Fallout 4 Project Valkyrie is an expansive, ambitious mod that ensures the game will be even more of a timesink than it already is. The full details of the mod - including installation requirements - can be found at Project Valkyrie's Nexus Mods page, and it also needs another mod called Outcasts And Remnants to run.
Starting Project Valkyrie
- Huge quest/companion adventure, August 2018 Mod of the Month. Four custom & fully-voiced companions, 20 quests, and alternate endings to the vanilla game.
- Planning on checking out valkyrie tonight. There are just a few things that bug me as out of place, like club snuggle, raider emporium, etc. Obviously stripping/prostitution is part of the universe, but seeing a modern club with techno music playing in the background just pulls me out of the experience.
- Fallout 4 Project Valkyrie is a huge 20-quest mod that adds new game endings By Joe Donnelly August 28, 2018 'Want to imprison Preston and execute Desdemona while brokering peace between the.
Date Posted: 1 Mar pm. Continue scrolling to keep reading Click the button below to start this article in quick view. Should I add the other mods addons?
If both the Prydwen and Institute are ashes, two of the main quests will be an hour shorter. Its best to start this quest after completing the vanilla Show No Mercy quest so Liberty Prime is already re-assembled. Fallout 4 continued this tradition when it arrived in , which followed The Sole Survivor and their various companions.
From there, its up to you whether to go the peaceful or violent route with Sarah. I've only used vortex once and didn't have any success with it and went back to Nexus Mod Manager. The multiplayer based title featured a barren gameworld upon launch and the title has been faced with numerous controversies since. If you fail the persuasion attempt, instead find the ghoul named Edward first and he'll tell you to meet him at Cabot House.
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Please deactivate your ad blocker in order to see our subscription offer. Its best to start this quest after completing the vanilla Show No Mercy quest so Liberty Prime is already re-assembled. Let the four major factions co-exist in harmony? Deal with the Brotherhood ambush situation, and then press the glowing red button above the toilet to open a secret back room.
Note that have to actually walk by the front door to the Asylum to trigger the end of the quest , so just warping out isn't immediately helpful unless you walk back. Be sure to talk to Valkyrie to get a dose of super charged Serum and to give her some clothes and a weapon! If both the Prydwen and Institute are ashes, two of the main quests will be an hour shorter. Please deactivate your ad blocker in order to see our subscription offer.
Here's what the Fallout 4 Project Valkyrie mod adds to the sprawling adventure. The Fallout franchise valkjrie a series of RPG titles that began way back in The basic setup of the Projct entries is Happy 1st anniversary video identical, with a survivor of a nuclear war emerging from the relative safety of an underground vault and into a changed world.
Players must manage valkyrie and vwlkyrie connections to survive and thrive while Project mutant creatures, raiders and quite valkyrie, the harsh landscape itself. This brought with it a first-person perspective and many other Ace combat joystick ps4 to the Project formula, and let fans explore a massive world filled with rich characters and side missions.
Fallout 4 continued this tradition when it arrived inwhich followed The Sole Survivor and their various companions. The multiplayer based title featured a barren gameworld upon launch and the title has been Porject with numerous controversies since. A major part of navigating the wasteland of any of the games is having va,kyrie companion to keep players sane. In Project mod for the game arrived in the form of Project Valkyrie. This added Go launcher e whopping 20 new quests to Fallout 4 in Used amd fx 8320 to four new Project companions.
Fallout 4's Project Valkyrie vzlkyrie can be found at Nexus Mods and can alter the game fallout in some fundamental ways. The four fallout companions also include Valkyrie, who is broken valkyrie of an insane asylum and can accompany players and offer additional quests.
The full details of the mod - including valkyrie requirements - can be found at Project Valkyrie's Nexus Pro tweaker page, and it also needs another mod called Outcasts And Fallout to run. A part-time hobby soon blossomed into a career when he discovered he really Call of duty 7 trailer writing about movies, TV and video games — he even arguably had a little bit of falkyrie for it.
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Fallout 4 Project Valkyrie is a huge quest mod that adds new game endings | PC Gamer. Project valkyrie fallout 4
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· Project Valkyrie v gives access to both versions via the Memory Lounger Pod in the crafting room of the Director's Retreat. If you have the mod 'Phase 4: An Institute Expansion' installed as well, that will give you a pimped out Reactor Room with limitless energy. Beryllium is so Take it from Rosalind Orman: 'I've already started. Fallout 4 Project Valkyrie is an expansive, ambitious mod that ensures the game will be even more of a timesink than it already is. The full details of the mod - including installation requirements - can be found at Project Valkyrie's Nexus Mods page, and it also needs another mod called Outcasts And Remnants to run. There are even more mods available for the game on the site too, including. Not only does Fallout 4's Project Valkyrie mod add 20 new quests and a handful of dungeons, bunkers, and player bases to the Commonwealth, it lets you alter the base game's ending. Out now on.
