About this mod. End of Main Quest for Fallout 4 using the Minutemen. Most locations in the Commonwealth discovered/cleared. All pre-end of main quest faction quests complete. File 1 is a fork point in the game. Included so you can pick another faction and end the main quest as you see fit. All settlements acquired. (Except Bunker Hill. Radiant quests are one of the “innovations” that came alongside Skyrim in 2011 and continued with Fallout 4. They’re randomly generated quests that ensure you never run out of things to do.
LoadingNow inside, you can choose to learn more about your family, talk with the High Confessor Tektus, check out the merchants and healers like The Archemist, Sister Mai, and Brother Kane - or head right up the far end of the main dry dock to the top floor that leads to the command center. A Child of Atom will try and dissuade you from entering, but you can wave her off and enter anyway.Inside, you’ll find the place on high alert. The passage to the right ends in a dead end, leaving you with a long hall filled with laser tripwires on both sides, tied to three rows of ready to open fire should you or a trigger them. Either carefully disarm them one at a time or dodge between them and be on your way.As you proceed, another turret is waiting as the path curves left, before leading to a hall with barracks - and a Mr.
Gutsy with another turret above the far door. Loot the barracks before heading deeper into the, where a waits just before two doors - the left leading to a kitchen with another, and the far door leading further into the command center.After heading up some stairs and through another winding corridor, you’ll find one more blockade featuring an Assaultron, Protectron, and two above the wall leading to the main console. Once they’ve been dealt with, access the nearby to open the leading to the command console - and check the trunk for loot next to the terminal before heading inside.The main terminal is offline, and you can just make out the sparking circuit breaker in the gated room beyond. Before you do, note the sealed door to the left of the main terminal. The moment you restore, the door will open and a very angry Assaultron will burst forth to stop you - better you prepare yourself and perhaps mine the area to leave a trap for the robot.After flipping the circuit breaker and dealing with the Assaultron (and checking Captain Wabash’s Advanced locked terminal for additional info), interact with the main console and launch Faraday’s program to enter a very interesting reality.Retrieve Memory 0V-9AX0 (Memory 1). LoadingWelcome to DiMA’s memories. This sort of matrix-y virtual reality acts as a sort of lemmings/reverse-tower-.
Note that you’ll be in a “Simulation” mode while in this world, which is pretty much a limited settlement building state. You’ll need to utilize basic building and re-purposing to solve the puzzles of these memory blocks and unlock DiMA’s memories.The object of this state is to ensure the little “indexer” bugs can travel all the way to the yellow data stream at the far end, and return to the blue data stream to deposit memory they obtain. You ensure this by placing blocks to fill in gaps in the path, and unlock “firewalls” by allowing the green beams of light to hit the key block in their wall. Of course, once your indexers start collecting data, a system will engage, and small floating orbs will come in and try to destroy the indexers, which you must stop by placing up to five turrets strategically to ensure their survival. Worry not - if an indexer is destroyed, a new one will start over from the beginning - and each indexer carries 20% of the data across, which means five indexers must survive the journey.
You can also quit out of the simulation and return at any time to find everything as you’ve left it - and you can’t “die” in the simulation. Step One: Move the four lighter colored Code Blocks in your starting area to place them to form a for your indexers to the next area. Step Two: To deactivate the firewall, simply remove the lighter colored Code Block stopping the green Decoder Beam from hitting the key point of the firewall. Build a across with some of the Code Blocks in the corner of this area. Step Three: To deactivate this firewall, you need to realign the Decoder Relay - a Code Block that takes the Decoder Relay beam and outputs it in another direction. Grab the block and swivel it so that the green face is pointing at the firewall.
Now use the remaining Code Blocks in the corner to build a path to the yellow data stream. Step Four: As the first of your indexers reach the data stream, sentries will be deployed to stop them.
You’ll have 5 turrets of your own to place, so use them strategically, placing them in areas where you see the enemy spawn, like each of the four corners of the.Once you’ve gained 100% of the memory file, you’ll gain access to Memory 2 - and can enter it by going through the once yellow but now blue data stream. You’ll also get an audio log of DiMAs thoughts that paint a very troubling picture. It’s only a piece of the puzzle, but you’ll be given the coordinates to a Pop Vim factory that holds the truth of this memory - which you can, or continue to uncover memories.Retrieve Memory 0J-2NN8 (Memory 2). LoadingThis memory arena looks very different from the previous one, and features a much larger area, with a Decoder Stream connected to a long green tether. There’s also a long hall that leads to a tight corridor ending in a firewall that must be breached. Step One: Note the Decoder Stream below you, and hop down and remove the Code Block that is blocking the strem from hitting the green relay that leads it up above near the corridor. Step Two: Follow the Decoder Stream and remove the Code Block its hitting, and store the extra Code Blocks nearby.
When the stream hits the wall beyond, move the Decoder Relay next to it to face the corridor where the Firewall is, and remove the Code Block to make a window in. Step Three: With the first Firewall gone, turn the corner to find a much bigger Firewall blocking the way to the Data Stream.
