@@jetzeron The requirements for the quest to take back Quincy should've been that you had to have at least 15 settlements, 200 settlers total and completed the initial Castle missions as well. They should've also reclassified the Castle, Quincy and other faction exclusive settlements to 'Strongholds'. In Strongholds, you'll be able to train faction personnel into officers which can be assigned to your other settlements. Officers would provide certain perks to an entire settlement such as more turret damage, more settler damage, more caps generated from shops and etc. One of the things lacking in Fallout 4 is that your taking and developing of more settlements doesn't translate into more military power for your faction. Using the flare gun for minutemen reinforcements is really only useful in the early game. They never become stronger and are totally useless later in the game. I'd like to see a mod that gives you the ability to systematically improve your faction’s strength, which will result in better reinforcements when requested. The first thing that would have to be changed is the classification of settlements. Settlements such as the Castle and other faction exclusive settlements will now become ‘strongholds’. In Strongholds, you'll be able to train faction personnel into officers which can be assigned to your other settlements. Officers will provide certain perks to an entire settlement such as more turret damage, more settler damage, more caps generated from shops and etc. They’ll also allow settlers to be trained into soldiers. New workshop items called ‘training tents’ will allow you to train officers in strongholds or soldiers in settlements with an officer. You just have to assign an applicable NPC to the training tent to begin their training. After a certain amount of actual time, the NPC will finish their training and gain a perk. The perk gained will be based on a randomly generated variable assigned to each NPC at the beginning of the game. Officer’s perks will affect settlements, as aforementioned, and soldier’s perks will affect their own stats such as a percentile boost to armor or weapon damage. The number of officers you have assigned to settlements and the total number of soldiers you have will influence your force score. The force score will affect reinforcements and your own perks as a commander of your faction. Your perks will affect your stronghold and all settlements with an officer. The perks would reduce training time of officers / soldiers, upgrade your provisioners, give a small boost to all applicable allied NPC and etc. Your perks can be selected by building a commander’s tent in a stronghold and interacting with the menu. Strongholds could also have exclusive workshop items like obstacle courses, firing ranges and etc. Only officers and soldiers can be assigned to them. Officers / soldiers will finish training in them after a certain amount of actual time and will receive a permanent stat boost. Another item exclusive to strongholds could be a spec ops tent. Up to 6 officers / soldiers assigned to the spec ops tent will remain on standby and can be commanded to help settlements being attacked or can be called in as reinforcements twice a month. The headquarters of enemy factions will also become strongholds. The entire stronghold will get a buff based on the enemy commander and all enemies will inherently be stronger by a certain percentile. To remove that inherent strength, you’ll have to call in reinforcements from your faction. Eliminating the enemy commander removes their buff and applies a debuff to all remaining enemies in the stronghold.
Jake Matthews true but most minute men abandoned the ideals of that because they thought that they could make a better living being a raider or a gunner.
I agree. I even made a list of places that I wanted turned into settlements (Quincy was on it) but then I learn that vr workshop didnt actually add any locations in the commonwealth but in a simulation, and that the battle for Quincy was a complete waste of time!
Its because the modders that bethesda uses are shitty and novice. If you want good mods, go to The Nexus. All of the stuff on the Creation Club are useless retextured stuff that you can get way better stuff for FREE on The Nexus. By people who care about the mods and not making a few dollars every download.
@@aierune8201 I agree, also I found out creation club mods take up bethnet mod space and doesn't tell you anything. Pretty much shows how incompetent Bethesda can be. It's sad that creation club mods cost actual money and end up being disappointing.
Could you imagine if you had to, before the battle: - Disrupt gunner supply lines into Quincy - destroy weapon caches/tank depo’s/helo ports - build up defenses in preparation for a counter assault, THEN - building it up as a new hub for the minutemen with it getting assaulted by the gunners unless they’re completely annihilated There’s so much room for expansion for the minutemen that it’s so sad that this is all we get😂
Yeah, it's sad that minutemans could be like brotherhood of steel. A military like organization, but they want to people And Bethesda didn't treated them like a good faction
@@Marvin_Aethos damn, I forgot to type in ,,help" lol But seriously, in my opinion Bethesda didn't cared about minutemans. Which makes me sad as they're the best faction ever Why? Because cool hats
This absolutely shoulda been base game I've always enjoyed this game despite all its *many* flaws but the fact we could never take back Quincy always pissed me off. Making it one big settlement would be even better
@@adambuckingham5231 To be fair, I completely agree with Roon. I fucking love fallout 4, but this quest shouldn't be an additional purchase. Should've been vanilla. Quincy should've been the next thing to take back, after the castle. Don't get me wrong, I'm happy the quest finally exists, but still.
I would have been very disappointed if this particular quest was in the game. Then again, it does match the 'unsatisfying shallow' feel that Fo4 seems to go for.
@@reshypoo9447 well not this exact quest but something along the lines of it like choosing to take it back, losing the spawning thing of it or leaving it be as a farmable place
We should've been able to choose between Minutemen or Gunners in the beginning of the game. What's that? You wanna play as a baddass merc/raider? Well FUCK YOU!!! There's another settlement that needs our help
The_1st_wing unfortunately my friend that is what games are aiming on, to make crappier and crappier games with the gamers being complacent to the fact that they got something. I’m sorry if this feels harsh it’s just my opinion
The strength of the Minutemen actually scales with how far you are in the Minutemen questline, so that much is featured. Still, this is kind of a letdown. It could have at least added a player home in Quincy and actually removed the spawns of the Gunners. I might get it on a sale but this is too much to pay for to justify it.
Actually that's what I've been doing when I first got the game I finished with all the different factions to see all the different endings and then I loaded a previous safe and didn't side with anybody I've spent all this time doing other things in the game doing the DLC stuff like that but never actually finishing the game until I found out that you can pretty much side with everybody except the Institute so recently I did finish the game siding with the Minutemen keeping the railroad and the Brotherhood alive and all friendly So lately that's what I've been doing a rp against the Gunners getting the Minuteman Revenge I thought it was a nice coincidence that they just released this DLC
Absolutely... In my head there was much dialog with Preston planning out the retaking. I have carefully picked mods to allow me to lead teams of Minutemen into the battle for a couple of my playthroughs. I am a Minuteman at heart. anything that gives me a better Minuteman story, I am interested in. whether it is how I play through, or a mod that gives me something to make the Minutemen more immersive to me. My first playthrough I found Quincy by accident while I was out with Nick... so after I was done with that, I went to the castle and gave Preston the special loot... in my head I was telling him "We got too close to Quincy, got caught in a firefight, and well, you know how I am. Not a single gunner remains in Quincey. I wish you could have been there to share in the moment, but the honor of the Minutemen has finally been restored." (then I replay his "I didn't think it could happen, thank you" lines in my head, after which I took a few items I had snagged in the Longs store, went to Sanctuary and gave them some things like a toy that I believe had belonged to their son.) After that I have made it a point to take him along when I feel I am ready to slaughter... I mean retake Quincy. In one form or another.
