1559 comments

  1. ToroMontana
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    Update 19th of April, 2024: People will ask, will this mod be affected by the upcoming next-gen update to Fallout 4? I don't know, but I'm 99% sure it won't be affected for the following reasons: It's not dependent on the script extender or some other third-party program, and it doesn't alter any core form IDs. That's not my style. If I have to place an NPC into the vanilla/DLC map, I do it using a silent and off-screen teleportation script rather than placing the NPC directly into the cell, if I have to change the outcome of a quest, it's done using independent scripts rather than edits to the quest ID. I don't edit dialog entries, I just add higher-priority copies on top of them (worst-case scenario, maybe some minor vanilla issue will persist this way, but it should be playable).

    If however, you start a vanilla run with only Toro Montana quest mods installed, you don't use cheats, and you still encounter problems, send me a report. Other bug reports will be ignored until more modders update their mods.


    Update 2nd of February, 2024: Since people have been abusing the Bug Report feature for years, please read and uphold the following guidelines in this article before submitting such reports. Failure to do so will result in the report being ignored or deleted.

    To support my work, subscribe to my BitChute channel Also, subscribe to my new YouTube channel which includes the newer videos. Let's reach a wider audience. It's all free.

    For a walkthrough of Subversion, go to the Articles section.
  2. Neon0947
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    I completed the "Show No Mercy" quest, but when talking to "Father" I cannot suggest replacing the elder with a synth. Please help me.
  3. VeeeeVeeee
    VeeeeVeeee
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    Hi!
    Would this mod be compatible with the De-thugged version of the Storyverse collection?
    1. ToroMontana
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      I'm not sure what that is, I haven't kept up.
  4. NoobAmateur
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    Does the mod can work with the 'DLC' mod like American Rising 2, Fusion City, etc.? I intend to play again with mod.
  5. NoobAmateur
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    Excuse me, quick question:

    Is the
    Spoiler:  
    Show
    Father's Holotape #32 and #47
    vanilla or mod?
    1. ToroMontana
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      Mod.
  6. MrFakename
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    Is there anyway to kill father in the end because I hate that bastard and would much rather have him out of the way
    1. ToroMontana
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      He dies in the end anyway.
    2. MrFakename
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      Good to know but is there a way to kill him myself because that's a highlight of out if my runs usually putting Mines all around his bed
    3. ToroMontana
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      Typically, that makes the Institute hate you forever.
    4. MrFakename
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      Yeah thats why I wanted to know I'm doing more and more institute playthroughs and I hate his self righteous attitude 
  7. MrFakename
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    Is there anyway to kill father in the end because I hate that bastard and would much rather have him out of the way
  8. Xtoverus
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    Is there an option to unite most of the factions?  Say for instance I'd like Institute, Minutemen, and Railroad to just s#*!-stomp all over the Brotherhood?
  9. Boi76
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    Heya just for clarification,I was wondering if this mod actually removes access to Piper's Quest "In Sheeps Clothing" because I am allied to the institute?
    1. ToroMontana
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      It won't "remove" it, but it's not a quest open to players who become Director and pursue the Subversion ending.
    2. Boi76
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      Ah thank you
  10. danshinerock
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    Dude, you rock man, love your content, you are one of the greats.
  11. Ninja2dan
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    I have to agree with other comments that having the BoS patrols hostile to my own settlements is quite annoying. I was using Project Valkyrie for years, which also allowed me to keep all factions as allies at the end of the game, but decided to try this mod because it appears to do things in a "cleaner" way. But PV was able to keep the BoS as friendly, and none of my settlements were ever attacked by them. Not sure what the difference is regarding how faction relations are set, but I'm not understanding why this mod isn't able to figure out how to do something similar.

    If this was a rare occurrence, then the "consider them rogue BoS" excuse might be okay. But when it happens all the time, it breaks immersion and makes the mod look poorly done because of it. I've tried using console commands as well as the Cheat Terminal mod's reputation setting, and trying to set the BoS to Ally (or friend) fails every time. They simply will not change reputation status away from "enemy". Oddly though, they don't fire on me personally, and I'm able to go to the Prydwen just fine. Seems like it's just the BoS roamers/patrols that are hostile.
    1. ToroMontana
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      I'm not entirely sure how to do it in a way that isn't intrusive.

