Fallout 4

Fallout 4

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Can you just ignore Preston and the survivors?
I mean for the entire game.
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Showing 1-15 of 39 comments
Lord Nighthawk May 6, 2024 @ 6:11pm 
Yes. Get into the museum, go up to them, grab the perception bobblehead and just leave without talking to anyone. If you want the power armor up there don´t use the top level door, instead jump from the churchroof over to the vertibird.
Last edited by Lord Nighthawk; May 6, 2024 @ 6:11pm
Cor. May 6, 2024 @ 6:15pm 
Yeah, but you lose out on some stuff only the Minutemen can supply.

I would just love the ability to "Abandon" a quest, and shut Garvey up.
Sukhoi Su-35S May 6, 2024 @ 6:20pm 
Cool, I want to interact with the settlement system as little as possible.
kkitts May 6, 2024 @ 6:26pm 
Originally posted by Creamy Sheev:
I mean for the entire game.
I just wish Preston wouldn't auto-start quests.

"If you're not busy, can you handle this problem, General?"

That's what I'd like to see. Just getting within 50 feet of him can set off another quest that may be time-limited. /doublefacepalm
valium May 6, 2024 @ 6:33pm 
When his quest is dead last in your quest log, easy to ignore it.
Settlement building is only fun after level 30 and you finish Nuka World.
Dirtybird_ inc May 6, 2024 @ 7:12pm 
just don't turn any quest into Preston you still get the points for it
kkitts May 6, 2024 @ 7:20pm 
Originally posted by Dirtybird_ inc:
just don't turn any quest into Preston you still get the points for it
No, if the quest is time-limited, it will fail the quest if you don't get it done, and your settlement's happiness will go down. Keep doing that, and you can lose settlements. I did lose Tenpines Bluff once when the game first came out, because I didn't build anything there, and I ignored them and Preston repeatedly. Had to reload.

Now, if you complete a quest, most times you can just let the time run out and it succeeds without Preston giving you another quest. There are a couple of weird instances where it can fail the quest even if you completed it but didn't talk to Preston, which usually happens early in the game in my recollection. Save early, save often.
NecroMaster May 6, 2024 @ 7:22pm 
The minutemen can be completely ignored while finishing the game.

It really says something about how poorly this faction was implemented the fact their lack of presence has no impact on anything.
kkitts May 6, 2024 @ 7:38pm 
Originally posted by NecroMaster:
The minutemen can be completely ignored while finishing the game.

It really says something about how poorly this faction was implemented the fact their lack of presence has no impact on anything.
You *could* ignore all of them except the Institute itself. You have to go there before you can take it over or blow it up.

BOS: Refuse Danse's offer.

Railroad: Don't follow the Freedom Trail.

Minutemen: Ignore Preston and the Quincy survivors.

Just go to Diamond City, free Valentine, track down the kidnapper, go to Goodneighbor and read your memories, go to Fort Hagen, Prydwen shows up, back to Goodneighbor, track down Virgil, do his quests, go build the teleporter, follow the script, then choose the Institute.

It'll be harder that way, because you're not leveling up nearly as much and not getting enough XP to max out everything, but I'm sure it can be done.

To me, though, ignoring those characters is like buying timesavers in an MMO - you're paying to NOT play the game, which to me makes no sense (playing a boring game or paying even more money to skip the boring parts).

I still wish there were the option of taking over the Institute and letting in the factions you want to help with the usage of the Institute technology (getting rid of their fear in the case of the Minutemen and Railroad, and most likely starting a war with the BOS since they want total control). Or even choosing NONE of them.

This lack of choice is why I always stop near the end of the main quest, because the final choice bugs the crap out of me.
ArchAngelLnK May 6, 2024 @ 7:42pm 
not forever but I've got 1000+ hours without seeing those ppl.
NecroMaster May 6, 2024 @ 7:44pm 
Originally posted by kkitts:
Originally posted by NecroMaster:
The minutemen can be completely ignored while finishing the game.

It really says something about how poorly this faction was implemented the fact their lack of presence has no impact on anything.
You *could* ignore all of them except the Institute itself. You have to go there before you can take it over or blow it up.

BOS: Refuse Danse's offer.

Railroad: Don't follow the Freedom Trail.

Minutemen: Ignore Preston and the Quincy survivors.

Just go to Diamond City, free Valentine, track down the kidnapper, go to Goodneighbor and read your memories, go to Fort Hagen, Prydwen shows up, back to Goodneighbor, track down Virgil, do his quests, go build the teleporter, follow the script, then choose the Institute.

It'll be harder that way, because you're not leveling up nearly as much and not getting enough XP to max out everything, but I'm sure it can be done.

To me, though, ignoring those characters is like buying timesavers in an MMO - you're paying to NOT play the game, which to me makes no sense (playing a boring game or paying even more money to skip the boring parts).

