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shad0wshayd3

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ShadowShayde

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58 comments

  1. nipdaboi
    nipdaboi
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    I made a mod that actually removes the radiants and doesn't break the questline if anyone is interested.

    https://www.nexusmods.com/fallout4/mods/74098?tab=description
  2. Mongoose40d
    Mongoose40d
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    Hey if anyone else made the mistake of installing this mod and didn't realise it breaks the MQ until well into the run, just uninstall it and use this one:
    https://www.nexusmods.com/fallout4/mods/59019

    Talk to Preston and everything carries on as normal, you don't need to restart an entire playthrough.
  3. JSC1991
    JSC1991
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    Well it seems even if one uninstalls the mod, Preston still doesn't give radiant quests. Well that's fine if it's on an on going game. however I've uninstalled the mod and have started two new games. I'm here now because my new start tonight after doing the first quest he sends you on and upon finishing and he tells you the story of quinsy and appoints you general, I still don't have his radiant quests like I want.

    Anyone else experience this? And if so how did you fix it?
    1. JSC1991
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      Will note I used the ESP and BA2 version, not the scripted version.
  4. Farrok88
    Farrok88
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    "Disable Minutemen Radiant Quests" old mod still works perfectly fine, under 2 conditions:
    1st, do not activate it before Taking Independence is completed.
    2nd, do not side with the minutemen in main storyline (Personally I don't care, I'm an Institute guy anyway).

    There's also a way to bypass Preston's ambitions before Independence - take first radiant quest after he makes you general, just simply
    don't go for it. You can take Preston as a companion and do Abernathys, Finch Farm and Graygarden, because you can start them yourself,
    without Preston's recommendation (should be enough to max up Preston's affinity, his perk is very useful after all) - those settlements will
    join minutemen anyway, so that + Sanctuary and Tenpines Bluff should be enough to unlock Taking Independence. Do your job in the castle,
    do Old Guns, activate the mod, complete remaining radiant quest - and enjoy your freedom. In this case, assuming you haven't established
    any raider outpost in the Commonwealth too soon, you'll get only one more minutemen faction quest - Defend the Castle (against synths or
    gunners, depending on who did you side with).
  5. redwards2016
    redwards2016
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    Unfortunately this has the same issue as the other MM mods. It totally disables the the quest line.
  6. malthol
    malthol
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    Just figured out this was the mod causing my Radio Freedom bug.
  7. Deadsilence312
    Deadsilence312
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    Hi, I already have 2 quests active from Preston, will activating this mod mess anything up? Thanks in advance.
  8. Skootmiester
    Skootmiester
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    I can confirm what Quather is saying. I disabled the mod and the progress to Taking Independence returned to normal upon starting a new game. I seriously recommend putting this in your description or fixing it.

    (PS I downloaded and enabled it from the Mod page on Fallout 4 itself rather than download it here if that's significant.)
  9. Quather
    Quather
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    Absolutely amazing mod, but BEWARE! Do not use until you've succesfully completed "taking independence" i was absolutely unable to do the quest no matter what.
  10. TheDevian
    TheDevian
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    How about they just make it so you have to ask for, and accept the quest, before it gives you one, then how many you have is controlled by the player, and the mod doesn't have to change that?
    1. AiriannaWW
      AiriannaWW
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      Personally, I would like to turn it around, where I have to talk to Preston, via initiating dialog, and one of the chat options is, or leads to, "Anything new for me?" to randomly start a new quest for them, and none go through the radio.

      And my personal pet peeve about the Minutemen.
      The whole reason behind that.. Even tho you have given the place a defence of 70+ with gattling turrets, rocket launchers, and lasers, with 3 to 5 heavy robot guards patrolling the area, they still can't seem to win against the gunners or the common thugs when you aren't there. But with that set up, and you just stand there, they all die before they can really set foot inside the settlements. Concrete walls going around the settlement, every spawn point is closed off to the settlement. Gun placements to hit them hard as soon as they can be seen, Small lights that light the corridor.... Yeah, they shall not pass!
      So for me, assaults should not be allowed when you have x number guns and robots at the settlement entirely. Even the gun toting settlers, 5 vrs. 1 wins without loosing anyone, sometimes. So anything that kills this aspect is a bonus!
    2. kevkiev
      kevkiev
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      I would love that dialogue option. Generally speaking, I get really tired of how FO4 forces stuff onto the player. Anything to put some control back into the player's hands would be awesome.

      Re: personal pet peeve

      I really can't recommend the mod BS Defence enough. It's become an absolute "must have" for me. It gives you an auto-win if you're not there as long as defence > resources + settlers. I sometimes enjoy attending to settlement defence personally (basically just to watch how my turrets/ highly armed settlers work), but often I don't. Especially since the chances of getting an attack seems directly proportional to the urgency of whatever you happen to be doing at the time. Just about to enter the Institute? Abernathy Farm is under attack! Starting your assault on the Prydwyn? Dalton Farm is under attack! Etc. Etc. TL;DR: BS Defence - defend when you want to, ignore when you don't.

      https://www.nexusmods.com/fallout4/mods/20137/
    3. davoker
      davoker
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      I did not know this mod (BS Defence), finally a solution to the damn settlements attacks thanks, I love you xD