A "best" ending. Too bad I didn't see this video bef

Post » Thu Jan 14, 2016 3:35 pm

Came across this video https://www.youtube.com/watch?v=OUFEeYdQnVc in the game where RR, BoS, and MM are all friendly. The only casualty is the Institute, which requires you to get banned before a specific quest.



It's a bit detailed on what quests you need to do (or not do) and the order, but the outcome is the Institute is nuked but the three factions remain friendly so players can do what they want without worry.



The players state their technique uses no glitch, but I wonder about that because it seems to be very out of the way in order to get this "peaceful" solution.



Has anyone ended the game with all three factions friendly? Was it similar to what the video shows?



Unfortunately for me, I did one of the quests it specifically (and quite frequently) stated I should not do. And yes, I clear my saves nightly so there's no going back. I do this because I live with my choices.



Now I'm stuck having to pick a side, knowing the other factions will be resentful.



I didn't like this element of FONV and I sure as hell don't like it in FO4.



What the hell ever happened to the diplomacy factor to which getting sides to "work together" with a compromise being a legitimate outcome?

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Javaun Thompson
 
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Post » Thu Jan 14, 2016 11:56 pm

Ya but as the Railroad I don't want the BoS around so.... I blew them up.
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Shianne Donato
 
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Post » Thu Jan 14, 2016 3:45 pm

It's not actually hard. You just don't piss off the Brotherhood of Steel. Absolutely no glitching required.


Also, to be fair, in New Vegas you totally could get most factions to work together if you went Independent or NCR. House and Caesar's Legion didn't play well with others, but then, that fits their styles pretty well.

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Sxc-Mary
 
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Post » Thu Jan 14, 2016 8:27 pm

But, if you're looking for a more specific walkthrough on how to get this ending: don't do any of the quests that trigger hostility toward one of the factions, then get kicked out of the Institute (go on a murdering spree in the Institute - that'll do it nicely). Then "Form Ranks" with the Minutemen will start, and since you're not enemies with the Railroad or the Brotherhood of Steel, only the Institute comes and tries to kick down your door. After that, you go blow up the Institute, and everyone else stays on your good side... provided you issue the evacuation order. If you don't, the Railroad will become hostile.

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sally R
 
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Post » Thu Jan 14, 2016 3:27 pm

Actually, you can do BoS ending without killing the RR as well, so you only have to destroy the Institute.

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Alex Vincent
 
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Post » Thu Jan 14, 2016 9:37 pm

I didn't watch the video, but I ended my first game with all factions other than the Institute friendly. I went Minutemen, but was also friendly with the RailRoad. I completely saved the Brotherhood for my second character so never associated with them except for that first encounter at the Cambridge Police Station.

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Nomee
 
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Post » Thu Jan 14, 2016 5:46 pm


How? My first character did BoS and was given no choice about wiping out the RR even though she had been doing quests for the RR too.

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Alexandra walker
 
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Post » Thu Jan 14, 2016 4:33 pm


Only if you avoid the Captain for the rest of forever though.



Its more a loop-hole, and not really any sort of actual diplomatic solution.

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Lloyd Muldowney
 
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Post » Thu Jan 14, 2016 2:36 pm

No glitches involved.In the video they make it out to be much harder than it is.All you have to do is never get on the BoS bad side.


You can complete all BoS quests up to and including Blind Betrayal.When you are tasked to destroy the railroad just refuse or walk away.


You can complete all of the railroad quests you like before blowing your cover with the institute during Spoils of War.


You can do all you want with the minutemem.After stealing the institute data you can keep shuffling the holodisk data anyway so It does not matter who you build the relay with.


The quest form ranks will auto-start after spoils of war (Or anytime you become an enemy of the Institute.)


Completing this quest and speaking with preston will trigger the Defend the Castle quest.At this point other faction quests will fail since the minutemen are enraged and intend to bring it to the Institute themself.By this time you'll have completed Blowing Cover,where the railroads tells you to work with the minutemen to stand a chance at saving synths.