I still wish there were the option of taking over the Institute and letting in the factions you want to help with the usage of the Institute technology (getting rid of their fear in the case of the Minutemen and Railroad, and most likely starting a war with the BOS since they want total control). Or even choosing NONE of them.

This lack of choice is why I always stop near the end of the main quest, because the final choice bugs the crap out of me.

Yes but the thing is with those 3 factions the other factions get involved at some point during their quest lines and ends in the destruction of the other two.

The minutemen have zero conflict unless the player is in conflict outside of a faction mission.

Even on the institutes questline itself bunker hill it’s a three way war between 3 factions all with different intentions but the minutemen are the only ones not to take a stance.

No matter what you will interact with brotherhood, railroad or institute doing those quest lines.

But minutemen doesn’t come up a single time between all 3.
kkitts May 6, 2024 @ 7:55pm 
Originally posted by NecroMaster:
Originally posted by kkitts:
You *could* ignore all of them except the Institute itself. You have to go there before you can take it over or blow it up.

BOS: Refuse Danse's offer.

Railroad: Don't follow the Freedom Trail.

Minutemen: Ignore Preston and the Quincy survivors.

Just go to Diamond City, free Valentine, track down the kidnapper, go to Goodneighbor and read your memories, go to Fort Hagen, Prydwen shows up, back to Goodneighbor, track down Virgil, do his quests, go build the teleporter, follow the script, then choose the Institute.

It'll be harder that way, because you're not leveling up nearly as much and not getting enough XP to max out everything, but I'm sure it can be done.

To me, though, ignoring those characters is like buying timesavers in an MMO - you're paying to NOT play the game, which to me makes no sense (playing a boring game or paying even more money to skip the boring parts).

I still wish there were the option of taking over the Institute and letting in the factions you want to help with the usage of the Institute technology (getting rid of their fear in the case of the Minutemen and Railroad, and most likely starting a war with the BOS since they want total control). Or even choosing NONE of them.

This lack of choice is why I always stop near the end of the main quest, because the final choice bugs the crap out of me.

Yes but the thing is with those 3 factions the other factions get involved at some point during their quest lines and ends in the destruction of the other two.

The minutemen have zero conflict unless the player is in conflict outside of a faction mission.

Even on the institutes questline itself bunker hill it’s a three way war between 3 factions all with different intentions but the minutemen are the only ones not to take a stance.

No matter what you will interact with brotherhood, railroad or institute doing those quest lines.

But minutemen doesn’t come up a single time between all 3.
The Railroad want to hide from the Minutemen, the Institute and the BOS, because all of those factions will kill synths (and maybe the people helping them.

The BOS want total control - destroy the synths (and the Railroad sympathizers), enslave the settlers (the Minutemen), and destroy the Institute.

The Institute want to experiment on the settlers (Minutemen), which is shown in the post-game after you take over the Institute, destroy the BOS, and destroy the Railroad.

The Minutemen feel at risk from all three factions. BOS wants to enslave them, Institute wants to kill and experiment on them, and who knows what hidden programming may be in the free synths (or if they may turn evil, like in Broken Mask)?

As I said, it's bad writing that doesn't leave more optimal choices at the end. But in a narrow-minded point of view, it makes a little sense. Just don't dig too deep like I did (and still do).
DouglasGrave May 6, 2024 @ 8:04pm 
Originally posted by Cor.:
I would just love the ability to "Abandon" a quest, and shut Garvey up.
"Do it or don't" seems to be a whole design ethic with Fallout 4's quests. If a quest doesn't explicitly fail, it sits in your quest log forever in case you want to do it later.

It's effective in terms of pure functionality, but unsatisfying from a roleplaying perspective.

Originally posted by NecroMaster:
Even on the institutes questline itself bunker hill it’s a three way war between 3 factions all with different intentions but the minutemen are the only ones not to take a stance.
Which is pretty weird when you think about it, since the Minutemen are the faction most concerned with defending settlements. Unlike the Brotherhood, who is just there to flex.

I guess they heard how Bunker Hill treated James Wire and his men and decided not to show. :steammocking:
Last edited by DouglasGrave; May 6, 2024 @ 8:05pm
insLane May 6, 2024 @ 8:53pm 
Without spoiling anything, the Nuka World DLC provides a great opportunity to shut Preston up, and stop his quest giving.

Bring Preston to Sanctuary, and advance the Minutemen as far along as you would like them to be, this is irreversible. Do the main DLC quest, upon taking a single commonwealth settlement, you will get the affinity notification "Preston now hates you"
Last edited by insLane; May 6, 2024 @ 8:56pm
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Date Posted: May 6, 2024 @ 6:08pm
Posts: 39