and they’re just a bunch of people hiding in a cave, pretty much, and as it turns out, they don’t really know what they’re doing.
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Arguably, that’s interesting in its own right, but no matter how many quests I did for the Railroad, I found myself underwhelmed. Nothing matched the high of finding the faction in the first place. Everything just kinda went downhill from there, and the one-dimensional politics didn’t really help things.
Last month, we ran a poll asking you guys which faction you thought was the best one. These were the results:
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Anecdotally, though, most people I know haven’t picked a faction at all, because they don’t like any of the choices. That’s not inherently a bad thing; you don’t want any faction to seem like The Obvious Right One. But there’s no faction in Fallout 4 that feels like it strikes a good balance between pros and cons, either; no faction feels particularly well-written or interesting enough to want to back it. Every faction in Fallout 4 sucks..but that’s OK, because exploring the Commonwealth is more fun than thinking about its future, anyway.
I know a ton of people like hating the Railroad and some people call it the worst faction of Fallout 4. I actually think the Railroad is the best, or, more accurately, the least worst faction in the game. I guess this comes down to my own personal beliefs, but I’d like to go over each of the other factions, and why I dislike them, first.
The Minutemen
“I’ve found a settlement that needs our help. I’ve marked the location on your map.”
On the surface, the Minutemen seem like the best choice for the Commonwealth. They have no outrageous or crazy beliefs like the other factions we will discuss, and they genuinely seem like they want to help the common people. Too bad there’s so much settlement micromanagement throughout and feel like I’m not getting anywhere with these quests. I thought, okay, once I create all these settlements, they’ll be a sort of NCR of the Commonwealth, in the sense that they’ll have the advantage in terms of numbers at the very least. Not only is this not true, but all the members are not even soldiers, they’re just farmers and generic settlers.
They’re all grossly incompetent! When I was going to retake the Castle, half of them died fighting the Mirelurks, and almost all the rest died in the fight against the Mirelurk Queen. Holy shit. No wonder you guys were at the brink of extinction at the start of the game. I feel like I am the only competent member of this entire organization. Oh, and Preston. Except he hates me because I played through the Nuka World DLC, and now I just feel bad taking him to missions with me. And also, Mama Murphy is my least favorite character in any Fallout game.
The Brotherhood of Steel
Technology must be used carefully so we don’t bring along another disaster… oh hey, can you grab us some nukes so we can blow up anyone who opposes us?
The Brotherhood is back again and of course they’re all a bunch of dicks. OK, yes, I know the Brotherhood are xenophobes who distrust anyone from outside their weird cult, but they’re straight up racists in this game. So they wish for a life similar to the one pre-War, which means only humans. No Super Mutants, no Synths, no Ghouls. Not just no feral Ghouls, just no Ghouls in general. What the fuck. Many of these races are capable of intelligent thought and reason, but the Brotherhood generalizes all of them as monsters.
Whoops, good bye Nick and Strong, I guess. But it gets worse! They’re so against these “abominations” that they want to execute one of their best officers when they find out he’s a Synth. Danse, who’s been like a brother and father-figure to many in the faction, who is a Paladin and as such has valuable experience and many feats under his belt, is all of a sudden sentenced to death by your Macklemore look-alike leader because it is revealed he is a Synth. Speaking of Synths, Nick’s one of my favorite companions and when he comes aboard the airship, a Brotherhood soldier says, “You keep your pet Synth on a short leash.” Fuck you.
The Institute
Where do I begin with these guys? They say they are doing what they’re doing for the best of the Commonwealth… but, how? In all my playthroughs, I’ve never once been told what exactly the Institute does for the Commonwealth, besides, you know, kidnappings, murders, mass-hysteria. What they’re actually doing, from what I gathered, is building a nuclear reactor so they can be self-sustaining as they believe life above ground will eventually kill itself and they can go back up to rebuild everything.
Yeah, that totally sounds like they want to help the Commonwealth! Oh, and they produce a bunch of androids and treat them like slaves. I’ll get to this more when I talk about the Railroad, but the Institute is full of unsympathetic and classist assholes. Also, it always confuses me how Father just puts us in command of the Institute. Like, what? Why? And then he acts annoyed when the other board members raise issue to this? Like, “Hmm, you know what’s a good idea?
I’ll tell this guy, who’s been trying to stop our operations since he woke up, and doesn’t know of any of our long term goals or projects, and who I’ve just told that I’m his son, no clue if he’ll believe that, but let me just make him the boss of my entire organization.” Why does Bethesda do this? Does this appointment feel earned?
The Railroad
Ok, so after all this, why do I like the Railroad? Sure, they’ve done some stupid things, like having the password of their headquarters be their name, wiping Synths memories, etc. But overall, compared to the rest, I would say that they’re not as bad. Firstly, they’re capable. Besides the whole password thing, they’ve been able to keep their base secret for a very long time. They thwarted the Institute multiple times and have code names for their members, have a secret passcode system to identify their agents (Do you have a Geiger counter), and, above else, are morally sound.
They want to free the Synths from the Institute because they believe that Synths deserve human rights. This is very true. Not only are Synths said to be so like humans that no one can tell the difference, but they practically are almost exactly like humans! They can rationalize, they think, they sleep, they dream, they eat, they have hopes and aspirations, they’re practically human beings. Saying they don’t have rights would be the same as saying Ghouls or Super Mutants like Fawkes or Virgil don’t have rights. Another thing people say is that the Railroad only cares for Synths, and not the other races of the Commonwealth. And yes, this is true. Forgive me, but I’ll need to compare this to the actual Underground Railroad, which, with the help of abolitionists, was used to free slaves and move them to slave-free states.
No one complains that the abolitionists only cared about the slaves, and not about the other races in America. They cared only about the slaves because they saw them as being unfairly and unjustly discriminated against. The same is true with the Railroad in this game. They see the Synths as being unfairly treated by both the Institute and the Commonwealth, and they simply want to rescue them. Also, Deacon, Dez, and Tinker Tom are some great characters.
That’s just my opinion. I just wanted to get this off my chest because a lot of people hate the Railroad while I think it’s way better than the other factions.
What do you guys think?
Original Link – Continuation of discussion