Bethesda- "Lets put a quest in where the minutemen take back Quincy." "Will the last minuteman, your friend and companion have anything to say about it?" Bethesda- "Nope."
A person was saying how "this should have been in the base game" on yesterdays video about the vault suit customisation. I didnt agree there but here I feel like I have to.
Ox, concerning your thoughts of Preston being “the last Minuteman“, i think i have the solution. In my eyes, Preston is the last one considering himself a “Minuteman“ and continuing upholding their ideas. All others just had fallen to their normal life of surviving. Only Preston's cell answered the call to Quincy, there were many others, that did not come. So there are a lot of former Minutemen around, as we can see in the example of Ronnie Shaw. As for Quincy born Minutemen, i say this. The Minutemen were comprised of local militia cells. Preston's cell was the only cell responding to the call of Quincy. I see no reason, that there couldn't have been a local cell under Cpt. Mercer, with Nunes ans Trumbull. After the battle went south, they fled, disillusioned and filled with a bitter thirst for revenge, biding their time. (As the klingon proverb goes, it is a dish best served cold.) Maybe Preston just thought they all died or he knew they lived but were not seeing themselves as Minuteman anymore. Anyway, he himself was only another loss away from giving up, when he meets the sole survivor in Concord.
Makes sense, preston seemed like the only one who truly cared about making the commonwealth a better place so it makes sense he is the "last minuteman" because he was the only one who still tried.
Responding hella late, but when you first meet Preston, you've an option to ask if he's really the last minuteman and he states there may be others out there that left in disgust after the fall of Quincy.
Preston never had a chance to find out who left the Minuteman for good or not because they where forced to leave Quincy in hast and they never looked back. (And I don’t blame them) So everything Preston said or thought on the matter was speculative seeing how bad Quincy fell and no other Minutemen answered the call.
Concept is cool. Although Ox dismantles it lore wise within the first few minutes. Why the hell would Ox’s character (the great and powerful General) never come into contact with these minutemen are any point?
@@ptpbossp9832Very possible. Like I said to foxfire, I just feel like the effort put into this is limited, it's one thing if it's a mod; people pay for these, they have to be more seamless.
Aggrobiscuit that’s still no excuse for what I consider lazy writing. I’m a mod author who makes fully voiced quest mods with choice and consequence FOR FREE. These people get paid to make note fetch quests. That is my point.
I accidentally stumbled into Quincy for the first time in my current playthrough today and there was a gunner in power armor, or so I thought, when I looted him he was wearing minutemen clothing
@@FirePonk_ yup, that's the guy himself but Preston won't even mutter a thing when he sees him, even after killing him he doesn't mutter a single word even he's the one who practically told us about Quincy and the clients betrayal in the first place.
I'm a minuteman main, and it's just my favorite faction, and the only thing this creation club item was missing, was making Quincy a Settlement, that's it. If you chose to make it a settlement, the enemy spawns will be erased too.
Funny... I went in with a rifle and cleared Quincy my second week of owning the game. I then gave Preston the boss drops as a gift. For the minuteman fan, this quest looks like it could be a good for the diehard minuteman fan who is also the type to get the minutemen take nukaworld mod. I was always disappointed that there was no official quest to retake Quincy in the Minuteman story line. It was nice of the creator to add some gunner paints, but in truth we do not get to play gunners anyway, so unless they are modding the ToE for the game so that armored/ranked gunners will receive these, they are pretty useless from an RP perspective... though the gunner corporal paint does look great.
Yeah I kinda wish the gunners were at least a sub faction you could join. So many Gunner skins I never get to use because I find it breaks the immersion. Why would I wear the colors of someone who's trying to kill me? Also unrelated but I'm not to fond of the COA armor skins. I'm just gonna stick with the zealot armor.
I agree with you Ox, Quincy is just an amazing site for those who love the minutemen & it's lore, we have such a romantic view of it that they would have a hard time creating the perfect quest. In my playthrough, I installed the Quincy settlement mod. I rebuild the town, created defenses, also stablished a minutemen HQ and brought back settlers, Mama Murphy and even a mayor for the town. Long live the minutemen :D
After you raised the minutemen flag I was praying to see "You can know build in Quincy" and that you could move Marcy,Jun,Moma and sturges back in and have more personal quests 😭
Play testing this and it turns out if you go down the minutemen route like you did those are the buffed reinforcements. My character hasn’t met any main faction yet and the force that showed up wasn’t nearly as big as yours and they wore normal minutemen clothing without any combat armor.
THIS tells me what I wanted to know. The Gunners keep respawning. Although, the Minutemen also remain. I guess it would be nice to always have Minuteman reinforcements whenever Quincy is revisited. Other than that, there's no real, long term change in Quincy. The quest is pretty much the basic, "Go to A, kill B." @Oxhorn Regarding the new CR-74L Combat Rifle; some people are reporting problems with cube map textures when loading that creation. Things that are supposed to have shiny reflective surfaces, like Codsworth, some turrets, etc., are being rendered a dull, dark gray. Some have said that removing the creation fixes that. Maybe you could take a look at that for us.
Agreed. If it was taken held and could be built as a settlement I' be more interested. It isn't so I'm not. I might wait and see what modders do though.
This really seems like a budget version minutemen version of this quest from Project Valkyrie. Then again most if not all of the CC mods are basically lower effort versions of mods you can find on the Nexus.
9:03 two things 1. I’m pretty sure the artillery moved the body. 2. I interpret that the Minutemen fighting their were either born and grew up their and were some of the first to answer the call for aid OR they were some of the Minutemen’s that were the town guard
I encountered a Gunner Captain in the painted power armour during the Capital Wasteland Mercenary quest. I can only assume that the paint is added to the level lists, just rare to see.
This could’ve been so good! We could’ve had vertibirds in the air and artillery firing down on the highway. We could possibly have to blown open the gate with explosives. We could’ve have Preston and Ronnie be there to actually fight rather than companions. They could’ve added a portion that if you don’t paint the Power Armor you can go to GNR and tell them of the attack and lead a group of Gunners to flank the Minutemen. They could’ve made another faction try to attack and take advantage of the other groups being weakened. I wouldn’t ask for any of this if the Gunners stopped respawning and it became a settlement.
I think you know why they never told Preston... Preston: another settlement needs y- WE KNOW! EVERYONE KNOWS! ANOTHER GOD DAMN SETTLEMENT NEEDS OUR HELP!
12:15 That was a sweet shot there! *In my Moe's (Simpsons) voice* But seriously, couldn't have happened any better. Thank you Ox, for helping people who can't see this content, due to crashing.
I need to ask, do you think you'll ever redo your faction mods series? I'd like to see what you recommend now that a few years have passed since the last one.
I can think of an excuse for the gunners respawn, when the Gunner's respawn, think of it as the Gunners lauching a counter Assault and constantly trying to take back Quincy because losing it damages their reputation as a fearless and unstoppable mercanary force
I would have loved if they would move the gunners out a bit to a nearby location and allow you to rebuild Quincy. I mean the commonwealth has exactly 3 settlements that are real settlements and only 1 is realy complete with everything you need shelter, crafting, doctors. This would be so great if it was another one...
you can kind of do that with Sim Settlements then download a mod that makes Quincy a settlement. All of that would let you rebuild Quincy or at least makes the city look better than it was anyway.
