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Fallout 4 faction mods
Fallout 4 faction mods










Just like the Railroad I didn't know what else to replace them with.

  • Robots are replaced by a specially modified Sentry Bot that shoots institute lasers and has plasma bomb launchers.
  • "Betrayal" point is anything that causes Institute hostility (Siding with the BOS at Mass Fusion, or killing Shaun.).
  • fallout 4 faction mods

  • Patrols Start after Mankind Redefined is completed (after the Prydwen arrives and after Maxson yaps about synths).
  • I know it doesn't make much sense for them to be using robots when they're supposed to be terminal-liberators, but then again the idea of them patrolling settlements to begin with is all manor of silly.) (I really could not think of anything to replace them with.
  • "Betrayal" point is anything that causes Railroad hostility (Basicallly, killing them or bringing X6-88 to the church for show-and-tell.).
  • Patrols Start after Tradecraft is completed.
  • Robots are replaced by Power-Armored Knights/Paladins.
  • fallout 4 faction mods

  • Patrols consist of soldiers in BOS combat armor/fatigues.
  • "Betrayal" point is anything that causes BOS hostility (Siding with the Institute at Mass Fusion, siding with the Failroad during Precipie of War, or murdering Quinlan because his fanfiction sucks.).
  • Patrols Start after Shadow Of Steel is completed (after the Prydwen arrives and after Maxson yaps about synths).











  • Fallout 4 faction mods