Fallout 4

Fallout 4

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The Neutral Solution (All Factions for Vanilla, Far Harbor, and Nuka World, also Alternatives)
By Magic Gonads
NOTE: It is now possible to do pretty much all of this with mods instead, but I think in some cases the console command methods are more stable, apply your own judgement and discover for yourself.

This guide will teach you how to use specific console commands to allow you to complete all faction quests without engaging with war with the other factions.

If you follow the instructions provided (in Method: All Factions) you will be the Sentinel of the Brotherhood of Steel, Director of the Institute, and still have access to every Railroad, Brotherhood, and Institute quest. And you will be able to keep Paladin Danse as a follower while being friends with the Brotherhood of Steel and be able to romance him. Father will still be alive, and so will Glory.

This guide will also contain methods for alternative solutions that will exclude one of the story factions to simplify the process, and if you just hate one of them too much but want to keep the other two alive. I have also produced a neutral solution for Nuka World in a similar manner to what I have done for Method: All Factions.

Included are links to a method for 'Without Institute' that you can achieve legitimately, and the legitimate way to obtain the neutral solution for Far Harbor.

Included are references to various mods where they may be useful and separate sections for mods that serve as gateways to unique variants on the endings. We now have all the mods we need to exclude console commands, personally I still prefer running the commands myself.
   
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Console Commands
Because the instructions in this guide require the Developer Console, it is necessary that you be playing on the PC version of the game.

Here are lists of console commands that might (or will) be used.

Console commands that will be used necessarily:

completequest [QUST] - Sets a quest to complete

resetquest [QUST] - Unsets all quest stages

setrestrained [T/F] - Sets if target is restrained or not

setstage [QUST] [STAGE] - Activates a stage to be completed

Console commands that might be helpful:

addkeyword [KWRD] - Adds a keword to the selected reference

addperk [PERK] - Adds a perk to the selected reference

additem [BaseID] - Adds an item to the selected reference's inventory

bat [FILENAME] - Runs a list of commands from a .txt file in the fallout 4 directory

coc [CELL] - Teleports player to a specific cell

enable - Enables target

moveto [REFERENCE] - Moves target to specified reference (moveto player)

prid [REFERENCE] - Makes reference the current target

set [VARIABLE] to [Value] - Sets global variables

setally [FACT1] [FACT2] [True/False] [0?] - Sets factions to ally with another

setpv [VARIABLE] [Value] - Sets private variables on target

resurrect - Brings target back to life

tdetect - Prevents AI detection

tcl - Disables collisions (flying through walls, freezes actors in place)

Console commands you can use for personal investigation

help [STRING] 3 - Lists Global Variables that contain specified string

help ["Location"] 4 CELL - Lists exterior and interior cells related to or containing specfied string

inv - Lists the inventory of the target

sqt - Lists all active quest targets

sqo [QUST] - Lists all quest's objectives

sqs [QUST] - Gives quest's code name and reference, lists all stages that can be edited, and if the quest is STOPPED or not.

tmm 1 - Reveals all non-quest-locked fast travel locations

Suggestions
Copy the sequence of commands and place them in a txt document in your fallout 4 directory, preferably with the name following the "Bat", as the 'Bat' command is what runs these command lists.

'Bat DanseRomance'

To make Danse able to be Romanced before Blind Betrayal is completed.

set Danse_AffinityCondition_PlayerCompletedQuest to 1

'Bat UnlockSettler'

To make any settler movable, commandable, and able to become provisioners (useful for fixing Sturges, Mama Murphy and Smiling Larry, as well as the companion dismissal glitch). The changes will be immediate, this is an improvement to the previous bat I had in this guide.