@@ashertheprophet9601 thank you for this information. :) Maybe my Guydont Care run isn't doomed (i love to name my characters with puns sometimes). Just playing no further building even if i love building. ^^°
Many people haven't noticed that Tessa , and the other 2 Power armored Gunners at Quincy were Minutemen that defected [the betrayers] . Many minutemen that had the Raider Mentality joined the Gunners , those that refused the Call to defend had joined the gunners. Explains why there are so many Gunners from the start.
I think you're expecting more than we are ever going to get out of the creation club. Cc is an attempt to squeeze money out of a game they have stopped working on, and anything they've said about mini dlc sized updates are either lies or wishful thinking.
@@SwedishEmpire1700 you forget that ps4 players have no other options when it comes to completely new stuff While there is alot of good mods in the ps4 , they are locked in the base game textures and no voice acting , blame sony first , if wasnt for them , the creation club would be way less successful
2:28 - No, it doesn't bring up any questions. This is, after all, a CC content that safely fits into the lore. Simply put, they're a few surviving Minutemen who were working in secret. And you know the one thing to maintain secrecy? No contacts with anyone else. Besides, Preston did say that he "might not literally be the last Minuteman" and that others might still be out there. After all, Ronnie Shaw comes back later after you retake the Castle and continue to obtain allied settlements. Long story short: best not overthink things too much. It tends to lead to false trails.
"Why they did not contacted Preston?" Oxhorn, mate, just think what would Preston had said to another Minuteman he had seen... Yup - "Another settlement need your help"!
When it comes to lore implications, I would take it as there were people who retreated from Quincy as soon as they saw things were headed south, and were separated from the others. They didn’t attempt to contact anyone because they thought everyone was already dead. It would have been nice if there was some dialogue or choice, but the CC is so limited by it being official and requiring audio that would fit all languages. There isn’t really friendly gunner dialogue, nor dialogue from every companion that would already fit.
Retaking Quincy should have been Preston's companion quest. basically just combine the retaking castle quest with the destroy brotherhood quest and youve got a good strategy and a fun little revenge quest. After the battle you go talk to some minutemen who have the traitor restrained after he surrendered, and you get the option to let him go free, send him to diamond city lock up, or to hang him for treason. Would have taken maybe 3 hours to code, 30 minutes to record lines, and 1 hour for custom animations
The second battle of Quincy should totally have been in the base game, perhaps as an epilogue for the Minutemen quest line. After re-taking the Castle, rebuilding settlements/ building artillery and destroying the Institute, the Minutemen could finally have the strength to oust the Gunners from Quincy, turning it into an amazing settlement. That would've been awesome. Or, like Ox said, side with the Gunners and destroy the Minutemen once and for all.
Oxhorn I have run into other Minutemen very close to here in a small building just north of Quincy. You can see it from the overpass clearly and I also run into Minutemen patrols in numerous places throughout the Commonwealth more than you would think. As for the power armor paint jobs, I have wanted Minutemen paint schemes for my other power armors since I got the one for my T-45 and the fact that the new ones have an Armored Cavalry scheme makes me happy since I am a retired US Army Armored Cavalry officer. I painted up my X-01 and am glad to have it. I hate that this does not clear the area but if that means my provisioners get a couple of weeks break in between getting attacked here is better than nothing. Keep up the good work sir and God bless.
I like exploring the map of games, I miandered my way into Quincy without realising where I was and was suprised why there was so many gunners with a few named gunners, then I saw Stuges' terminal and realised "oh cool, Quincy"
"I walk away disappointed" You and everyone else. It seems to me that many of the quest creators for the CC seem to use the same template "go there kill", I'm not sure if this is due in part to lack of creativity or because of the way Fallout 4 is. But this quest in particular is extremely underwhelming.
@@trappedslider I honestly wouldn't put it past the way how Fo4's quest system is designed. I mean, the game is fun and engaging. But it leaves a lot to be desired.
I think it's because of how hard it is to add new dialogue and dialogue options in a game without it sounding bad. That's why most quests involve dead bodies and notes and then enemies with unique names but generic dialogue.
I did "The Reclamation of Quincy" before this creation came out several times using multiple followers mod. I recruited Marcy, Jon, Sturges and had Preston as a main follower. I gave them all my best weapons and armor and we marched back to Quincy w no fast travel. The long walk back culminated in a fierce battle where we came out victorious :) no flag to raise sadly :(
Pretty sure that person either 1. Made the comment before the creation was released OR 2. They just didn’t know there was a creation that allows you to do that
I play Fallout 4 on my PS4 and: - I want to get as part of my Minutemen playthrough. - Whenever a settlement gets attacked, I mute the game and play "When Johnny Comes Marchinng Home" too
Fun fact you can get a automatic laser musket as a legendary drop at the beginning of the game. I got it off of a legendary enemy but died and got a different legendary instead. :(
I would have loved if there was a quest for a minuteman assault on the Gunner's Plaza. It doesn't make any sense that the Minutemen need the Brotherhood of Steel out of the picture but not the Gunners. I could even take this a step further and say there should have been a quest for the Minutemen to take over Nuka World.
Great choice, i use the green shirt with ballistic weed plus heavy metal armor and minuteman paint for the low level cells. And minuteman outfit plus heavy combat for higher lvl cells.
First (And only) time I cleared Quincy was with my railroad character, I did the atom cats quest and after the gunner attack the atom cats went to Quincy and I followed, we cleared Quincy and I got heavy combat armor for the character
20:28 - one of the reasons you've always wanted to do that is the game itself - there are lore tidbits and story beats and hints that were meant (and DO) lead you to wanting to take Quincy back. The reason for this being that this was supposed to be one of the 'endgame' features according to the behind the scenes details from Bethesda itself. Unfortunately, reclaiming Quincy was one of the things cut late in the game's development cycle - meaning that the psychological 'impetus' to reclaim Quincy is still present - but the payoff for all that impetus never happens.
The pinpoint accuracy of a laser crudely taped to a stick, while rapidly cranking it to fire...reminds me of a legendary I have. I call it "The War Movie Gun" it's an unlimited assault rifle. It's super immersive, if you don't think about it.
I can't afford to keep throwing money at Bethesda so I'm kind of glad you make these videos. Instead of that trashy Fallout 1st subscription they should have just done a Season Pass with free access to Creation Club and DLC for Fallout 4 and Skyrim. That would be 1000x better than what they have now.
I love the professional quality of your videos. You know how to slowly pan a scene so it isn't jerky. Too many content creators don't understand that and create content that can make you nauseous just trying to watch it.