      I suspect it would require me to edit the scripts that deal with how settlements work and there is no way I'm touching those scripts, that's guaranteed to break SimSettlements and possibly several other mods that were established long ago. I already get enough phony reports of bugs from people who smash together 500 mods, remove mods in the middle of a playthrough, and abuse cheats like hell (talking about setstage and noclip in particular) and wonder why their game doesn't work.

      Changing some reputations from enemy to friendly could probably be done "clean", but then you just get a "friendly" invasion where BoS enter your settlements but don't attack anyone.

      Either that or SimSettlements or a mod with dirty edits will override it and nothing changes. I try to avoid any vanilla form IDs or scripts.
    2. Ninja2dan
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      I was able to find a "workaround" for the issue, although I don't know what the long-term impact might be. Basically, I finished the game siding with the Institute, rejoined the BoS, and made nice with all main factions. Essentially, all main factions should be allied to me and should at least be friendly towards each other. This mod makes all factions, with exception of the BoS, allied to me but they still fight each other at times.

      The "fix" was a combination of console commands, which I typed up to run as a bat file. I'll post it below in case anyone wants to use it.
      Spoiler:  
      Show

      setally 0001c21c 0005de41 1 1
      setally 0001c21c 0005e558 1 1
      setally 0001c21c 00068043 1 1
      setally 0001c21c 000994f6 1 1
      setally 0005de41 0005e558 1 1
      setally 0005de41 00068043 1 1
      setally 0005de41 000994f6 1 1
      setally 0005e558 0005de41 1 1
      setally 0005e558 00068043 1 1
      setally 0005e558 000994f6 1 1
      setally 00068043 0005de41 1 1
      setally 00068043 0005e558 1 1
      setally 00068043 000994f6 1 1
      setally 000994f6 0005de41 1 1
      setally 000994f6 0005e558 1 1
      setally 000994f6 00068043 1 1

      The catch is that using that bat file will keep all factions, with exception of BoS, allied to me. The BoS is listed as "neutral" to me, but I was able to use Cheat Terminal to make them Allied again. At the same time, all factions are considered allies to each other, so no more random shoot-outs between the various factions. So if you're playing SS2 and using all factions as allies during Chapter 3, they play nice together as they are supposed to.

      Cheat Terminal shouldn't be required to get the BoS allied once I've used the bat, I just don't know the proper command to do it and Cheat Terminal does that for me. I guess I could just go into xEdit and look at Cheat Terminal to find the actual command, but using CT directly is just easier.

      Obviously, you don't want to use that bat unless you have completed Subversion and actually did keep all factions alive and on friendly terms. As a note, for SS2 Chapter 3 you'll also need to enable the vanilla versions of Maxson and X6-88, and Maxson took some effort to stop hostility (had to console add him to player faction, disable/enable, and he finally stopped shooting at me). It's definitely not the perfect solution, but for now it seems to work.

      The only thing I'd like to see added at some point is the option to select which faction is the "dominant" faction and occupies places like checkpoints. Also not a fan of seeing a bunch of Gen 1's around DC, considering they were supposed to be getting phased out. But that's all tied to the vanilla game's outcome, not sure if it's safe to mess with that.
    3. Artucor
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      Hi, thanks for the tips! Got a question tho. Is the institute the dominant faction after the mod's ending, or can the minutemen also be so? Cause I expect the minutemen to be in DC and checkpoints after the institute's occupation (Dominant Faction).
    4. Ninja2dan
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      Unfortunately, by completing the Institute's side of the main quests, Gen 1/2 synths are the dominant faction for occupying checkpoints. You'll also see them take place inside DC, and in places that were generally held/patrolled by Minutemen or BoS. I'm not sure what kind of edits would be required to change that.