(click on the settler)
setpv bAllowCaravan 1
setpv bAllowMove 1
setpv bCommandable 1
addkeyword workshopallowcommand
addkeyword workshopallowmove
addkeyword workshopallowcaravan

'Bat CompanionAffinity_1'

Turns all "Companion Hated That" and "Companion Disliked That" into neutral results, so you can still have X6-88 with you and do railroad quests (however if X6-88 ever sets foot in the RR HQ they will become hostile), or have Deacon with you and do institute quests etc.

set CA_Event_Hates to 0
set CA_Event_Dislikes to 0

'Bat CompanionAffinity_0'

Returns companion affinity to normal values.

set CA_Event_Hates to -35
set CA_Event_Dislikes to -15

Quest Glossary
This is a glossary of all missions so you know the order of them, which faction they belong to, if they result in war with another faction, and if I categorise them as main or side. I do not agree with the wiki as to which quests are main and which are side; main quests to me are quests that are actually required to be completed to reach the specific faction's ending, side quests are non-repeatable quests that are not main quests.

This list might not be complete, so please add any information you can in the comments.

  • '|' means OR
  • Items within the first {} mean that they normally must be completed in order for it to start.
  • Items within the second {} Mean they normally must be completed in order for it to complete.
  • Items within the third {} mean they normally must remain uncompleted in order for it to start
  • Items within the fourth {} mean they normally must remain uncompleted in order for it to complete
  • Levels with a '[]' instead of a number means they are started simultaneously to the above level.
  • Levels with a '()' instead of a number means they are not part of a sequence.
  • Levels with a '{}' instead of a number means they are a component of the above level.

Minutemen:

Main:
  • 1. When Freedom Calls {Out of Time}
  • 2. The First Step {When Freedom Calls}
  • 3. Taking Independence {The First Step}
  • 4. Old Guns {Taking Independence}
  • 5. Inside Job {The Glowing Sea}
  • 6. Banished From The Institute {The Molecular Level} - Enemies With Institute
  • 7. Form Ranks {Inside Job, Banished From The Institute}
  • [] With Our Powers Combined {Old Guns}
  • 8. Defend The Castle {Form Ranks | With Our Powers Combined}
  • 9. The Nuclear Option (Minutemen) {Defend The Castle, Form Ranks}

Side:
  • () Sanctuary {When Freedom Calls}
  • () Out of Fire
  • () Returning The Favor
  • () Troubled Waters

Repeatable:
  • () Kidnapping
  • () Greenskins
  • () Ghoul Problem
  • () Taking Point
  • () Raider Troubles
  • () Clearing The Way
  • () Rogue Courser {The First Step, The Nuclear Option (Any)}

Unknown
  • () Abernathy Farm: Retribution {?}

Brotherhood of Steel:

Main:
  • () Reveille {Reunions} {} {Fire Support}
  • 1. Fire Support
  • 2. Call to Arms {Fire Support}
  • 3. Shadow of Steel {Reunions | Reveille} {Call To Arms}
  • 4. Tour of Duty {Shadow of Steel}
  • 5. No Mercy {Tour of Duty}
  • 6. Outside The Wire {No Mercy, The Molecular Level}
  • [] From Within
  • 7. Liberty Reprimed {Outside The Wire, From Within}
  • 8. Blind Betrayal {Liberty Reprimed}
  • 9. Tactical Thinking {Blind Betrayal} - Enemies with Railroad
  • 10. Spoils of War {Tactical Thinking} - Enemies with Institute
  • 11. Ad Victoriam {Spoils of War}
  • 12. The Nuclear Option (Brotherhood) {Ad Victoriam}
  • 13. A New Dawn {The Nuclear Option (Brotherhood)}

Side:

  • () A Loose End {From Within}
  • 1. Semper Invicta {Call to Arms}
  • {} Cleansing The Commonwealth
  • {} Quartermastery
  • 2. The Lost Patrol {Semper Invicta}
  • 3. Duty or Dishonour {The Lost Patrol}

Repeatable:
  • () Cleansing The Commonwealth {Semper Invicta}
  • () Quartermastery {Semper Invicta}
  • () Learning Curve {Tour of Duty}
  • () Feeding The Troops {Tour of Duty}
  • () Leading By Example {Duty or Dishonour}
  • () Reactor Coolant {A New Dawn | The Nuclear Option (Minutemen)}

