About this mod
This mod tweaks the Post-Game Railroad Quest "Lost Soul" in a few ways to feel better, while still being immersive.
- Requirements
- Permissions and credits
- Changelogs
- Donations
What I did was I removed the Synths from the Institute faction and it's crime faction, but I also gave them a disguise from a list of possible disguises. They should now be neutral with the Minutemen and any other non-hostile Faction.
I also gave them a new weapon from a list (I removed the Institute Laser they have) and 3 stimpaks.
I edited the quest so that after you give them the Care Package, they should equip the disguise and the weapon, receive the stimpaks, and be removed from the Institute Factions.
They shouldn't be interrupted by non-hostile faction confrontations anymore on their way to Bunker Hill.
This was all done via Papyrus scripts I added to the quest directly, so you shouldn't see any of these changes until you do the quest.
New in v2.0!
- Plugin is now a Light ESP, Lost Soul Synths are now limited exclusively to the Commonwealth (Thanks to Exoclyps for Keeper of the Commonwealth Radiants), plus various simplification and clean-up tweaks.
- A patch for Lost Soul Expanded by rsm000rsm that carries over their changes to the quest, while leaving mine in tact. (WARNING! DO NOT USE THE ABOVE PATCH WITH Rescued Synths Go to Mercer Safehouse by adb3nj, OR WITH ANY OF THE PATCHES RELEASED IN v2.5!)
New in v2.5!
- Two new patches for Rescued Synths Go to Mercer Safehouse by adb3nj. One that adds compatibility with Lost Soul Expanded by rsm000rsm, and one that is incompatible with Lost Soul Expanded by rsm000rsm.
- A RobCo Patcher file that will add compatibility with custom weapon mods that add to the weapon Leveled List that the Synths have in vanilla (LLI_Synth_Weapons) to one that will 99% of the time only have the vanilla Institute Laser (LL_InstituteLaserGun). This is necessary because the line in the script that removes the synth's Institute Laser can *only* look for an Institute Laser to remove. I've also changed the Synth's death item to one that is normally specifically given to Gen 3 Synths in vanilla, but isn't given to these ones for some reason. Requires RobCo Patcher by Zzyxzz, which requires F4SE.
(THIS FILE IS NOT REQUIRED IF USING EITHER OF THE Rescued Synths Go to Mercer Safehouse PATCHES MENTIONED ABOVE, AS EQUIVALENT CHANGES HAVE BEEN MADE DIRECTLY TO THE NPCs IN THOSE PLUGINS.)
Unless specifically patched, this Mod WILL conflict with any other mod that edits the same quest (RRR09). Load this mod after any other ones that edit this quest to see my changes.
Installation:
Manual:
Place in your Data Folder
With Manager:
Install normally
As always, criticism is always welcome, and even encouraged! I hope you enjoy! :)
- Misc To Melee - Fixes and Tweaks (Uses Base Object Swapper)
- Immersive Courser Overhaul - Vanilla Friendly
- Fallout 3 Styled Alien Blaster
- Yet Another Spectacle Island Bridge - Wide Tho
- Bunker Hill Vendors Fix - Kay and Joe Savoldi Actually Sell Things
- No More Self-Destructing Robot Settlers
- Goodneighbor Watch - Redux
- Bunkerhill Patrols - Redux
- Raider Children and Other Horrors of the Commonwealth Replacer - Big Al and Serum -Changes
- Institute Automatron Robot Lasers
- Basement Living - Immersion Adjustment - ESP Marked as Light (Plus Separated Workshops and SMM Patch)
- Snappable Covenant Walls - SMM - Standalone (No More Settlement Keywords Requirement)
- No BoS Before Call to Arms - An Enter The Brotherhood Alternative
- Institute Power Armor Redux Additions
- Northland Diggers - Fixes and Tweaks
- Lost Soul Quest Tweak - No Faction Hostility
- You and What Army - Faction Robot Paints and Alliance Fix
- We Are The Minutemen - Tweaks - Fixes - Power Armor Expansion - Patches
Check out my page for more!