One of the major problems in Fallout 4 seems to be the repetative radiant quests: the same quest giver always gives the same quest. In skyrim different quest givers would give varying quests. Even in the settlement quests they're essentially the same.
So here, I'd like to start an idea pool on different quests, either as mod or DLC ideas. I'll split them into 6 Categories: Minutemen, BOS, Railroad, Institute, Misc. settlement, and Misc world. I'll add all of them to the first post as well as who posted them.
Minutemen: Any settlement quest given by minutemen radio/preston.
- More Old Guns: We have received word of another old-time minuteman that may help our cause. Convince them to rejoin the minutemen once more. (Rylasasin)
- Defector from Defeat: The Minutemen have received a request for help from an individual belonging to a clandestine organization (spoiler: It's the Enclave). This individual is being hunted by The Brotherhood/The Gunners/The Institute, and has agreed to join the Minutemen in exchange for his safety. (Rylasasin)
- Accept no substitute: A group of Rogue minutemen have been extorting settlers in our name for caps and crops. Catch them in the act and dealt with them.(Rylasasin)
- Means of Production: A representative of the Brotherhood of Steel knight been harassing our settlement, forcing them to turn over their crops for the brotherhood. Put a stop to this, one way or the other. (Basically the inverse of the infamous teagan quest. There are several ways to go about this. You can attack them, but this will put you in bad standing with the Brotherhood. You can use speech checks to either get them to pay up, or convince them to leave. Both of which are easier if you are in the BOS. If you are a paladin or sentinel, you can simply pull rank on them. You will not get this quest if you are doing the Teagan quests.)(Rylasasin)
- We're not gonna take it anymore: The settlers have had enough. They've organized a milita from the surrounding settlements and are ready to take the fight to the raiders/supermutants/gunners once and for all. Lead the settlers into battle, general! (Succeeding this quest will mean no more minutemen quests for this settlement for an ingame month.)(Rylasasin)
BOS:
- Quell the rebellion: Apparently *someone* has been riling up the farmers, and they have organized a "resistance". Deal with it. (Consequence of using the violent/strongarming route too often for teagan's quest.)(Rylasasin)
- Sword of Damocles: We have learned of an Enclave remnant trying to hide here in the commonwealth. His/her presence cannot be tolerated. See to it that the remnant and the enclave's legacy is exterminated.(Rylasasin)
- Inquisition: We suspect a synth infiltrator is operating in (place). Find out whether they be man or machine. If a man, report back to us. If a machine, bring his parts back to us. (Just to throw you for a loop, it may or may not be a synth, so you'll have to do some investigative work rather than just blowing it up the minute you see it.) (Rylasasin)
- Do unto others: As Danse once sponsored you, now you must do the same for another. Someone wants to join the brotherhood. Take them under your wing and have them go on a few BOS missions with you. Their survival will determine if they are BOS material or not. (note: the person in question does not count as a follower. The person is not protected/essential, so watch it.)(Rylasasin)
- Glowing Tech: We've discovered the location of a very important peice of tech. Only problem is that it is in the Glowing Sea. Since you have prior experience with that area, you get to be the one to go there. (Rylasasin, xBainX for the inspiration)
- Cult Watch: Cultists of Adam have congregated in ___ in the Glowing Sea. They are attempting to start a second Apocalypse. I need not tell you that this cannot be allowed to happen. Exterminate these crazies to the last man. (Rylasasin, xBainX for the inspiration)
Railroad:
- All Aboard: We are attempting to smuggle a synth out of the commonwealth. Protect this synth until we reach the border.(Rylasasin)
- Synth Defection Bureau: A Synth has been found by the institute, and they have sent a courser to reclaim him. Intercept this courser. If in a populated area, you may need to use stealth and discretion to dispose of him.(Rylasasin)
Institute: (Most of these are post-institute victory)
- Colonize: With the commonwealth now aware of our presence, we realize the watcher/infiltration program has grown redundant. As such, we'd like to try something we haven't tried before: We want to make a[nother] colony on the surface: A corner of the commonwealth for our experiments and possible recruitment of future institute personel. We have found a spot for it. (If abandoned): Go to this place, set up a recruitment beacon. (if not): Convince the settlers to work with the Institute. Use violence only as a last resort. (Basically this functions much like the safehouse for the railroad.)(Rylasasin)
- Peer Review: The directorate is having a meeting to discuss (Blank). Attend.(Rylasasin)
- Pinned Again: We have located another possible candidate for Institute recruitment, this one belonging to the defunct organization known as the "Enclave". However, it seems the brotherhood/gunners/etc. has caught wind of this person's presence too. To make matters worse, he has asked for help from the Minutemen. Bring them back to the institute. (Rylasasin)
Misc. Settlement: Settlement quests not given to you by the Minutemen. Basically, benign sort of quests.
- Birthday Gift: I have a friend who has a birthday coming up, and I have an idea on what to give them. Unfortunately, I can't find a ___ around here. If you'd find one, I'll pay you for it.(Rylasasin)
- ingredient: I have a new recipe I'd like to try, but I'm missing ___. Find it for me and I'll give you a sample.(Rylasasin)
- Feast: we're planning on having a feast, but we need meat. Hunt some ___ for us, and I'll pay you for it.(Rylasasin)
Misc World: Anything not tied to a major faction or settlement.
(nothing so far.)