On your left is another Decoder Relay. Grab it and build a pillar where the Decoder Stream ends one tile from the wall to turn it and hit the Firewall’s weak point. Step Four: Store the remaining Code Blocks near the Firewall and build a bridge of at least two Code Blocks wide over to the stream. Place your five turrets near both streams, as well as the long open path on the side of the small enclosed corridor.After gaining 100% of the memory file, you’ll gain access to Memory 3, as well as an audio log revealing another of DiMA’s forgotten secrets - the of the key to trigger the nuclear detonation of the submarine in, which you can, or hold off until later.Retrieve Memory 0H-3X0P (Memory 3). LoadingThis memory arena is also a new one, and features a wall you’ll have to tear down, and many multiple level areas you’ll have to traverse above while your indexers go along below.
Step One: disassemble the wall in front of you and build a bridge for your indexers to cross. Doing so will allow the Decoder Stream to hit the first Firewall and allow you passage across as well. Step Two: With a firewall on either side, and no Decoder Relay to speak of, you’ll need to head to higher ground. Look above the Firewall on the left to spy a small chamber with the Decoder Relay you need, and use the Code Block stairs to get up - making a bridge out of extra blocks if you have to. Store all the Code Blocks in this alcove and take the Decoder Relay too. Step Three: Back in the middle of the open area, place another Code Block on top of the single block already there, and aim the Decoder Relay back at the Firewall on the left to disrupt it. Now clear out the Code Blocks and store the second relay, while moving the pillar with the first relay two spaces over to hit the green relay wall to send the beam above, dissipating the next Firewall.
Step Four: Use the Code Blocks you’ve been storing to build a bridge for your indexers to them down the long enclosed corridor before it turns left to one last Firewall. Step Five: Climb up above the enclosed corridor to spot the weak point of the Firewall, and build a second pillar with the second Decoder Relay and aim it at the firewall three blocks up. Doing so will erode the last Firewall between you and the Data Stream. Step Six.
Fallout 4 Remove Main Quest Pc
With the Firewalls gone, disassemble the pillars for extra Code Blocks so that you can build a bridge of at least two blocks wide over to the Data Stream. With the indexers on their way, set up turrets near the two ends of the enclosed corridor, and in the large area before the bridge leading back to your home base.With 100% of the memory file, the path to Memory 4 will be open. The audio log of his memories will indicate a very disturbing contingency plan for the people of, should they get out of land, and you’ll be given the of a kill code for the windmill generator that powers, as well as the generator’s location. You can make the trek to, or continue on hunting for memories.Retrieve Memory 0Z-7A4K (Memory 4). LoadingMemory 4 is a much more complex level featuring large Firewalls that encompass multiple sides, as well as pathways that only the indexers can take, and multiple Decoder Relay walls. Step One: Noting the Decoder Stream coming from below, check the right alcove and store all the Data Blocks and the one Decoder Relay.
Now use the Data Blocks to build a pillar three blocks high next to the Data Stream, and attach the relay to the side of the pillar facing the Firewall on the left and disable it. Step Two: Collect and store all the other Data Blocks in the now uncovered alcove, as well as a second Decoder Relay. With two of them as your disposal, lower the first Decoder Relay by one block, and aim it towards the Firewall.
However the weak point is on a side wall, so build out a platform of Data Blocks on block high above the raised platform, and send the relay at the side wall to deactivate the large Firewall. Step Three: With the Firewall gone, collect the Data Block Pillars and Relays. Your next step is to connect the Decoder Stream to the large Relay wall that starts below you, so head right down a stairway to the bottom level to find where the beam originates.
Place two Data Blocks going toward the beam until it catches, then place a Decoder Relay on the second block to send it towards the far end from where you came. As it crosses the broken walkway, look right to find the entry point for the Relay wall, and place a single Data Block on the edge of the broken walkway where you can then place the second Relay facing the wall, allowing it to relay back up top and into the remaining Firewall’s weak point. Step Four: Collect the Data Blocks you used to build pathways, and return to the main walkway where your indexers wait - and build a path through the broken sections at least two spaces wide for better movement. As your indexers near the Data Stream, get ready to place your five turrets. Check where the enemies spawn near the Data Stream, and along the long pathway leading back.At 100% of the memory collected, you’ll gain access to the last memory file, as well as a very telling audio log of a surprising altercation between one, and DiMA.Retrieve Memory 0Y-8K7D (Memory 5).
A way to get rid of that infernal journal spam. It's not perfect, but it does the trick.(This method can't prevent the quests from showing up in the first place)INSTALL:Simply drop the text files into your main game folder, like C:GamesFallout 4 (containing Fallout4.exe and the Launcher)NMM doesn't seem to know where to leave the TXT file, so you have to extract it from the RAR archive and drop it yourself.ACTIVATION:Once the quest is in your journal, open the console.I can easily add more if requested, but these can quickly be duplicated and re-purposed to get rid of the quests/objectives that annoyed you if I didn't cover them. Simply open any of the text files and change the quest ID for another.ALTUR'S FILES.