SKK Quick Block Academy
Do you want to destroy the Academy without dealing with main quests, factions and relays? Now you can play at any time in any game phase, no faction required. Use the remote launcher for instant gratification, or run a contextual and immersive non-faction mission to enter the institute and destroy them.
Screenshots 5 screenshots
About this mod Machine translation
Original address:
Chinese address (including demonstration video):
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Do you want to destroy the Academy without dealing with main quests, factions and relays? Now you can play at any time in any game phase, no faction required. Use the remote launcher for instant gratification, or run a contextual and immersive non-faction mission to enter the institute and destroy them.
[~~Carthage~~College Deceased]
Install this mod anytime in any game to get [. SKK Quick Stop Institute] Menu activation item (after leaving Vault 111) in the AID inventory. It changes absolutely nothing to your save world until activated, and then a menu pops up:
(1) Cancel
(2) Start the task
(3) Destroy the institute immediately
User Instructions (RTFM)
If Mission MQ302 Nuclear Option is already running, or the Institute is destroyed, the mod will notify you and shut down, leaving anything open or running.
(1) Cancellation will be carried out later. If you lose the activator item, a backup item can be crafted in the regular [Utility] Chemistry lab.
(2) START mission If you are already a member of the institute, you can send an email by marking the terminal to immediately start sabotage operations. Otherwise, the mission begins with an Institute agent who is searching for the player in the Federation. Agents will spawn further away from the player and hunt them down, they will not be marked as suspenseful (see Known Issues).
Missions are documented and marked, with completion times ranging from 10 to 60 minutes, depending on whether you already have relay access, are using disguises to avoid hostility, or want to barge in and complete the mission. If you don't use a repeater, your companions will be able to follow you. If you are not a combat expert, this mission may feel a bit sporty if you are below player level 10 in survival mode.
(3) The Explosives Research Institute now gives you a remote detonator, which will make you laugh instantly, see the video:
Faction status
You don't need to join any faction, you can do it directly from Vault 111. Faction status will be similar to the base game, regardless of whether you were a member of that faction during "Kicked Out" and "MQ302 Nuclear Option" periods.
The research institute mission InstKickOut and the MQ302 nuclear option mission have been completed. To enable NPC chat and checkpoint encounters, a random faction to which the player belongs is set as the "winner" of the main mission, or defaults to the Militia if none.
As long as you continue to help the farmers and curry favor with Preston, the Militia's radiation missions will keep appearing. You might even be able to blow up the Brotherhood of Steel with them.
The Brotherhood's radiation missions are generally okay, but any missions that rely on the Institute will be shut down or unable to start. You might even be able to blow off RRs with them. Even if you are a member and have an evacuation order, the railroad company is likely to be hostile to them because of the badly damaged vending machines.
The base game is rather fickle and buggy unless a completely specific set of missions is completed before the "nuclear option" (see wiki).
To be clear, for it to run "at any time in any game", the range of faction mission states that might be running would be too complex to manage with certainty, and thus not be able to handle other missions. It changes the material of the current mission, making for a slightly different experience. If you want to follow the normal operation of the main mission, or the list of failed missions in the log triggers you, then don't use this mod (or complain to me).
Act 1 and pre-academy missions
If you haven't joined the Academy yet, you can still go back and do the pre-missions in Acts 1 and 2 without joining the Academy. Depending on the molecular level of the railway, it can be as low as MQ206. Save Nick, kill Kellogg, find Virgil, join the militia, join the Brotherhood, no problem.
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Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.