Ive always felt a little disappointed with creation club quests, I feel like they often do have grand ideas but have limited tools to work with. That Tesla cannon was the first CC content I can think of that had "Voice Acting" (That radio "Help me!".... *shoot*... "They gonna kill me"..... *shoot* ) Which was just in game lines. And it almost certainly is because CC content has to be multi lingual, unlike a mod. The awkward pauses were probably because ether the voice file had moments of silence in them, or they needed to be spaced out enough in case another language had a longer voice clip. So unless they hire voice actors for every language, you have to use whats in game, and make sure every language's lines mean the same thing. - Hence the overuse of notes, and terminal entries. But even then every note, objective, exc needs to be translated as well, so its best to limit those as well and as a result the quests tend to be basic shooting galleries with just a small bit of setup.
Quincy is one of the few vanilla locations that I enjoy having gunfights with decent human enemies over and over again, it is literally my favourite playground in Fallout 4. Good lord this creation does not change that.
I was always under the impression that everyone with Preston were Minutemen. Maybe notsoldiers, but Sturges, Jun, Momma Murphy and angry woman are all POG Minutemen in my head lore.
Maybe Bethesda could add something similar to what "The Memory Den" has as a creation club where you can review and play of how the Minutemen lost The Castle (Fort Independence).
I have to say I'm disappointed. I absolutely love this idea but I feel like it's a real missed opportunity not making it a settlement. Or at least making it a permanent minutemen base, without the gunners repopulating 😒
@@SwedishEmpire1700 Yeah but if does work well together you get a quest to take it with and settlement with no gunner spawns however it should be in the vanilla game already as some people has said before.
I understand why the creators made quicy what it is: as a reminder of past mistakes and of what the minutemen lost and couldnt take back, but this alternative is pretty good. Would’ve loved for quincy to have become a buildable settlement tho
It's a shame the vanilla game didn't include this as part of the Minuteman main questline. I'd lova to have Quincy as a settlement.
Mods can fix that.
Forget Quincy, I want University Point. And there's already a workbench there.
@@rcairforceone But part of the place sank
theres a neat mod on nexus for university point
True, when I accidentally went there and killed everyone, I thought that Preston would be delighted. Nope, not even an opportunity to mention it.
Quincy should’ve been a settlement we could retake in the base game
Yes and so should of been Breakheart Banks. Especailly with the settlement icon
@@jetzeron The requirements for the quest to take back Quincy should've been that you had to have at least 15 settlements, 200 settlers total and completed the initial Castle missions as well. They should've also reclassified the Castle, Quincy and other faction exclusive settlements to 'Strongholds'. In Strongholds, you'll be able to train faction personnel into officers which can be assigned to your other settlements. Officers would provide certain perks to an entire settlement such as more turret damage, more settler damage, more caps generated from shops and etc.
One of the things lacking in Fallout 4 is that your taking and developing of more settlements doesn't translate into more military power for your faction. Using the flare gun for minutemen reinforcements is really only useful in the early game. They never become stronger and are totally useless later in the game. I'd like to see a mod that gives you the ability to systematically improve your faction’s strength, which will result in better reinforcements when requested.
The first thing that would have to be changed is the classification of settlements. Settlements such as the Castle and other faction exclusive settlements will now become ‘strongholds’. In Strongholds, you'll be able to train faction personnel into officers which can be assigned to your other settlements. Officers will provide certain perks to an entire settlement such as more turret damage, more settler damage, more caps generated from shops and etc. They’ll also allow settlers to be trained into soldiers.
New workshop items called ‘training tents’ will allow you to train officers in strongholds or soldiers in settlements with an officer. You just have to assign an applicable NPC to the training tent to begin their training. After a certain amount of actual time, the NPC will finish their training and gain a perk. The perk gained will be based on a randomly generated variable assigned to each NPC at the beginning of the game. Officer’s perks will affect settlements, as aforementioned, and soldier’s perks will affect their own stats such as a percentile boost to armor or weapon damage.
The number of officers you have assigned to settlements and the total number of soldiers you have will influence your force score. The force score will affect reinforcements and your own perks as a commander of your faction. Your perks will affect your stronghold and all settlements with an officer. The perks would reduce training time of officers / soldiers, upgrade your provisioners, give a small boost to all applicable allied NPC and etc. Your perks can be selected by building a commander’s tent in a stronghold and interacting with the menu.
Strongholds could also have exclusive workshop items like obstacle courses, firing ranges and etc. Only officers and soldiers can be assigned to them. Officers / soldiers will finish training in them after a certain amount of actual time and will receive a permanent stat boost. Another item exclusive to strongholds could be a spec ops tent. Up to 6 officers / soldiers assigned to the spec ops tent will remain on standby and can be commanded to help settlements being attacked or can be called in as reinforcements twice a month.
The headquarters of enemy factions will also become strongholds. The entire stronghold will get a buff based on the enemy commander and all enemies will inherently be stronger by a certain percentile. To remove that inherent strength, you’ll have to call in reinforcements from your faction. Eliminating the enemy commander removes their buff and applies a debuff to all remaining enemies in the stronghold.
Jim Raynor you really thought about this huh
Yea, but that would another settlement that needs our help! Here, Ill mark it on your map!
I know a friend that has a mod that can make it settlement
"We find an abandoned church , but it appears to be empty"
Jandrik Truter 🤣
The fallout here is made out of fallout
That's like one of those weird anime sub moments
Ah i see. That explains why there's no one in there.
Mmmm yes, the floor is made out of floor
If you ask Preston if he was the last minuteman, he says he “might not literally be the last Minuteman.”
@@Justbase
I'm a 20 minute man.
I’m an hour man
60 minute men. They call me, lover man
Jake Matthews true but most minute men abandoned the ideals of that because they thought that they could make a better living being a raider or a gunner.
I’m a 201 Decade Man,
If Quincy stayed cleared, I think this might actually be worth real money.
Cleared and buildable would be perfect
I agree. I even made a list of places that I wanted turned into settlements (Quincy was on it) but then I learn that vr workshop didnt actually add any locations in the commonwealth but in a simulation, and that the battle for Quincy was a complete waste of time!
@@lonecourierjoeyv2133 yes please
Its because the modders that bethesda uses are shitty and novice. If you want good mods, go to The Nexus. All of the stuff on the Creation Club are useless retextured stuff that you can get way better stuff for FREE on The Nexus. By people who care about the mods and not making a few dollars every download.
@@aierune8201 I agree, also I found out creation club mods take up bethnet mod space and doesn't tell you anything. Pretty much shows how incompetent Bethesda can be. It's sad that creation club mods cost actual money and end up being disappointing.
Could you imagine if you had to, before the battle:
- Disrupt gunner supply lines into Quincy
- destroy weapon caches/tank depo’s/helo ports
- build up defenses in preparation for a counter assault, THEN
- building it up as a new hub for the minutemen with it getting assaulted by the gunners unless they’re completely annihilated
There’s so much room for expansion for the minutemen that it’s so sad that this is all we get😂
Yeah, it's sad that minutemans could be like brotherhood of steel. A military like organization, but they want to people
And Bethesda didn't treated them like a good faction
@@piotrwisniewski70 They want to people? Damn I'm missing out
@@Marvin_Aethos damn, I forgot to type in ,,help" lol
But seriously, in my opinion Bethesda didn't cared about minutemans. Which makes me sad as they're the best faction ever
Why?