The end game world state is similar to the BoS ending.Companions commentary is Identical between the two endings.The main difference will be an increase of the victor's patrols in the region.Also,the railroad will still be active in the Minutemen ending.


You won't be awarded the Sentinel rank and (not tested) might non unlock the reactor coolant open-quest from Ingram.Other than that your stanting with the brotherhood is Identical between BoS and Minutemen ending.


EDIT:As stated above,Issuing the evacuation order before blowing The Institute is mandatory to not anger the railroad.

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Janette Segura
 
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Post » Fri Jan 15, 2016 12:06 am

Honestly, this was my first ending on accident. I didn't touch Shadow of Steel when that quest started, and I never followed the Railroad questline past having them decode the Courser Chip... I just freed the synths at the Battle for Bunker Hill, and told Father the truth. He banished me from the Institute, and next thing I know I'm doing Defend the Castle and then the Nuclear Option. It all felt very natural.

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Annika Marziniak
 
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Post » Fri Jan 15, 2016 1:06 am

this sounds like an oversight. not a glitch, but not really how it's expected to go. there's no reason why the minutemen would insist on getting rid of BoS in one scenario and not the other.

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Alada Vaginah
 
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Post » Fri Jan 15, 2016 12:32 am

Well in one of those scenarios, their General has become an enemy of the Brotherhood. In the other, he/she hasn't.
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Rachael
 
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Post » Fri Jan 15, 2016 3:59 am

Don't you become an enemy during bunker hill? I was under that impression, though I guess that must not be the case.



And whether or not you are an official enemy of the brotherhood, the real reason to get rid of them is because their are [censored] who step on everyone to get what they want, and conflict with the people who are actually trying to protect the commonwealth is inevitable.

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Anna Kyselova
 
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Post » Thu Jan 14, 2016 3:43 pm


Same with the solution in the video - you have to avoid PAM for the rest of forever too. :)

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.X chantelle .x Smith
 
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Post » Fri Jan 15, 2016 3:36 am

That is because she is ACTUALLY glitched.



Also,the only reason most of you say that you should have to destroy the BoS (Our Powers Combined) is beacause most of the guides released the week the game was released stated so.



The condition for the Quest our powers combined to start is the BoS hostility towards the player post Nuclear option.


This means the the quest will trigger IF and only IF:You completed Mass Fusion instead of Spoils of War.


You screw up during the quest Blind Betrayal and anger Maxon after sparing Danse


You killed any named BoS character


You achieved BoS ostility in some other way.



On the Prydwen BoS soldiers will comment on the minutemen victory.


Danse will tell you that as long as you'll stand by Maxon's side peace will endure.



11/10 legit,boys.

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Prue
 
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Post » Thu Jan 14, 2016 9:45 pm


Only sometimes. It's glitched. For example, I can talk to PAM no problem without breaking things.


...well, okay. I can't talk to her. She keeps repeating the emergency protocols dialogue, because she's still bugged, but she's not hostile and doesn't turn anyone else hostile.

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Rodney C
 
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Post » Fri Jan 15, 2016 1:50 am

If you fire on BoS units, then yes, you become an enemy. You don't have to do that, though. In fact, you don't have to fire on anyone.


Really, the way to maintain peaceful relations with the BoS and the RR as the Minutemen is to apply a bit of common sense. Have you shot, stolen from, or otherwise pissed off the Bos? No? You're fine. Yes? Well, obviously you're not fine. It's really that simple. You even get warnings when you're about to anger a faction, so it truly is an easy ending to get.

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Natasha Callaghan
 
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Post » Thu Jan 14, 2016 7:58 pm

The Minutemen only insist on getting rid of the Brotherhood of Steel if the Brotherhood of Steel attacks the Castle. They're neutral with the BoS until that moment. And that moment only happens if the General - you - have turned the BoS hostile.

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Amber Ably
 
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Post » Thu Jan 14, 2016 7:40 pm

YES the Raiload and PAM are bugged after the Minutemen ending.They aknowledge the minutemen victory but they also act like you completed the Nuclear option with them and Exploded yhe prydwen with Deacon.