Railroad:

Main:
  • 1. Road to Freedom
  • 2. Tradecraft {Road to Freedom} {} {Mass Fusion} {Mass Fusion}
  • 3. Underground Undercover {Tradecraft, The Molecular Level} {} {Mass Fusion}
  • 4. Precepice of War {Underground Undercover} {} {} {With Our Powers Combined}
  • 5. Rockets' Red Glare {Underground Undercover} {} {} {With Our Powers Combined}
  • 6. The Nulcear Option (Railroad) {Rockets' Red Glare | With Our Powers Combined}

Side:
  • 1. Boston After Dark {Tradecraft}
  • 2. Butchers Bill {Boston After Dark}
  • [] Operation Ticondaroga {The Molecular Level, Boston After Dark}
  • 3. Butchers Bill 2 {Butchers Bill}
  • [] Mercer Safehouse
  • 4. Memory Interrupted {Butchers Bill 2}
  • () To The Mattresses (1:6) {To The Mattresses (n-1), The Nuclear Option (Railroad) | The Nuclear Option (Minutemen)}
  • () Concierge {Mercer Safehouse}
  • () Randolph Safehouse {Mercer Safehouse}
  • () Randolph Safehouse (2:6) {Randolph Safehouse (n-1)}
  • () Jackpot (1:3) {Jackpot (n-1), Mercer Safehouse}

Repeatable:
  • () Weathervane {Tradecraft, Institutionalized}
  • () Variable Removal {Tradecraft, The Molecular Level}
  • () Lost Soul {Tradecraft, The Molecular Level}
  • () Concierge {Mercer Safehouse}
  • () High Ground {The Nuclear Option (Railroad)}
  • () A Clean Equation {The Nuclear Option (Railroad)}

Unknown

    Institute:

    Main:
    • 1. Institutionalized {The Molecular Level}
    • 2. Synth Retention {Institutionalized}
    • 3. The Battle of Bunker Hill {Synth Retention}
    • 4. Mankind-Redefined {The Battle of Bunker Hill}
    • 5. Mass Fusion {Mankind-Redefined} - Enemies with Brotherhood
    • 6. Pinned {Mass Fusion}
    • 7. Powering Up {Pinned}
    • 8. End of The Line {Powering Up} {} {} {Tactical Thinking} - Enemies with Railroad
    • 9. Airship Down {End of The Line} {} {} {Rockets' Red Glare | With Our Powers Combined}
    • 10. Nuclear Family {Powering Up, Airship Down | Rockets' Red Glare | With Our Powers Combined, End of The Line | Tactical Thinking}

    Side:
    • () A House Divided {Mankind-Redefined}
    • () Building a Better Crop {Institutionalized}
    • () Plugging a Leak {Nuclear Family} {} {Tradecraft}

    Repeatable:
    • () Appropriation {Institutionalized}
    • () Hypothesis {Institutionalized}
    • () Reclamation {Institutionalized}
    • () Pest Control {Institutionalized}
    • () Political Leanings {Institutionalized} {} {In Sheep's Clothing}

    Unknown
    • () The Replacement {?}
    • () Looking to the Future {?}
    Method: All Factions
    https://youtu.be/10EkbFB7DQE

    Make sure that both Spoils of War and Mass Fusion are unlocked by going through both faction's quests before using commands in the third sequence. Otherwise you'll have started brotherhood quests way before you need to which will cause issues with Proctor Ingram.

    Sometimes when manipulating these quests they will break and become static, so just keep reloading a previous save and trying again until by the end of '2' Blind Betrayal is completed and you have two quest objectives in Tactical Thinking. Otherwise Danse will break and you won't be able to do Railroad quests.

    As soon as you unlock Underground Undercover STOP and do not advance it.