Because cool hats
@@piotrwisniewski70 the epic cowboys
@@Marvin_Aethos exactly
This absolutely shoulda been base game
I've always enjoyed this game despite all its *many* flaws but the fact we could never take back Quincy always pissed me off. Making it one big settlement would be even better
Wow you must get upset very easily if something like that gets you angry.
@@adambuckingham5231 I never said angry. It's just a shame that there coulda been much more than what we were given and all
@@adambuckingham5231 To be fair, I completely agree with Roon.
I fucking love fallout 4, but this quest shouldn't be an additional purchase. Should've been vanilla.
Quincy should've been the next thing to take back, after the castle.
Don't get me wrong, I'm happy the quest finally exists, but still.
I would have been very disappointed if this particular quest was in the game. Then again, it does match the 'unsatisfying shallow' feel that Fo4 seems to go for.
@@reshypoo9447 well not this exact quest but something along the lines of it like choosing to take it back, losing the spawning thing of it or leaving it be as a farmable place
They keep giving us the laziest versions of what we want.
We should've been able to choose between Minutemen or Gunners in the beginning of the game.
What's that? You wanna play as a baddass merc/raider?
Well FUCK YOU!!! There's another settlement that needs our help
Nate McMillin exactly, you should be able to play as a bad guy in FO4, like New Vegas and 3
They always did it, overdid recently with failout 76 and paid servers.
@@the1stwing That's the thinking that causes games to get worse. That's the mindset of a fanboy.
The_1st_wing unfortunately my friend that is what games are aiming on, to make crappier and crappier games with the gamers being complacent to the fact that they got something. I’m sorry if this feels harsh it’s just my opinion
The strength of the Minutemen actually scales with how far you are in the Minutemen questline, so that much is featured. Still, this is kind of a letdown. It could have at least added a player home in Quincy and actually removed the spawns of the Gunners. I might get it on a sale but this is too much to pay for to justify it.
There is a mod that stops gunner from appearing again so it might go well with this.
Just wait someone will mod the area with an even better questline after this. For freeeeee
LivNGain Project Valkyrie mod
Capitalism man
There is a nexus mod that makes it a settlement, and moves the spawns outside the walls so its regularly attacked by small numbers of Gunners.
"Maybe not literally the last. There might be a few others still running around" Preston Garvey
Ronnie, for example.
Did anybody else RP this in their play through before the creation club quest?
RP hell... I used Project Valkyrie to make Liberty Prime a companion and took the fight to Quincy in style. This is weak sauce.
Actually that's what I've been doing when I first got the game I finished with all the different factions to see all the different endings and then I loaded a previous safe and didn't side with anybody I've spent all this time doing other things in the game doing the DLC stuff like that but never actually finishing the game until I found out that you can pretty much side with everybody except the Institute so recently I did finish the game siding with the Minutemen keeping the railroad and the Brotherhood alive and all friendly So lately that's what I've been doing a rp against the Gunners getting the Minuteman Revenge I thought it was a nice coincidence that they just released this DLC
@@Dino2GunZ you can side with the institute you do realise
Absolutely... In my head there was much dialog with Preston planning out the retaking. I have carefully picked mods to allow me to lead teams of Minutemen into the battle for a couple of my playthroughs. I am a Minuteman at heart. anything that gives me a better Minuteman story, I am interested in. whether it is how I play through, or a mod that gives me something to make the Minutemen more immersive to me. My first playthrough I found Quincy by accident while I was out with Nick... so after I was done with that, I went to the castle and gave Preston the special loot... in my head I was telling him "We got too close to Quincy, got caught in a firefight, and well, you know how I am. Not a single gunner remains in Quincey. I wish you could have been there to share in the moment, but the honor of the Minutemen has finally been restored." (then I replay his "I didn't think it could happen, thank you" lines in my head, after which I took a few items I had snagged in the Longs store, went to Sanctuary and gave them some things like a toy that I believe had belonged to their son.)
After that I have made it a point to take him along when I feel I am ready to slaughter... I mean retake Quincy. In one form or another.
There is a whole ass mod for this
Bethesda- "Lets put a quest in where the minutemen take back Quincy."
"Will the last minuteman, your friend and companion have anything to say about it?"
Bethesda- "Nope."
If Preston said anything it would probably be “Quincy needs our help”.
I am pretty sure this wasn’t created by Bethesda though.
The voice actor may have not been available, or it was too expensive
You think Bethesda makes these mods? Lmao
@@theseb1979i could never pay for a player's mod locked behind Bethesda creation club
A person was saying how "this should have been in the base game" on yesterdays video about the vault suit customisation. I didnt agree there but here I feel like I have to.
Ox, concerning your thoughts of Preston being “the last Minuteman“, i think i have the solution.
In my eyes, Preston is the last one considering himself a “Minuteman“ and continuing upholding their ideas. All others just had fallen to their normal life of surviving. Only Preston's cell answered the call to Quincy, there were many others, that did not come. So there are a lot of former Minutemen around, as we can see in the example of Ronnie Shaw.
As for Quincy born Minutemen, i say this. The Minutemen were comprised of local militia cells. Preston's cell was the only cell responding to the call of Quincy. I see no reason, that there couldn't have been a local cell under Cpt. Mercer, with Nunes ans Trumbull. After the battle went south, they fled, disillusioned and filled with a bitter thirst for revenge, biding their time. (As the klingon proverb goes, it is a dish best served cold.)
Maybe Preston just thought they all died or he knew they lived but were not seeing themselves as Minuteman anymore. Anyway, he himself was only another loss away from giving up, when he meets the sole survivor in Concord.
I just spent half an hour typing the same thing, should have looked here yo .
But EXACTLY.
All you say is legit.
Huh it appears I don’t give a shit
Makes sense, preston seemed like the only one who truly cared about making the commonwealth a better place so it makes sense he is the "last minuteman" because he was the only one who still tried.
Responding hella late, but when you first meet Preston, you've an option to ask if he's really the last minuteman and he states there may be others out there that left in disgust after the fall of Quincy.
Preston never had a chance to find out who left the Minuteman for good or not because they where forced to leave Quincy in hast and they never looked back. (And I don’t blame them)
So everything Preston said or thought on the matter was speculative seeing how bad Quincy fell and no other Minutemen answered the call.
Concept is cool. Although Ox dismantles it lore wise within the first few minutes. Why the hell would Ox’s character (the great and powerful General) never come into contact with these minutemen are any point?
Maybe they were angry Al themselves for retreating
@Foxfire Inferno Possibly, but it still just seems like a clunky way to implement this in. It's acceptable as a mod, but people pay money for this.
@@ptpbossp9832Very possible. Like I said to foxfire, I just feel like the effort put into this is limited, it's one thing if it's a mod; people pay for these, they have to be more seamless.
