Fallout 4

Fallout 4

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craldark Mar 25, 2024 @ 7:37am
Alternate play to take over Institute?
I'm looking for alternate ways to play. What would happen if I did the following?...
Join Railroad and kill them all.
Free Garvey's crew but don't set up Sanctuary - leave them to it.
Do all the Valentine-Kellog-Virgil-Courser route.
Take the courser chip to Railroad headquarters and get it decoded yourself on the terminal
Go to Sturges. Would he now help you build the teleporter? Or would he demand you help build beds and stuff at Sanctuary first?
Given that you eventually teleport into the Institute; kill the Father and escape
Would Sturges now give you the code to gain access to the Institute via the water route?
If so, what would happen if you kill all the minutemen en route through the water channel?
And what would happen if you then kill everyone in the Institute but don't blow up the reactor?
I have escaped the water channel backwards using a Jumpjet, but would that be possible from deeper within the Institute? Could one then have two-way access in/out of the Institute and use a portable Settlement mod to set it up as a settlement?

Is any of the above feasible? Where might it break down?
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Showing 1-15 of 17 comments
Zekiran Mar 25, 2024 @ 12:54pm 
The mod called SUBVERSION will be closer what you want. But it's a major game-end changing mod, and requires a LOT of attention to get "all" the options available to you. The point behind it is to cooperate, not kill everyone. What you want is a kill everyone mod, go find that instead. It won't help you with the rest of your request.

If you do the sanctuary thing out of order you're very very likely to completely break your game.

If you "kill everyone in the institute" the moment you leave that's that, you cannot return. Becoming an enemy at any point will 100% exclude you from it.

There is no point that you can 'rejoin' - all of that is not even remotely possible. You must be a member in good standing of all the factions in order to gain entry to their locations (with or without being shot at).

If you want a settlement inside the institute you should look at a specific mod for it, as it would require a lot of work. You would not be able to attract settlers unless it's been properly modded for that. But again, if you are in any way an enemy, you can't return to the place at all anyway so moot point.
Material Defender Mar 25, 2024 @ 1:02pm 
From what I heard, the minutemen is the fall-back faction, as it will allow you to finish the main quest if you manage to anger the other 3 factions. (only exception is becoming general of the minutemen, then starting nuka world and get far enough to establish at least 1 raider settlement, at which point, the main quest is softlocked (i think, I haven't actually tried this, I do know preston gets -1100 affinity by doing this, permanently hating you))
Last edited by Material Defender; Mar 25, 2024 @ 1:03pm
craldark Mar 25, 2024 @ 2:20pm 
I don't mind breaking main quests (or any quests) so long as I can get and out of the institute without 'belonging' to it. That would be the end of the game for me: the main objective. It's a rebel attitude. All the factions have someone telling you what to do even if you're the general of the minutemen, or the leader of the Institute.

I think I'll give my idea a try and see if or how far it can work. I know it's unlikely to work but we'll see...
Material Defender Mar 25, 2024 @ 2:51pm 
I do know that, outside of mods, if you kill any named member of the institute, you will be banished from the institute, and be unable to return once you leave (with exception of returning to blow up the institute) (also killing father on 1st visit then leaving the way you came results in a ton of enemy synths spawning somewhere between you and the teleporter out)

Completing the "Intitutionalized" quest by agreeing with father and doing as the quest requires will upgrade your pip-boy to allow you to teleport in and out of the institute at will (via fast-travel)
Last edited by Material Defender; Mar 25, 2024 @ 3:25pm
Zekiran Mar 25, 2024 @ 2:52pm 
The "breaking main quest" is literally what happens so you cannot finish the game *at all*, let alone in a meaningful manner. Or you could just side with the raiders and have nothing more than that, you HAVE to side with one of the main factions in order to have any kind of end-game scenario. Killing them all is not the same as ignoring them. You don't have to DO anything for any of them beyond the minutemen. But if you don't at least ally with the minutemen, and also attempt to "kill everyone else", the devs *did not account* for such a behavior, they actually expect you to, you know, NOT be as murdery as that.
craldark Mar 25, 2024 @ 3:45pm 
I accept that I would not be able to 'finish' the game (I've already done that 8 times) but all that concerns me is can I get in and out of the Institute via the water channel (I've already returned using a jump jet so I know that works (but I wasn't fully into the Institute.) What I need to know is, does the exit back from the Institute back into that water channel still exist? It was a portal door but I can't remember where it enters the Institute proper. I suppose it must be in some part of the old section.
Zekiran Mar 25, 2024 @ 3:47pm 
You cannot.