    During The Molecular Level, it does not matter who you choose. If you do it with sturges he will no longer be commandable in your settlement. I have only ever done it with Proctor Ingram or Sturges, so I'm not sure what happens if you do it with Tinker Tom. If you choose to build it with sturges, you can unlock his commands by running "UnlockSettler" in the Suggestions section.

    1. From Within

    - 1. After speaking with Elder Maxson about Madison Li; {
    setstage BoS203 70
    }

    2. Liberty Reprimed, Blind Betrayal, Tactical Thinking:

    - 2. After entering Sentinel Site; {
    setstage BoS301 180
    setstage BoS301 210
    setstage BoS302 185
    setstage BoS302 255
    set Danse_AffinityCondition_PlayerCompletedQuest to 1
    setstage BoS302B 140
    }

    NOTE: The brotherhood will not have PAM, I consider it better that the railroad has her so you can do all of the railroad quests.

    Complete Liberty Reprimed (talk to Ingram) THEN complete Tactical Thinking (talk to Kells)

    3. Mass Fusion, Spoils of War, Ad Victoriam:

    - 3. As soon as you have both Spoils of War and Mass Fusion active; {
    setstage InstMassFusion 300
    resetquest InstMassFusion
    setstage BoS303 40
    setstage BoS303 255
    resetquest bos304
    completequest bos304
    setstage BoS305 20
    }

    4. Underground Undercover, Precipice of War, Rockets' Red Glare:

    - 4. As soon as you unlock Underground Undercover and have talked to Tinker Tom; {
    setstage RR201 1100
    setstage RR302 11100
    setstage RR303 11100
    setstage RR303 1300
    completequest MQ302RR
    setstage RRR08 50
    }

    5. End of the Line:

    - 5. After talking to Father; {
    setstage Inst306 200
    }

    6. Airship Down:

    - 6. After talking to father; {
    resetquest Inst307
    completequest Inst307
    setstage Inst308 10
    setstage Inst308 50
    5c337.setrestrained 0
    setstage A8257 20
    }
    Method: All Factions (Modded)
    Project Valkyrie is a mod with the overview
    "Twenty quests, with a story that lets you finish the vanilla game in new ways. Want to imprison Preston and execute Desdemona while brokering peace between the Institute and the Brotherhood? Kill everyone? Let the four major factions co-exist in harmony? Or something in between? Now you can."

    It features an all factions ending with properly voiced process, which is pretty amazing.
    It might not integrate well with a mostly vanilla mod setting.

    https://www.nexusmods.com/fallout4/mods/28085

    This mod that lets you save father and he becomes your companion works well with project valkyrie:
    https://www.nexusmods.com/fallout4/mods/35198

    NOTE: Project Valkyrie and Outcasts And Remnants (the parent mod you need to install as well)
    contain sexual content and references to pimp culture and features some areas that I don't think mesh well with the fallout universe. Your discretion is advised.

    The clothing added by the mod only works with CBBE and so if you don't want to see glitchy texture maps you're going to need to install that too.

    If I had the choice I would remove everything but Lyons, Valk, and Finley and start over with fresh areas and a different design motivation.
    Method: Without Brotherhood
    If you want to keep danse, you'll have to complete Blind Betrayal normally, and spare Danse. Then he won't mind if you destroy the brotherhood.

    You can use this mod to recruit danse into the railroad or institute:
    http://www.nexusmods.com/fallout4/mods/21923/?

    1. Underground Undercover, Precipice of War, Rockets' Red Glare:

    - 1. As soon as you unlock Underground Undercover and have talked to Tinker Tom; {
    setstage RR201 1100
    setstage RR302 11100
    setstage RR303 11100
    setstage RR303 1300
    completequest MQ302RR
    setstage RRR08 50
    }

    2. End of The Line:

    - 2. After speaking to Father; {
    setstage Inst306 200
    setstage inst308 10
    setstage Inst308 50
    5c337.setrestrained 0
    setstage A8257 20
    }

    Now you do Airship Down, and this is where you get the choice to finally destroy the brotherhood.
    We skip Underground Undercover so Glory never dies.
    Method: Without Brotherhood (Modded)
    http://www.nexusmods.com/fallout4/mods/19835/?