@@hamstersplural4334 yeah the lore of fallout in the creation club is weird
Aggrobiscuit that’s still no excuse for what I consider lazy writing. I’m a mod author who makes fully voiced quest mods with choice and consequence FOR FREE. These people get paid to make note fetch quests. That is my point.
Preston wasn’t the only Minuteman left there is also the guys at the docks who turned raiders after a few Unfortunate events
I accidentally stumbled into Quincy for the first time in my current playthrough today and there was a gunner in power armor, or so I thought, when I looted him he was wearing minutemen clothing
@@HarlequinNova Yeah thats Clint I believe, he was one of the main causes the minutemen almost went extinct. Clint betrayed the Minutemen.
@@FirePonk_ yup, that's the guy himself but Preston won't even mutter a thing when he sees him, even after killing him he doesn't mutter a single word even he's the one who practically told us about Quincy and the clients betrayal in the first place.
@@Faustin_Ducasse He actually does though you can miss it very easily.
My favorite part was the version of "when Johnny comes marching home" that was playing during the battle.
Richard Nicolett I love that also! Let’s hope the Johnny comes home alive! :)
NCR Veteran Ranger sorry he came home in pieces
@@NCRVeteranRanger he lived and he now collects mainiquiens
Johnny boys bones is a good song rip little john
Does anyone know which version it was?
I'm a minuteman main, and it's just my favorite faction, and the only thing this creation club item was missing, was making Quincy a Settlement, that's it. If you chose to make it a settlement, the enemy spawns will be erased too.
:) Exactly
Funny... I went in with a rifle and cleared Quincy my second week of owning the game. I then gave Preston the boss drops as a gift. For the minuteman fan, this quest looks like it could be a good for the diehard minuteman fan who is also the type to get the minutemen take nukaworld mod.
I was always disappointed that there was no official quest to retake Quincy in the Minuteman story line.
It was nice of the creator to add some gunner paints, but in truth we do not get to play gunners anyway, so unless they are modding the ToE for the game so that armored/ranked gunners will receive these, they are pretty useless from an RP perspective... though the gunner corporal paint does look great.
It also sucks that you can’t be disguised like in New Vegas. How would the gunners know you aren’t one of them in the power armor they used to own.
There are mods to be with the gunners so I guess the gunner paint would go well that.
Yeah I kinda wish the gunners were at least a sub faction you could join. So many Gunner skins I never get to use because I find it breaks the immersion. Why would I wear the colors of someone who's trying to kill me? Also unrelated but I'm not to fond of the COA armor skins. I'm just gonna stick with the zealot armor.
“ToE”?
I agree with you Ox, Quincy is just an amazing site for those who love the minutemen & it's lore, we have such a romantic view of it that they would have a hard time creating the perfect quest.
In my playthrough, I installed the Quincy settlement mod. I rebuild the town, created defenses, also stablished a minutemen HQ and brought back settlers, Mama Murphy and even a mayor for the town.
Long live the minutemen :D
Adrian Unicycle Adventures Long live the Minutemen, the true heroes of the Commonwealth! Death to the Brotherhood, & down with the Institute!
naw, man, Gunners rule.
You’re talking to someone who eats Gunners as a cannibal Sole Survivor Minutemen General. I also ate Maxson’s corpse on the Prydwen.
@@NCRVeteranRanger what kind of a minuteman are you? At least gunners have standards above eating their vics.
Roy Earle In my character’s eyes, it isn’t a crime against nature if the person I ate deserved to be eaten.
So of course Oxhorn's favorite paint scheme looks like it has suspenders on it... :)
Actually, it's a revolutionary soldier's coat.
@@steampunkzorua4182 shhhhh... dont crush our dreams
@Loud Cheetah yes it was, look at it, its beautiful
It’s meant to resemble a pre war revolutionary continental army uniform
After you raised the minutemen flag I was praying to see "You can know build in Quincy" and that you could move Marcy,Jun,Moma and sturges back in and have more personal quests 😭
Play testing this and it turns out if you go down the minutemen route like you did those are the buffed reinforcements. My character hasn’t met any main faction yet and the force that showed up wasn’t nearly as big as yours and they wore normal minutemen clothing without any combat armor.
Oxhorn has a mod called "We Are The Minutemen". It buffs the minutemen considerably so that's why his have combat armor and better weapons.
Kind of sad that Quincy isn’t then a settlement, this means for me beside a little bit of story and 6 new paint jobs nothing new got really added
Last time i was this early my timing was impeccable.
That's quite witty my man lmao
Last time I was this early I was playing chess with gandhi.
I think I'll be leaving now.....
Last time I was this early there weren't anymore settlements that needed my help
THIS tells me what I wanted to know. The Gunners keep respawning. Although, the Minutemen also remain. I guess it would be nice to always have Minuteman reinforcements whenever Quincy is revisited. Other than that, there's no real, long term change in Quincy. The quest is pretty much the basic, "Go to A, kill B."
@Oxhorn Regarding the new CR-74L Combat Rifle; some people are reporting problems with cube map textures when loading that creation. Things that are supposed to have shiny reflective surfaces, like Codsworth, some turrets, etc., are being rendered a dull, dark gray. Some have said that removing the creation fixes that. Maybe you could take a look at that for us.
Agreed. If it was taken held and could be built as a settlement I' be more interested. It isn't so I'm not. I might wait and see what modders do though.
I had like three power armored minutemen on my side during the battle, and like a dozen high level ones... Not sure if that's normal
I think they have a leveled scale to it. So if you're highlevel or playing on very hard it should be possible. :)
I get that too sometimes
I love that you played stars and stripes Forever when marching into Quincy
He played when "Johnny Comes Marching Home".
This really seems like a budget version minutemen version of this quest from Project Valkyrie. Then again most if not all of the CC mods are basically lower effort versions of mods you can find on the Nexus.
MrGenoHydra exactly, this mods are fucking insane. I pirate the creation club and even for free it simply isn’t worth it
@@henriquegebrans8442 You pirated content that's not even worth being free? Sounds like the jokes on you.
“We find an abandoned church but it appears to be empty”
Truly a Ox moment
5:03 this radstag remembered me Deacon dunno why
Cause Deacon wears those same glasses
My minutemen are all special forces operators, mods baby, mods.
6:40 the flying eyeballs in combination with that music made me laugh so hard xD
9:03 two things
1. I’m pretty sure the artillery moved the body.
2. I interpret that the Minutemen fighting their were either born and grew up their and were some of the first to answer the call for aid OR they were some of the Minutemen’s that were the town guard
"This raises a lot of questions"
Me: Which am I more excited for FO4 Capital wasteland or Fallout 4 New Vegas? Easy, both!
Ditto here. Hope it happens. 👍
Imagine a tale of two wastelands type mod with *both of them*
That would take so long
The project was scrapped a while ago due to audio licensing problems. They'd have to record custom audio for the entire game.
I'm confused their website says it's still being worked on
Does anyone know if the gunner level lists start to include the gunner PA skins (given the CC, probably not)
I encountered a Gunner Captain in the painted power armour during the Capital Wasteland Mercenary quest. I can only assume that the paint is added to the level lists, just rare to see.
