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If you want to be part of the future of the Commonwealth, apply to join the radroaches or the molerats.
minutemen are lacking a choice really make your own faction, no real flavor to them, I dont really consider them.
the Institute kidnaps people, replaces them with robots who go on killing rampages and they turn the kidnapped people into super mutants for ♥♥♥♥♥ and giggles. they are bad people.
The Railroad is synths who believe they are free but really are still under the institutes control. institute humor I guess, preformance art or some such. really just toasters. not really a faction. or maybe they are. If you could free them from the institute maybe they would be people. perhaps a worthy endevor, prehaps theres more hidden code inside their heads. who knows.
they are broadcasting their location back to the institute, well enough to find their location as far away as DC from MA. with no knowledge of the occurance or even the ability to determine the breach of security. when it should be hellishly obvious their mental functionality is being impaired.
theres no good fix to turn the toasters into people.
we have the final Faction the brother hood of steel.
so really I've boiled it down. Minutemen -player choice. not really a faction
RailRoad, - fully controlled by the institute.
Institute - Evil Mad Scientist kidnapers.
so we have just one faction left the brother hood of steel. who does not go on campaigns of kidnapping and murder for giggles. they have their flaws, and maybe you can't forgive their flaws, in which case go minutemen. but there really are only two factions, and institute is evil.
This is a "hackery" (not really - but really) way to do it and finish the game - but finish it does without any issues what so ever.
Uh-huh, choosing to abandon the plot isn't "finishing" anything.
I managed to do this somewhat by accident, and there were a couple of issues.
Maxson wouldn't talk to me anymore(not a huge loss), and for some reason my fusion core usage rate reverted back as though I had never taken any levels of the Nuclear Physicist perk.
Perk bugs do sometimes happen. If you check the wiki, you can usually also find the console codes for adding and removing perks, in order to reset them. Had to do that with the Pain Train perk when it wasn't working.
You may want to do that to reset the perk, with Nuclear Physicist and see if it fixes.
Well I am going to try on one play. My plan involves using Minutemen to infiltrate the Institute, simply murdering the Railroad after 1st meeting in a fit of rage, blowing up the Pyrmidian, Institute, then placing Preston and other npcs in a prison made at murkwater construction, before becoming overboss, and conquering everything.
The 1st settlement Preston sent me too, was a failed mission cause I just blasted them both with double barrel explosive shotty. Others I am building up, just so they will be more fun to conquer with gangs later. Blatant murder, defilement of corpses, Nuka gangs as dominate force when all is said and done, a second betrayal of Minutemen, and all factions destroyed, will be good enough for me.
Seriously, disregard what most are saying. You're asking for their opinions.
Play through each side and decide for yourself.
The one question to ask yourself while you play is this; "Am I prone to paranoia?"
Keep your head screwed on straight and you should do fine.