    A mod that allows you to decide who to kill the brotherhood with (including minutemen), and whether you wish to destroy the railroad.

    With this mod you can keep the railroad happy alongside the institute. Though I don't know whether quests like High Ground, A Clean Equation and To The Mattresses start.
    Method: Without Railroad
    Make sure that both Spoils of War and Mass Fusion are unlocked by going through both faction's quests before using commands in the third sequence. Otherwise you'll have started brotherhood quests way before you need to which will cause issues with Proctor Ingram.

    1. From Within

    - 1. After speaking with Elder Maxson about Madison Li; {
    setstage BoS203 70
    }

    2. Liberty Reprimed, Blind Betrayal:

    - 2. After entering Sentinel Site; {
    setstage BoS301 180
    setstage BoS301 210
    setstage BoS302 185
    setstage BoS302 255
    set Danse_AffinityCondition_PlayerCompletedQuest to 1
    }

    Complete Liberty Reprimed.

    3. Mass Fusion, Spoils of War:

    - 3. As soon as you have both Spoils of War and Mass Fusion active; {
    setstage InstMassFusion 300
    resetquest InstMassFusion
    setstage BoS303 40
    setstage BoS303 255
    resetquest bos304
    completequest bos304
    setstage BoS305 20
    }

    4. Airship Down:

    - 4. After talking to father; {
    resetquest Inst307
    completequest Inst307
    setstage Inst308 10
    setstage Inst308 50
    5c337.setrestrained 0
    setstage A8257 20
    }
    Method: Without Institute (Modded)
    http://www.nexusmods.com/fallout4/mods/21923/?

    This mod allows you to spare the railroad and danse by usurping Maxson as Elder of the Brotherhood.

    Apparently the quest Reactor Coolant does not initiate.

    Method: Without Institute (Legitimate)
    Here's another person's guide on how to do this ending:
    http://steamcommunity.com/sharedfiles/filedetails/?id=597330317
    This is a legitimate method and solution, it requires no console commands.
    I would still recommend running this command so you can romance danse:
    set Danse_AffinityCondition_PlayerCompletedQuest to 1

    Here is a video made by The Triple S League.
    http://www.nexusmods.com/fallout4/mods/3511/

    Do not talk to to PAM, according to them she will try to start a war with the brotherhood.






    This video from BreakfastLunchGaming is very comprehensive
    Check his comments section and description for extra information

    Method: Without Anyone (Modded)
    "Diary of a Madman" is a mod that gives you integrated quests to destroy all the major and some minor factions in the game.

    https://www.nexusmods.com/fallout4/mods/45546

    (this mod pairs well with "Depravity" https://www.nexusmods.com/fallout4/mods/35513 and "Sim Settlements - Conqueror" https://www.nexusmods.com/fallout4/mods/37000 )
    Method: Far Harbor All Factions (Legitimate)
    http://www.eurogamer.net/articles/2016-05-23-fallout-4-far-harbor-guide-4049?page=9

    The Far Harbor DLC has a legitimate neutral ending, thankfully.
    DiMA offers a solution that keeps all factions friendly and yeilds the most quest rewards (except for Lucky Eddy)

    Unfortunately you can't recieve all of the perks since some require you to destroy a faction to receive them. So here they are: (xx is the DLC load order, mine is 03)
    Crusader of Atom: player.addperk xx023b36
    Inquisitor of Atom: player.addperk xx02c9b2
    Destroyer of Acadia: player.addperk xx02c9b4
    Far Harbor Survivalist: player.addperk xx02c9b5

    Lucky Eddy: player.additem xx045675
    Method: Nuka World All Factions
    I would recommend looking at the modded method first, it gives a much cleaner result and has far fewer bugs.

