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Oh nice, thank you. I wish those massages would be in there for other factions too :/
Or even better before you do something that will permit you from having "normal coversations" with ertain chars later on.
PNR possibillities FO4 per faction
The Inbstitute
Mission
The Battle at Bunker Hill:
(brotherhood of Steel is nog yet locked out at this moment the railroad is presumably for attacking one of their forts )
Mass Fussion:
( Game warns you that if you do this mission the Brotherhood of Steel will become hostile and thus be locked out )
The Brotherhood of Steel
Mission
Tactical Thinking:
( accepting this quest will make the Railroad Hostile )
Spoils of War:
( accepting this mission will make the Institute Hostile )
The RailRoad
sorry ladies and gentalmen, but i have been unable to trace this through the questlines as discribed on the wiki
also any and all information has been taken from the fallout 4 wiki, this just makes it slight faster to see where most of the points of no return are
I'm not completely 100% on this
If you finish "blind betrayal" for teh BoS and do not speak to teh captain, P.A.M. will still not talk to you anymore, even when teh rest of the railroad (even P.A.M.) does not trun hostile. SO it is realy important to stop before going in for the nukes there, unless you wanna go on.
For The railroad, you can just do tehir quest "underground undercover", but it will alter the quest "mass fusion" for teh institude, tuning it against them and for the synth, so this will not turn any faction hostile but prevent you from going on in the institudes favou.
It does not matter wich faction you follow you will end up being enemies with the 2 others and destroying them. The minutemen are the only neutral faction that you can never face as an enemy. When you directly side with tehm you will also side with railroad as a partner against the 2 bigger factions.
It has the same PNRs as Institute. Since their ending requires you to work for the Institute as a spy.
That is completely wrong. Doing the Minuteman ending can leave the Railroad, Brotherhood, and the Minutemen as being friendly. Of course the Brotherhood turns into a bunch of whiners because they did not get to do it.
https://www.youtube.com/watch?v=OUFEeYdQnVc
This will allow you to go as far as you can in all but the Institute and have good relationship.
Was a great game, can not wait for the third DLC.
It's best to do this early on, by building the teleporter with The Minutemen, but you don't have to.