Injured Gunner tasks you with completing his job, for a cut.ĥ. Opportunity to help Gunners, possibly over radioĤ. Recruiter shows up after killing so many Gunners.Ģ.
![fallout 4 fort independence mod fallout 4 fort independence mod](https://staticdelivery.nexusmods.com/mods/1151/images/thumbnails/31632/31632-1528263647-1217360050.png)
Quests regarding Institute will be passive, essentially just "do what father says and report." Will go until Beryllium Agitator is to be retrieved, then report and somehow sabotage it after getting it.ġ. Potentially integrate submarine to destroy Prydwen, Assassinate Preston, Sturges, destroy The Castle if "Taking Independence" is completed, kill Ronnie Shaw if "Old Guns" is completed. Railroad poses no real threat to Gunners. New set of quests leading up to "The Nuclear Option" Should include neutralizing Minutemen and Brotherhood before Institute. The Molecular Level - Add option to build Teleporter at a Gunners base, requires a mechanic character and a settlement area.
![fallout 4 fort independence mod fallout 4 fort independence mod](https://uploadvr.com/wp-content/uploads/2017/04/fallout-4-fort-independence.jpg)
Hunter/Hunted - Add extra radio dialogue and make Gunners friendly/helpful if part of faction. The idea is to stick to vanilla assets as much as possible, but to create a faction that will at least include the option to be a 'bad guy'.ĭevelopment notes, really interested in feedback.Īdd a Gunners specific quest for just after the Brotherhood shows up.
#Fallout 4 fort independence mod mod
Admittedly I haven't attempted a mod of this scale since Oblivion, and I never released that, but I currently have plenty of free time, and likely will for a while, so, I'm starting some pre-development and script writing work on a Gunners faction mod.