    This is a solution for the Nuka World DLC that prevents preston from hating you and allows you to be the overboss with all 3 raider factions loyal to you while also returning power to nuka world.

    If you dont want to take over any settlements in the commonwealth this mod might be useful:
    http://www.nexusmods.com/fallout4/mods/18121/?
    However, it is very likely to be incompatible with this method as I have not tested it, so I do not recommend you use it if you plan on using this method.

    Every time you claim an outpost, preston will hate you (permanently), to prevent this:
    Before claiming (before placing flag); {
    1a4d7.removefromfaction a1b85
    }
    After claiming (after placing the flag); {
    1a4d7.addtofaction a1b85 1
    }
    (Method thanks to Gropanga)
    This is necessary even if you haven't met preston yet.
    I am unsure of how he reacts to forcing settlements to become vassels.

    I strongly recommend not taking any settlements until after this process is over.

    0. The Grand Tour: OPTIONAL

    NOTE: You should start all of the quests from the parks before doing this

    - 0. If you want to skip clearing out the park areas until later; {
    setstage DLC04MQ03 600
    }

    NOTE: Don't progress Home Sweet Home yet

    1. Open Season, Power Play, Cleaning House:

    - 1. After starting Home Sweet Home; {
    setstage DLC04RaiderKickout 100
    setstage DLC04MQ05 120
    }

    - 2. After speaking to Gage; {
    setstage DLC04MQ05Cleanup 500
    }

    3. Home Sweet Home

    - 3. After defeating the Sinners and obtaining the Grenades Shank suggests you get.
    OR: You don't plan on taking any settlements (ever, this will break shank otherwise); {
    CompleteQuest DLC04MQ04
    }

    Unfortunately blocking Power Play does not allow you to recieve any of the perks from the factions, so here they are: (xx is the DLC load order, for me it's 06)
    Chosen Disciple: player.addperk xx009c89
    Pack Alpha: player.addperk xx009c8a
    Ace Operator: player.addperk xx009c8b

    Also here are the Wasteland Warlord perks in case you can't get them:
    Wasteland Warlord 1: player.addperk xx0277d0
    Wasteland Warlord 2: player.addperk xx0277d1
    Wasteland Warlord 3: player.addperk xx0277d2
    Method: Nuka-World All Factions (Modded)
    Here is a mod that allows you to have all the gangs alive, this does not have the same bugs as in my console command method. This is a well made mod that I think makes my method for nuka world very obsolete. However there are some glaring issues with text formatting and grammar/spelling.

    FO 4-ANWGA (All Nuka World Gangs Alive) by Mario Lara
    https://www.nexusmods.com/fallout4/mods/27028/?
    NOTE: Mario Lara seems to not want to support bethesda games anymore and has pulled their mods. EDIT: Mario Lara has unhidden their mods so the following isn't relevant (but the suggestion is still open if they hide the mod in the future)
    I have reuploaded my copy of their mod to mediafire however steam doesn't like mediafire links,
    Contact me on my discord Magic_Gonads#7347
    (Do not add me as friend, I accept messages from anyone, so just send me a message, if you add me and I don't recognise you from a shared discord server I will decline)

    I recommend using this mod as well so you can do it entirely within nuka world instead of having to overstep any default minutemen settlements:
    https://www.nexusmods.com/fallout4/mods/23895/?
    Bonus: The Secret of Cabot House
    I recently figured out how to finish the Secret of Cabot House quest with both Lorenzo and the Cabots alive. Using console commands of course!

    The commands start after you free Lorenzo:

    setstage ms09 1340

    Go to Cabot House (or do player.moveto 47ec3)
    Tell jack that Lorenzo is dead (should be one of the 4 options), while he's talking to the others:

    setstage ms09 1800
    setstage ms09 1810
    setstage ms09 1820

    Talk to jack again and finish the quest (say something nice to him), then:

    setstage ms09 1850

    Now speak to Lorenzo (to check if he can be spoken to). Wait 1 week ingame and Jack will give you the Lorenzo's Artifact Gun
    Bugs
    Please report any bugs or issues you encounter, I will try to help, and if it's an issue I can't solve immediately I will look into it and change the guide.