Dez says Gloria is dead (did not happen on screen).


P.A.M acts like you blew up the prydwen and starts giving radiant "Kill bos remnants patrol" missions.

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Trevi
 
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Post » Thu Jan 14, 2016 12:57 pm

Actually, no. If you do BoS quests you come to tactical whatever, and once that's in your log, even if you don't talk to Kells, you can't interact with Pam at RR. That's what happened to me and why I had to become enemies with BoS. No warnings were ever given to me.



Also, in my game, the BoS didn't attack the castle first. We took down the Prydwen first, then they attacked. But a conflict between the two is inevitable, and I believe that was the message throughout the game.

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Dj Matty P
 
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Post » Thu Jan 14, 2016 2:13 pm

...why would conflict be inevitable? The Minutemen are an intrinsically neutral faction. Their sole purpose is defending the settlements of the wasteland from feral ghouls, raiders, super mutants, and synths - which, incidentally, is also the BoS goal, or at least half of it.


Also, I assure you, it's not an unintended thing or an oversight. After taking down the Institute with the Minutemen, if you report back to the BoS they'll comment about being surprised that the Minutemen had it in them. Some of the named NPCs will even congratulate you on thinking outside the box and using the Minutemen, even if some people are a bit grumpy that you denied them the glory of taking down the Institute themselves (and they repeat this often enough to be annoying). So, maybe it's not your preferred ending/doesn't fit with your head canon on how the game should go, but I 100% guarantee you that Bethesda fully intended for it to be an option.


Edit: Also, PAM going hostile toward you once Tactical Thinking is in your log, even if you don't talk to Kells, is a bug. That's why you don't receive a warning. She actually bugs out a couple missions before then, or at least she did in my game.

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megan gleeson
 
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Post » Thu Jan 14, 2016 10:34 pm

I want to do it but leaving so many quests unfinished and sitting there messes with my completionist side.
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Angela Woods
 
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Post » Thu Jan 14, 2016 3:25 pm


The only way to do this is to never trigger the start of Tactical Thinking. This essentially means that you have to forever avoid talking to Captain Kels after completing Liberty Reprimed and Blind Betrayal. This isn't really a legitimate ending though, because if you ever talk to Captain Kels again he will give you the Tactical Thinking quest. This also means that you can never again do the quests where you train the squires. That's not necessarily much of a loss, but after completing the main quest and faction quests, your quest options are kind of limited.



The only legitimate way that I know of to end with all three factions intact is the method in the OP.



It's worth pointing out that avoiding Captain Kels is a serious pain in the ass at one point too. When Spoils of War starts, you have to talk to Proctor Ingram who is usually standing right next to, and a bit behind Captain Kels on the command deck. He'll try to initiate conversation as soon as you're in range.





This is why I'm doing the ending multiple times. I have a save point right before the key point where you have to decide on a faction, and I'm going to play from that point for each ending. I just finished my first play through with the Brotherhood. I'm going to reload that save point eventually and do the Institute, then the Railroad, and then the Minutemen for my final one. That way I'll get all of the endings but ultimately finish with three factions intact.

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Devils Cheek
 
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Post » Thu Jan 14, 2016 3:44 pm

see if the only way to avoid it is by never doing tactical thinking, then it's really not intended. they may compliment the minutemen, but they also see them as standing in their way and would eventually take them out. it's inevitable.

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Laura Ellaby
 
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Post » Thu Jan 14, 2016 11:56 pm

LOL in my first play through I never got to the point of having to decide. I was friendly with all the factions but the Institute, I was bent on trying to get to them because they were the ones who had sent Kellogg. When I went to the Institute for the first time I got so PO'ed at Father that I put a bullet in his head right then and there. Once I escaped it triggered the Institute's attack on the MM and then the MM and I went in and nuked the place. Cut to credits with all my quests for the other factions still in place. I started a second play through then so I am not sure what would of happened next but I assumed the MQ was done.

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Princess Johnson
 
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