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I've found these guidelines to be the best and it is easy to learn even becomes second nature if you're into it, not needing complex "do this then do that" instructions.
1) Do all main Minutemen quests.
2) Do Railroad until you can't anymore. Some missions may be interrupted if you have reached a certain point in the Main Quest, like having received the schematics to get into the Institute, because Desdemona won’t want to talk of anything else and you can’t turn in missions like Randolph Safe House to her until getting into the Institute is done, which you may not want to do yet.
3) Do Brotherhood up to "Show No Mercy".
4) Enter the Institute by giving plans for teleporter to the Minutemen. (Note, entering the Institute before being friendly with BoS and RR by doing the previous steps will result in them banning you).
5) Give Holotape to Minutemen.
6) Check in with Brotherhood, Maxson will be disappointed you went to Minutemen instead of Brotherhood but you can go back to Sturges and get a copy of the holotape and make both factions happy with you, this unlocks more Brotherhood quests.
7) Do Brotherhood up to but not doing Tactical Thinking, PAM will go into Shutdown mode but, at this point, everyone is still friendly and trying to kill each other. Stop here.
8) Go back to Railroad, say you'll join their side over the Minutemen, do their quests up to but not doing Underground Undercover, stop here.
9) Go to Institute, do quests up to Bunker Hill. Right after going to Bunker Hill, immediately kill the courser. Battle will start, game will tell you to meet your son on the rooftops of CIT. Check in on Synths first, they will say they will leave as soon as you do.
10) Go to Rooftops, be honest that you let the Synths go because it was 'the right thing to do'. You will be banned from the Institute. (Note, you can seek Father’s forgiveness which will result in you being able to do a few more missions in the Institute, but stop before doing any mission involving attacks on the other factions. Being honest is the cleanest option, the other way you will need to kill someone inside, and from a roleplay point of view is also more treasonous as Father will have named you his 2nd in command).
11) Go back to Desdemona, tell her you got kicked out of the institute and now the Railroad has no choice but to rely on the Minutemen
12) Talk to Preston, starts Defend The Castle, and just follow the Minutemen quests toward the ending from there. Make sure to sound the alarm during Nuclear Option, or RR will become hostile.
All 3 are friendly etc.
The conversation options are different in the Brotherhood, depending on whether they were the ones who pulled it off or the Minutemen were. If the latter, there's some interesting scripted dialogue where various named (and unnamed) members express their opinion. It's almost pure rp stuff, except for one tangible difference - if you finish with the BOS, you're promoted to a Sentinel and are treated as such. Which I like.
Otherwise, in both BOS and MM ending, all 3 factions keep putting radiant and side quests on you.
As for inter-faction conflict, it's not real conflict, BOS paladins and RR agents aren't battling it out in the streets. It's just a buggy (or, more to the point, not perfectly worked out) scripted story/quest order, and is sort of a mess in all 3-friendly-factions-ending variants. They simply didn't bother putting a lot of QA into that bit.
In the case of most Minutemen-based guides, you either didn't reach Tactical Thinking at all and never will (ergo Kells isn't sending you off to kill the RR) - this is the case in the youtube video - Danse is on the Prydwen in his old armor, which tells a tale of "never got this companion's perk" woes - or, the other possibility, is that you did advance down and trigger Tactical Thinking, and the guides (including mine above) simply instruct you to avoid Kells.
There shouldn't be any other missions from him at this stage, you presumably took all his side missions and did them while or before you were doing Blind Betrayal. Another similar example is PAM, where some guides tell you not to talk to her anymore.
Both Kells and PAM can have their non-radiant (and radiant) quests done prior to the point in the story where they become sensitive objects to touch.
Otherwise - it's all pretty much the same.
I agree about the legendary/unique items. Compared to my real set of weapons (all of which say Junkie's and carry a +180% damage bonus with no recoil penalty), everything you get from these quests is fairly mediocre (the Survivor's Special being a single exception - I'm irradiated to 75% and that's the only rifle in the game whose damage scales with how irradiated your rad junkie is, but that weapon too fades when compared to a Junkie Laser, or better yet, a Junkie Assault Rifle (which I still didn't find).
And yes, I wear the cost of extreme addiction - -5STR, -7AGI, -2INT, -1END, -4CHA, -20DR (and who cares about PER and LCK) proudly :). The weapon damage makes it all worthwhile.
So, I'm going to go test what happens if you meet Gatling-Toting-Maxson at the CIT with Danse as your companion, before Liberty Prime blows a hole in the ground and completes the mission, and while both BOS and MM Nuclear Options are still available, again, to disarm Maxson with a ripper or otherwise tickle him up.
One theory:
- BOS Hostility will be temporary until you go away and get rid of Danse.
- Maxson will be marked essential.
(unless)
Second theory:
- BOS will become perma-enemies and Maxson will be marked non-essential, leaving you with the Minutemen ending (and possibly triggering "With Our Powers Combined").
Third (very unlikely) theory:
- BOS Hostility will be temporary until you go away and get rid of Danse.
- Maxson will be unmarked essential and will become killable.
Fourth theory:
- BOS won't go hostile at all, or only some members will go hostile.
Checked.
Danse leaves your party and goes back to a settlement the moment you approach CIT.
BoS members including liberty prime start shooting hin, but for the most part (meaning random ones yes due to Danse being around but Masson no) don’t go hostile on you.
Also tried disarming maxson with a pistol/gunslinger5 and with a pipe wrench+hook. Nada.
Interestingly, by applying this kind of protection against story breakage, it means Bethesda doesn’t see players pursuing bos quests out of order a bug/glitch, as they haven’t taken steps to prevent this order, rather preferring a “send him home at that point” style protection.. suggesting perhaps they see it as a legitimate story course.