    All Factions:

    Liberty Prime will never activate or be activatable, this bug cannot be fixed without causing other issues. Rest in Peace Liberty...

    Without Brotherhood:

    No bugs.

    Without Railroad:

    Same issue with Liberty Prime, RIP.

    Nuka World All Factions:

    Power Play shows up incorrectly in quest log due to progression in Home Sweet Home.
    < >
    164 Comments
    Imperial Sneke Aug 16 @ 5:44pm 
    or you can choose the institute
    Exusiai Jan 20 @ 5:09am 
    Thanks for all these reply :), I knew you may not play fallout 4 for a really lone time but you still willing to help me, I'm not sure I express my gratitude enough but I really appreciate it.
    Magic Gonads  [author] Jan 20 @ 3:41am 
    By the way it does seem there are some radiant quests that depend on The Nuclear Option being completed, such as Rogue Courser, High Ground, and A Clean Equation
    Magic Gonads  [author] Jan 20 @ 3:37am 
    You can do the commands at any point as long as you have NOT:

    completed From Within
    failed Institutionalized
    started Underground Undercover
    started Mass Fusion

    I think many mods will be more particular about that and you will have to start a new game or go back.

    So Ideally you want to start the process when you finish No Mercy, Tradecraft, Institutionalized, and The Battle of Bunker Hill (in that order)
    Exusiai Jan 20 @ 3:14am 
    Ohhh I never know that, Hmmm interesting, I'm still thinking about using mod or console commend since my main mission is almost to Institutionalized. And I already spend 100 hours into this save,I'm the type of player who only want to play one character.
    Magic Gonads  [author] Jan 20 @ 3:01am 
    One of the things I wish I could do with this is complete The Nuclear Option without the railroad going hostile.
    There's no way to "enable the evacuation" thing with console commands so when you force complete any of the nuclear options they go hostile because they think you killed a bunch of synths.
    So I don't think you ever get railroad patrols in the same way you would if you completed their nuclear option, not sure tho.
    Magic Gonads  [author] Jan 20 @ 2:53am 
    IIRC you can outright slaughter members of any of the factions as long as it's not the railroad in their HQ since you can only become enemies before the main quest finishes.

    You are the sentinel of the brotherhood and director of the institute.

    But the railroad will still attack you if you try to kill them since I think at any point you can bring X6-88 into their HQ and then they will become enemies. The railroad doesn't have many patrols though.

    Btw we do actually complete rockets red glare, so the institute and the railroad both think the brotherhood is dead so you might actually get the quest to attack brotherhood patrols, I'm not sure.
    Exusiai Jan 20 @ 2:25am 
    Thanks :) I already checked all of them before posting on here and nexus, I think some of them only start when you wipe out one of the following factions, but I don't really care about those, if they won't start it will still be cool for me cause the total radiant quest for the four faction available before the ending is already enough for me. I remember some of them like railroad want you to wipe out brotherhood patrol, those radiant only become available after blow up the air ship, quest like these I think will have a high percentage of breaking the peace between factions.
    Magic Gonads  [author] Jan 20 @ 2:16am 
    I think you should check the wiki and other sources for when certain radiant quests are supposed to start, we skip some quests so maybe some radiant quests won't start.

    I think you should give it a shot and if there are any particular radiant quests that don't seem to be happening that you care about maybe there are ways to artificially set them to start happening. (Like looking at sqv and globals)
    Exusiai Jan 20 @ 1:45am 
    Yeah the author put it back online now, but someone did said it maybe unstable at some part. Project Valkyrie mod said they disable radiant quest for the Institute, thus make me uninterested, the only reason I really want to keep four faction alive is I want to play their radiant.