Fallout 4 Join All Factions

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Fallout 4 Join All Factions Rating: 6,7/10 8697 votes

Everyone knows that Fallout 4's last big DLC will let you be a jerk, but now we finally have a sense of what kind of dick you can be. Judging by Bethesda’s description, the possibilities are exciting.

  1. Fallout 4 Can You Join All Factions

Related Fallout 4 Links: Fallout Wiki: Nukapedia. Fallout Wiki: The Vault. You can join all factions and the game will tell you before you pass the point of no return. You can join all factions, and there will be a message, as in, the game will warn you when you have to make the important choices. The reason I felt inclined to post this. This page lists all factions in Fallout 4. The content is not described in full detail on this page. For details, please see the respective articles. For factions in other.

In the video above, Bethesda walks you through some of the big things you should know about Nuka World, including the different new areas and factions you can join. It honestly sounds like a post-apocalyptic Disneyworld, which is great.

According to Bethesda, the entire point of the DLC is to rule all the gangs within Nuka World. You can expect to pillage settlements and take whatever you want, though there will also be ways for players to be a “kind hearted raider,” Bethesda says.

Nuka World has 3 gangs, each with their own preferred attack style and backstory. First you’ve got the Disciples...

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Fallout 4 can you join all factions

They are the “classic, very bloody, very violent” gang, Bethesda says. Then you’ve got the Operators...

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Bethesda describes them as a stealthy gang with a penchant for good technology. Finally, you’ve got the Pack...

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The Pack is wild and vicious, with Bethesda describing them as “absolutely crazy.”

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The video also gives us a glimpse of the new weapons coming with the DLC, and man, that Nuka-powered Paddle Ball looks ridiculous. I’m looking forward to totally disappointing Preston Garvey very soon:

Requirements
Fallout

This mod does not have any known dependencies other than the base game.

Mods requiring this file

Mod nameNotes
FO 4-FA (Four Factions Alive) RUS
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  • Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
  • Upload permissionYou are not allowed to upload this file to other sites under any circumstances
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  • Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
  • Asset use permission in mods/files that earn donation pointsYou must get permission to earn Donation Points for your mods if they use my assets
  • Console modding permissionThe author did not upload this mod to Bethesda.net for console users yet, but he or she will at some point

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Translations
  • Russian

Fallout 4 Can You Join All Factions

Translations available on the Nexus

LanguageName
RussianFO 4-FA (Four Factions Alive) RUS
Changelogs
  • Version 0.7

    • Fixed bug in dialogues at the end of the main quest. Some times when you end the main quest and you have all the factions alive the dialogues with some characters get stuck in one same line or they simply dont interact with the player.
      Note: Now with the fix the 4 factions act like they win the main quest, and some times they say things like example BoS say that The Institute must bied destroyed by them not by Minutman. This happen with the intention than all factions remain actives with his post mainquest missions.
      *Some minor script modiffication that prevents that Deacon become hostile if you have him as companion in some BoS or Institute missions. This is game script not one bug of this mod.
  • Version 0.6

    • * Removed some changes made to one few of characters in their Facial Morph Intensity. The previous versions works fine, this is only one cosmetic thing.
  • Version 0.5

    • *Added Covenant 'Human Error' side quest. Now you can save to Amelia Stockton and maintain Covenant settlement. Depending on the decisions you make you can keep everyone alive, kill the guards alone or only the necessary ones. If you kill Dr. Chambers you do not become a covenant enemy but you do not get it as a settlement.
      *The player's voice is adjusted a bit to make it louder.
      *The possibility of precipitation is increased a bit as well as the amount of thunder that is generated during the rain.
      *Other minor changes.
  • Version 0.4

    • * Little fix in Tactical Thinking BOS mission, Cap. Kells keeps saying the same dialog until you finish End of the Line from the institute.
      *Added the optional file: DLC Far Harbor - Save Acadia when you inform to the BOS, this happen when you know about Acadia and this mission is added to your miscelanious mission and dont let you take other dialog with Cap. Kells.
  • Version 0.3

    • *Finished of the translation at the English lang. I think :)
      *Added more enemies spawn in some mission parts.
      * WIP in game guide of how the changes works.
  • Version 0.2

    • *Translated some text lines to english. (Tactical Thinking Mission)
      *Glory dont dies and have now his normal comments.
      *Deacon don't walk in the way of Liberty Prime, this prevents that him die too.
      *Paladin Brandis won't go to the RailRoad HQ, then him dont dies.
  • Version 0.1

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