Ready to reinstall Fallout 4 and experience a whole new quest line with a bunch of new companions? Project Valkyrie re-tools much of the end game and gives you a whole new storyline to work through. In order to use Project Valkyrie, you need to have the Outcasts & Remnants mod to be installed pettiprintsess.eu: Ty Arthur. · There are 7 quests in Project Valkyrie's main story, weaving into the Fallout 4 main quest, which in chronological order are: In a Darkened Room - Find a mysterious prisoner named Valkyrie and help her escape Parsons Insane Asylum Malpractice - Help Valkyrie figure out why she was abducted. · Hallo an alle Fallout-Besessenen:) Wie der Titel schon sagt, suche ich Info's oder Erfahrungsberichte zu dem neuen Mod. Hat die Mod schon wer getestet? Ich habe bisher das Hauptspiel durch, dabei das Luftschiff etwas unsanft gelandet und die tolle Institutshochburg ist auch zerstört. Also mich auf die Seite der Synths gestellt.
One gamer’s review for Project Valkyrie and Depravity Quest and Companion Mods.
Active players taper off as a game has been out for awhile, but it’s cool to see nearly 5 years after Fallout 4’s release how many players are still at it. I’m certainly one of them, having taken breaks from the game but ultimately coming back to give it another go many times.
When you’re on what seems like your 100th play through your thirst for mods really starts going beyond simple rule changes, cool new guns or outfits, or companions. You want something that changes the journey itself and makes the world you’re diving into for the 100th time palpably different.
In this case I’m talking about Project Valkyrie and Depravity, large mods by Thuggysmurf on the Nexus.
In some Reddit threads discussing these mods I saw people who apparently didn’t like the author’s earlier Fusion City mod urging other people to avoid these ones. I could agree that I prefer these newer ones, with no disrespect meant to Fusion City. But that’s exactly why I wanted to point this bit out so players aren’t unfairly discouraged from trying this author’s work.
Some people’s criticism of Fusion City was that it was hard to navigate or caused crashes, or that it went deliberately over the top in a way that was totally lore-breaking. I’ll say that on my zillionth play through lore bothers me less, but while Project Valkyrie and Depravity still feature a fun, “don’t take things too seriously” vibe they feel much more at home in the Commonwealth.
^^ TL/DR: Let me tell you why these mods are worth adding.
I’ll begin with a brief overview of both, one at a time, and then discuss my larger impressions of their impact in the game.
If you’d prefer to skip straight to the conclusion/impressions, click here.
Depravity Review – A Fallout 4 Faction and Early Game Experience
Three of the big things this mod addresses are things that frustrated a lot of Fallout 4 players:
- Feeling forced into working with the Minutemen early on with a super linear track toward Diamond City — not to mention the wasted potential and annoying nature of Preston Garvey.
- Why can’t you reason with Kellogg when you confront him, especially when he basically knows the Institute sold him out? Wouldn’t it be cool if he threw in with you and helped you infiltrate the Institute?
- Why are the Gunners basically just re-skinned raiders with better gear, and why is fighting them so unsatisfying? Why do we never know their motivations, or have any real motivations for fighting them ourselves other than to defend ourselves?
Depravity brings some grit to the game that I found appealing. You can meet the mod’s core characters just after leaving Sanctuary, and it provides some plausible framework for not only why you’d fight the gunners early on, but also a totally alternate track for going to Diamond City and finding Kellogg that doesn’t involve the Minutemen or rescuing Nick Valentine for the 50th time.
This actually gives me a reason NOT to skip over Concord like I’ve done so many times (where I’ve thus never encountered Preston and played as much of the game as possible pretending the Minutemen don’t exist).
The mod works itself well into existing quests, giving more depth to your motivations for quests you can do in Goodneighbor that ultimately help the town, as well as expanded ways of living in (and dealing with) Diamond City.
One thing that surprised me a bit with Depravity is that the name and mod description made me think this was going to be a hardcore “bad guy” set of play options, whereas most of the principle characters seem like reasonable people (especially Murphy), albeit ruthless. There are certainly still new ways to play a darker character in this mod, but I guess I would say it struck me as less overtly “bad guy” and more “a better set of options for being a variety of characters.”
For instance with no real spoilers, when you first meet Murphy (center of the mod’s quests) he mentions being involved with slave trading, but it doesn’t come up again for the majority of the mod unless choosing an optional path later. Over the course of the quest line I came to see him as more of a guy interested in securing the Commonwealth, even if he has to play dirty, and less a guy involved in seriously shady stuff.
That’s just an observation, not a knock against the mod. For me that took nothing away from having a good time.