This could’ve been so good! We could’ve had vertibirds in the air and artillery firing down on the highway. We could possibly have to blown open the gate with explosives. We could’ve have Preston and Ronnie be there to actually fight rather than companions. They could’ve added a portion that if you don’t paint the Power Armor you can go to GNR and tell them of the attack and lead a group of Gunners to flank the Minutemen. They could’ve made another faction try to attack and take advantage of the other groups being weakened. I wouldn’t ask for any of this if the Gunners stopped respawning and it became a settlement.
I think you know why they never told Preston...
Preston: another settlement needs y-
WE KNOW! EVERYONE KNOWS! ANOTHER GOD DAMN SETTLEMENT NEEDS OUR HELP!
The last time someone is early...
*_Another Settlement Needs your Help_*
I have marked it on your map
As usual I got something for you.
Oh haha I see how it is General
Preston Garvey - Anymore Settlement’s, i like helping them.
by brutally smashing their heads in of course!
12:15 That was a sweet shot there! *In my Moe's (Simpsons) voice*
But seriously, couldn't have happened any better. Thank you Ox, for helping people who can't see this content, due to crashing.
I need to ask, do you think you'll ever redo your faction mods series? I'd like to see what you recommend now that a few years have passed since the last one.
Gonna need to tell him in recent videos.
I can think of an excuse for the gunners respawn, when the Gunner's respawn, think of it as the Gunners lauching a counter Assault and constantly trying to take back Quincy because losing it damages their reputation as a fearless and unstoppable mercanary force
I would have loved if they would move the gunners out a bit to a nearby location and allow you to rebuild Quincy. I mean the commonwealth has exactly 3 settlements that are real settlements and only 1 is realy complete with everything you need shelter, crafting, doctors. This would be so great if it was another one...
you can kind of do that with Sim Settlements then download a mod that makes Quincy a settlement. All of that would let you rebuild Quincy or at least makes the city look better than it was anyway.
@@UbinTimor im a little bit restricted because im on Xbos but thank you for the information. I will look into this. :)
@@CRYOKnox sim settlements is on Xbox
@@ashertheprophet9601 thank you for this information. :)
Maybe my Guydont Care run isn't doomed (i love to name my characters with puns sometimes). Just playing no further building even if i love building. ^^°
Many people haven't noticed that Tessa , and the other 2 Power armored Gunners at Quincy were Minutemen that defected [the betrayers] . Many minutemen that had the Raider Mentality joined the Gunners , those that refused the Call to defend had joined the gunners. Explains why there are so many Gunners from the start.
I think you're expecting more than we are ever going to get out of the creation club. Cc is an attempt to squeeze money out of a game they have stopped working on, and anything they've said about mini dlc sized updates are either lies or wishful thinking.
Yeah stop giving them cash
@@SwedishEmpire1700 you forget that ps4 players have no other options when it comes to completely new stuff
While there is alot of good mods in the ps4 , they are locked in the base game textures and no voice acting , blame sony first , if wasnt for them , the creation club would be way less successful
@@Gorecatto yep. If I want cool brand new stuff I need to use the Creation Club.
2:28 - No, it doesn't bring up any questions. This is, after all, a CC content that safely fits into the lore. Simply put, they're a few surviving Minutemen who were working in secret. And you know the one thing to maintain secrecy? No contacts with anyone else. Besides, Preston did say that he "might not literally be the last Minuteman" and that others might still be out there. After all, Ronnie Shaw comes back later after you retake the Castle and continue to obtain allied settlements.
Long story short: best not overthink things too much. It tends to lead to false trails.
Always love it when Ox uploads
"Why they did not contacted Preston?"
Oxhorn, mate, just think what would Preston had said to another Minuteman he had seen...
Yup - "Another settlement need your help"!
I remember watching your videos long ago. Good to see you're still doing you. A bang up job at it.
War against the gunners would have been a really cool main quest for the minute men. Even cooler would be if you could join either side
When it comes to lore implications, I would take it as there were people who retreated from Quincy as soon as they saw things were headed south, and were separated from the others. They didn’t attempt to contact anyone because they thought everyone was already dead. It would have been nice if there was some dialogue or choice, but the CC is so limited by it being official and requiring audio that would fit all languages. There isn’t really friendly gunner dialogue, nor dialogue from every companion that would already fit.
I've got to get fallout 4, quincy is my hometown 😂
2:18 Not going to lie, I wouldn't have contacted Preston
Retaking Quincy should have been Preston's companion quest. basically just combine the retaking castle quest with the destroy brotherhood quest and youve got a good strategy and a fun little revenge quest. After the battle you go talk to some minutemen who have the traitor restrained after he surrendered, and you get the option to let him go free, send him to diamond city lock up, or to hang him for treason. Would have taken maybe 3 hours to code, 30 minutes to record lines, and 1 hour for custom animations
I like the creation I wish I would have been able to make it into my own settlement
Yeah just going from corpse to corpse is pretty wierd
jbiehlable what about primm is Vegas once you clear it. It’s clear for good after you establish law
The second battle of Quincy should totally have been in the base game, perhaps as an epilogue for the Minutemen quest line. After re-taking the Castle, rebuilding settlements/ building artillery and destroying the Institute, the Minutemen could finally have the strength to oust the Gunners from Quincy, turning it into an amazing settlement. That would've been awesome. Or, like Ox said, side with the Gunners and destroy the Minutemen once and for all.
You forget though Ox, that it can only be a settlement once Preston Garvey marks it on your map. :D
Oxhorn I have run into other Minutemen very close to here in a small building just north of Quincy. You can see it from the overpass clearly and I also run into Minutemen patrols in numerous places throughout the Commonwealth more than you would think. As for the power armor paint jobs, I have wanted Minutemen paint schemes for my other power armors since I got the one for my T-45 and the fact that the new ones have an Armored Cavalry scheme makes me happy since I am a retired US Army Armored Cavalry officer. I painted up my X-01 and am glad to have it. I hate that this does not clear the area but if that means my provisioners get a couple of weeks break in between getting attacked here is better than nothing. Keep up the good work sir and God bless.
We need more Fallout 4 content!
Do you really think we are going to get anything after this?
Fallout 4 needed more Fallout 4 content.
@T 995 Sad truth
I like exploring the map of games, I miandered my way into Quincy without realising where I was and was suprised why there was so many gunners with a few named gunners, then I saw Stuges' terminal and realised "oh cool, Quincy"
Now this is what I been waiting for
"I walk away disappointed" You and everyone else. It seems to me that many of the quest creators for the CC seem to use the same template "go there kill", I'm not sure if this is due in part to lack of creativity or because of the way Fallout 4 is. But this quest in particular is extremely underwhelming.
It could be a little bit of both.
@@BrightWulph I bet that's the case.
@@trappedslider I honestly wouldn't put it past the way how Fo4's quest system is designed. I mean, the game is fun and engaging. But it leaves a lot to be desired.