If you are using that exit, it assumes you are an enemy.

It's not an open door, it's a one way door for story purposes.
craldark Mar 25, 2024 @ 7:23pm 
Damn. I know it's a portal door, but you're certain there's no way back through it? I mean, there are maintenance synths working there; how do they get there storywise?

Plan B. At what stage if any does the pip-boy-to-teleport get disabled? Does it stop the moment the player is alienated from the Institute?

Plan C. I have a 'erase npc' mod that removes any npc without causing an alert. If I placate Father long enough, meet the dept head who sets up my pip-boy and then erase everyone including the father, might my pip-boy access still work?

I also have companion helper mod which can summon either of my two companions. I wonder if I could summon them to my side within the Institute. I also have a settler grenade which creates settlers. But I can't assign them to a faux settlement sadly.
Zekiran Mar 25, 2024 @ 8:50pm 
Feel free to irrevocably break your game, sure.

The game is not nearly as nuanced in code as you might think it is.

This is a one and done open and shut door. Period. You don't get to pry it open, after you've become an enemy and been inside to kill everything / set your bombs, the door *ceases to exist* in any compelling way. It's there to facilitate the *end game*, and nothing more. It's not an access point. If you want access to the Institute, you *must* remain on good terms with them.
shiftydarkshadows Mar 25, 2024 @ 9:05pm 
Originally posted by Zekiran:
Feel free to irrevocably break your game, sure.

The game is not nearly as nuanced in code as you might think it is.

This is a one and done open and shut door. Period. You don't get to pry it open, after you've become an enemy and been inside to kill everything / set your bombs, the door *ceases to exist* in any compelling way. It's there to facilitate the *end game*, and nothing more. It's not an access point. If you want access to the Institute, you *must* remain on good terms with them.


yeah i was wondering that my self. if u side with the Institute are u even able to go back to the Institute if u decide to stay with them because when i did a play threw on my ps4 with the Institute i killed everyone i murdered everyone lol. for the shts and giggles lol but i own ps4 with all DLCS on here to but that is a question that is unknown to me if i decide to stay with the Institute nothing will get blown up to ashes i would hope not lol?
Zekiran Mar 25, 2024 @ 9:18pm 
If you killed everyone in the institute chances are extremely high that you have made them into an enemy, it may depend on *when* you did that.

Still, if you're not allied, not in good standing, you will be prevented from returning. DLCs don't change the basic game.
craldark Mar 26, 2024 @ 10:24am 
That's a pity. Would have been fun to sneak in. So, Plan C it is: enter normally by teleport, erase everyone, try creating a faux settlement with earth plots to grow food and place water pumps, throw down settler grenades or maybe try a transmitter. See what happens. At least I'll be king of the Institute with nobody telling me what to do.
Material Defender Mar 26, 2024 @ 12:49pm 
Originally posted by craldark:
That's a pity. Would have been fun to sneak in. So, Plan C it is: enter normally by teleport, erase everyone, try creating a faux settlement with earth plots to grow food and place water pumps, throw down settler grenades or maybe try a transmitter. See what happens. At least I'll be king of the Institute with nobody telling me what to do.
Just remember that on 1st visit most of the institute is locked until you agree with father to join, then the rest of the institute will be open.
Last edited by Material Defender; Mar 26, 2024 @ 12:50pm
Zekiran Mar 26, 2024 @ 4:59pm 
It's that "erase everyone" thing which will break your game. If you "ignore them" and try making a settlement you will probably still break your game, but at least have a settlement plopped down where lots of things will definitely go wrong.
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Date Posted: Mar 25, 2024 @ 7:37am
Posts: 17