Depravity’s Companions Quick Review
And, of course, the mod features 5+ new companions, most of which are available very early into the mod. Most of Thuggysmurf’s companions seem better-scripted than vanilla companions in the sense that they followed me more coherently, shot straighter, and spent less time cowering in cover and not really helping me.
Journal/terminal entries add a lot of depth to Kellogg and flesh out his reasoning for various things, humanizing him and making it more plausible for your character to optionally join up with him rather than just shoot him down upon confronting him. Also makes it feel more plausible that you take down a Courser, which everything in the game seems shocked at, knowing that you’re badass and you have the Institute’s most badass fixer in tow.
Some companions are more tongue-in-cheek like Harley, a girl who is fascinated by comic book Harley Quinn and wants help finding an outfit to look like her. I actually found this cool and amusing since in earlier play throughs with Cait I thought she reminded me of a Harley Quinn character, just too serious. Having the opportunity to (sort of) actually have Harley Quinn tagging along was fun.
In one of our early battles with supermutants coming into downtown, right after I shot the last enemy I laughed as I heard Harley say, “What’d I tell ya? We got game.”
The vocal inflections in the voice acting are, in my opinion, often better than the vanilla game’s companions. And the recording quality is also on-par, which I appreciate since poorly recorded vocals have ruined a couple otherwise promising mods in the past for me.
Project Valkyrie Overview – Companion and Better End Game Options
As the author says, if Depravity could be thought of as a solution to some early/mid-game roleplaying shortcomings, Project Valkyrie would be the solution for shoddy endgame scenarios. (Though you can certainly enjoy the quests of this mod mid-game.)
- Have you always wished that becoming the Director of the Institute meant you could force coexistence with the Railroad? After all, as Director you could stop a lot of the shady stuff the Institute does with synths and use all that science for beneficial things.
- Think Arthur Maxon’s way of running the BOS is just BS, as is the fact that you can’t do anything about it?
- Want a way to deal with both of them that doesn’t default to being Preston Garvey’s lackey?
- Liberty Prime… as a companion?
There’s an answer to all these things in this mod.
Everything starts earlier into the game, potentially, as you work through the Cabot House quest line that brings you to the Parsons Asylum. You discover that Jack Cabot is a much shadier cat than you imagined and has been using his dad’s blood for more than just keeping himself and his family immortal.
About halfway into your infiltration of the asylum you’ll come across Valkyrie, who will join you once you free her. After completing the Cabot quest (either way you choose to do it) she’ll offer to join you more permanently. I successfully used her with AFT (Amazing Follower Tweaks) using Thuggysmurf’s instructions to leave AI intact, which gave me the ability to command Valkyrie as needed and didn’t break any of her quests.
Valkyrie is kind of like a female Captain America (in terms of powers and not ideology). I often roll with a couple companions at a time and therefore have to rotate some out to accommodate new ones throughout the story, and Valkyrie quickly earned herself a permanent spot on my team.
I think Valkyrie strikes the right balance of features as far as mod companions go, which is to say…
- Has quests and a plausible reason to exist in the game world and feels like she belongs. It doesn’t seem forced or overly contrived.
- Quests aren’t so numerous they feel like they overtake the game, or that it feels unrealistic that your character wouldn’t feel a gigantic sense of urgency and have to do them all at once (instead of playing other parts of the game).
- Her importance to the mod’s plot doesn’t outshine the player character.
- Good voice acting and lines and legit useful in combat without being so powerful it makes the game stupid.
Normally companions with higher than vanilla strength (over 10) and health bug me because they just feel like the author is like, “My character is awesome because… reasons.” In Valkyrie’s case there’s at least a story reason for her physical strength and health, and it doesn’t come off as overkill because she doesn’t come with a crazy weapon that one-hits everything she shoots at. And as tough as she is, I’ve still had her go down in tough fights.
I’d say that’s true of all the companions in these two mods. They’re capable without feeling like activating cheat mode to have them tag along with you.
This mod ties directly into the author’s Outcasts and Remnants mod throughout helping Valkyrie.
In general I appreciate the mood both of these mods add to the game. The mod characters make observations and criticisms of things in the game world that players can probably agree with, and it’s amusing to hear game characters questioning those things as well. It’s not quite 4th wall breaking, but adds some levity.
At the same time, both mods (particularly Depravity) add some grit and seriousness into a game that could use more of it in my opinion. This is supposed to be a post-apocalyptic land, but a lot of the game feels somewhat cartoonish. Not to the degree that it wasn’t fun to play before, but once you start darkening it up a bit with these kinds of mods it becomes obvious how much better the game is.
The backstory Depravity adds to various key elements of the game make everything feel more logically tied together, providing more depth even when those reasons and motivations are sinister.