I think it's because of how hard it is to add new dialogue and dialogue options in a game without it sounding bad. That's why most quests involve dead bodies and notes and then enemies with unique names but generic dialogue.
those bulletsponges enemies hurt my eyes lmao
When you get used to modded damage multiply
Idk my character does way more damage than that on a sniper character in survival so it isn’t the enemies
I did "The Reclamation of Quincy" before this creation came out several times using multiple followers mod. I recruited Marcy, Jon, Sturges and had Preston as a main follower. I gave them all my best weapons and armor and we marched back to Quincy w no fast travel. The long walk back culminated in a fierce battle where we came out victorious :) no flag to raise sadly :(
They actually did this? Didn’t someone on your Quincy Video say something about wishing there was a quest where the Minutemen retake Quincy?
Pretty sure that person either
1. Made the comment before the creation was released
OR
2. They just didn’t know there was a creation that allows you to do that
I think they should have add brotherhood of steel vs gunners
As a sentinal you lead an army to take a city for brotherhood
I play Fallout 4 on my PS4 and:
- I want to get as part of my Minutemen playthrough.
- Whenever a settlement gets attacked, I mute the game and play "When Johnny Comes Marchinng Home" too
11:30 the third battle for Quincy
I read he title as the second battle of hoover dam
That could be a battle tho
Fun fact you can get a automatic laser musket as a legendary drop at the beginning of the game. I got it off of a legendary enemy but died and got a different legendary instead. :(
Putting bullseyes on the back of your helmet seems like a poor life decision.
I would have loved if there was a quest for a minuteman assault on the Gunner's Plaza. It doesn't make any sense that the Minutemen need the Brotherhood of Steel out of the picture but not the Gunners. I could even take this a step further and say there should have been a quest for the Minutemen to take over Nuka World.
best fallout lore youtuber
Since I love the minute men, I dressed them in a black BOS Officer Suit and put them in Medium Combat armor painted in minute men colors
Great choice, i use the green shirt with ballistic weed plus heavy metal armor and minuteman paint for the low level cells.
And minuteman outfit plus heavy combat for higher lvl cells.
First (And only) time I cleared Quincy was with my railroad character, I did the atom cats quest and after the gunner attack the atom cats went to Quincy and I followed, we cleared Quincy and I got heavy combat armor for the character
The last minutemen paint job reminds me of a revolutionary officers coat, and slacks.
It was totally a frock coat and spats and I loved it.
Dito
Well we know Preston was wrong when he called himself the last minuteman.
The tick marks on the arms combined with the captain paint for chestplate and helmet with the sergeant painted legs is my favorite combo
Did you really blur the word ‘Screw’ 💀💀
Yea YT have trouble with kids seeing profanity but any dismemberment is fine as long it's a video game
No, it originally said "f***" but he changed it to screw, because of kids
ooooof
It probably said "Fuck", originally.
It just works
20:28 - one of the reasons you've always wanted to do that is the game itself - there are lore tidbits and story beats and hints that were meant (and DO) lead you to wanting to take Quincy back. The reason for this being that this was supposed to be one of the 'endgame' features according to the behind the scenes details from Bethesda itself.
Unfortunately, reclaiming Quincy was one of the things cut late in the game's development cycle - meaning that the psychological 'impetus' to reclaim Quincy is still present - but the payoff for all that impetus never happens.
0:20 did your cat bite your foot while you were recording?
The pinpoint accuracy of a laser crudely taped to a stick, while rapidly cranking it to fire...reminds me of a legendary I have. I call it "The War Movie Gun" it's an unlimited assault rifle. It's super immersive, if you don't think about it.
“Covered in golden military rope embellishments”.
That’s called Gold braid Ox 😂
Oxhorn: "Sure enough, we find an abandoned church AND IT APPEARS TO BE EMPTY!"
Me: "Oh thank God!"
I can't afford to keep throwing money at Bethesda so I'm kind of glad you make these videos.
Instead of that trashy Fallout 1st subscription they should have just done a Season Pass with free access to Creation Club and DLC for Fallout 4 and Skyrim. That would be 1000x better than what they have now.
I love the professional quality of your videos. You know how to slowly pan a scene so it isn't jerky. Too many content creators don't understand that and create content that can make you nauseous just trying to watch it.
Ive always felt a little disappointed with creation club quests, I feel like they often do have grand ideas but have limited tools to work with.
That Tesla cannon was the first CC content I can think of that had "Voice Acting" (That radio "Help me!".... *shoot*... "They gonna kill me"..... *shoot* ) Which was just in game lines.
And it almost certainly is because CC content has to be multi lingual, unlike a mod. The awkward pauses were probably because ether the voice file had moments of silence in them, or they needed to be spaced out enough in case another language had a longer voice clip.
So unless they hire voice actors for every language, you have to use whats in game, and make sure every language's lines mean the same thing. - Hence the overuse of notes, and terminal entries.
But even then every note, objective, exc needs to be translated as well, so its best to limit those as well and as a result the quests tend to be basic shooting galleries with just a small bit of setup.
Its what you get with fully voiced games nowadays.
Quincy is one of the few vanilla locations that I enjoy having gunfights with decent human enemies over and over again, it is literally my favourite playground in Fallout 4. Good lord this creation does not change that.
Should install some mods to make gunners much harder
“Gunners vs minutemen, selling for six hundrEEEEEED credits”
"For the people by the people" makes you wonder was your favorite good neighbor ghoul was once a true minuteman
You are just the best I am French and I love you so much glory to the minuteman😍😍
Dude, in Boston, it’s KWIN-ZEE.
I think the cavalry is my favorite set.
1:25 okay but why did you blur "screw"?
it's not worth $5 you just get some paint job no dialogue and quincy doesn't even turn into a settlement
I was always under the impression that everyone with Preston were Minutemen. Maybe notsoldiers, but Sturges, Jun, Momma Murphy and angry woman are all POG Minutemen in my head lore.
These creation club things feel like its just adding things that they forgot to add when they dropped the game
Maybe Bethesda could add something similar to what "The Memory Den" has as a creation club where you can review and play of how the Minutemen lost The Castle (Fort Independence).
I have to say I'm disappointed. I absolutely love this idea but I feel like it's a real missed opportunity not making it a settlement. Or at least making it a permanent minutemen base, without the gunners repopulating 😒
There is a Quincy settlement mod that removes the respawn.
@@SwedishEmpire1700 I wonder if it goes well with this mod, or the scripts will conflict but I'm not sure I'm not a modder.
@@Jak239JC Well the Quincy settlement mod is on Nexus, as in totally free, so i dont know how it handles with these CC mods, i never use those
@@SwedishEmpire1700 Yeah but if does work well together you get a quest to take it with and settlement with no gunner spawns however it should be in the vanilla game already as some people has said before.
I understand why the creators made quicy what it is: as a reminder of past mistakes and of what the minutemen lost and couldnt take back, but this alternative is pretty good.
Would’ve loved for quincy to have become a buildable settlement tho