Project Valkyrie Fallout 4 Nuka
For instance, we already knew the Institute was full of shady cats who are arguably wasting amazing tech on nonsensical projects where their own motivations aren’t clear (outside of simply filling the villain niche). But what if Kellogg’s relationship with them had devolved from a willing mercenary to something of a captive, where it’d become clear to him there was no escaping them or denying their wishes, so he had to simply buckle in and survive the stuff they made him do?
It doesn’t redeem him as a person for all the terrible things he’s done, but then again your own character is something of an angel of death in the game even if you try to play the “good guy”. It deepens the dynamic with one of the game’s main plot characters and provides opportunity for meaningful CHOICES in the game rather than feeling railroaded (pun intended) into a certain path.
One of Depravity’s main mod characters aptly points out that it seems weird none of the other factions in the Commonwealth seem all that concerned with the Gunners. After all, he says, they’ve taken control of every major bridge, overpass, several hospitals, Quincy, and the area’s major radio broadcasting HQ. Other than the Institute there isn’t any group that is that organized, nor has strategically taken control of that much of the Commonwealth.
Why isn’t anyone doing anything about it?
None of the vanilla game quests in Goodneighbor or Diamond City that involve the player helping the cities have any observable effect. What good does it do to help Abbot repaint the wall green other than giving you some XP and caps, for instance? Mayor Hancock wants the Triggermen out of Goodneighbor’s warehouses and appreciates the Silver Shroud cleaning up the streets.
But after those things are done, does Goodneighbor actually seem better off for it? Depravity addresses these concepts well and gives the player’s involvement in these cities some real weight.
And as you get further into the main story, Project Valkyrie offers the player some much-needed options in how to handle the major factions.
Becoming the Director of the Institute felt superficial in the vanilla game and was a common complaint among players. What’s your reward? More fetch quests by your subordinates, to the degree that you wonder who’s working for who. Can you actually make decisions and, you know, direct the Institute? No.
But now you can to a degree, and force cooperation with other major factions.
One thing that always bugged me in the vanilla game is when Father asks you to murder everyone in the Railroad to prove your loyalty. It’s not that he asks that bothers me, but HOW DOES HE KNOW WHETHER YOU’VE DONE IT?
The Railroad’s HQ is a secret. The whole in-game reason given for why the Institute hasn’t already wiped them out is they don’t know where the Railroad is hiding. Consequently, how could Father actually know whether you obeyed his order or not? Why couldn’t you lie and say you did it? If he knows enough about their whereabouts to know they’re still alive, he knows enough that he wouldn’t have even needed you to do it.
This whole conflict is contrived, and being able to avoid it is a big deal.
It’s clear the author and his team put a lot of work into these mods. The voice acting is solid, as are the technical bits of the mods. I’m using a whole bunch of quest mods alongside these two, including Tales From The Commonwealth, and everything runs totally stable. There are no FPS issues, no crashes, and no quests randomly becoming borked.
Given the complexity of the things these mods change about the main story, that’s impressive.
(Medford Memorial hospital had a couple weird issues with walls not showing properly during Valkyrie’s quest line, but I’m not sure if it was because of these mods or something else. In any case, I could work around it, it was brief, and the rest of the game was fine.)
The only caveat I’d mention is that including these mods causes a noticeable slowdown in load time when you initially launch Fallout 4 (a black screen before the title cards). Other than that things run smooth. And in case you’re wondering I’m using an i7 6-core CPU and a Samsung EVO SSD.
I recommend these mods to all players of Fallout 4 — especially if you’ve played the game through several times and are looking for ways to make your next play through feel notably different.
Fallout 4 Project Valkyrie Guide
Not to mention that if you’re bored as hell with the vanilla companions, these two mods add over 10 new options. In my case alongside other mods like Tales From The Commonwealth (another excellent mod), you can effectively ignore all vanilla companions and play exclusively with new teammates and have a huge variety.
How To Start Project Valkyrie Fallout 4
I think the companions from Depravity and Project Valkyrie are generally superior to all other companions available on the Nexus, with the exceptions of Heather Casdin and Kit from The Machine and Her. By superior I mean better fleshed out, less buggy, and better voice acting. And in the case of the two exceptions, I’d say they’re all on par.
(No disrespect meant to the efforts of anyone else who’s made companion mods — I simply say this to illustrate how well done these companions are and not to imply others are bad.)
The fact that the author was able to accomplish that while also adding this much depth to the main game, to me, makes these mods a must-have in your load list.
This has been a Fallout 4 Quest Mod Review. #companionmods #questmods #modreview
Fallout 4 Project Valkyrie Mod
Read more of my Fallout Mod Reviews here.
Fallout 4 Project Valkyrie Romance
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