Fallout 4 Fair Skin

Use manually installation: drag and drop 'Data' folder from my archive to your 'Fallout 4' folder. Set a checkmark in front of 'WeightGainSSBBW.esp' file in Nexus Mod Manager 'Plugins' tab. Optional: drag and drop 'Data' folder from 'Place this files for new animations' folder to your 'Fallout 4' folder to get new animations.

Every single Fallout game has been ridiculously huge. It's become something of a trope that each game is so full of distractions that you never get to finishing the main quest, no matter how dire the consequences it may be. Finding your father takes a back seat to collecting bottle caps, rescuing your stolen son plays second fiddle to you establishing new towns. I'm not saying this from a place where I look down on it, I find the side quests tend to more rewarding and better written than most of the main plot. Side quests are the bread and butter of the whole game, man! These weird and awesome side quests serve to remind you that the Fallout worlds are enormous, and don't necessarily rotate around your specific narrative, there are in fact hundreds of stories taking place all around you.

For me, the really good ones are the really off to the side quests. The ones that might not even show up on your map, they are that bizarre. So let's establish some ground rules for how this is going to work. I will not be listing any main quests, since everyone knows about those. I'm also not going to bring up any faction quests, since you can't throw a fat boy without tripping over one of those. Also, no quests from settlements, since we know that we all feel compelled to complete those. And no DLC quests, since my articles don;t just pander to the super elite. These are the quests you really need to search every nook and cranny for.

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20 What Lies Beneath?

It's easy to overlook this one since most of it takes place underwater! Out back of the Shamrock Taphouse will be a fresh-faced youngster named Donny. He claims he has seen the eerie eyestalk of an underwater creature peering up from beneath the waves. Sure enough, if you look where he is looking, there does seem to be an eyestalk, and if you look follows that stalk downwards, you may catch what seems to be eyes glaring out from the inky blackness of the ocean. But you've killed plenty of giant monsters so far, so what's one more?

Ok, so it's actually a submarine, not a monster, but if a submarine in the post-apocalypse doesn't excite you, you might be dead inside. Without giving away too much about the quest Here There Be Monsters, the sub has been kicking around in that harbor since before the nukes fell. Inside, you'll find a great number of the crew, who are very much out to kill you, and not just because they hate Capitalism. But the Captain is still there, and he may have had a change of heart.....

19 I Know You...

So apparently there's an ongoing theme in Fallout 4 of people surviving the Nuclear Apocalypse. While you remained mostly intact due to being cryogenically frozen(against your will) other people, like the above mentioned Captain Zao, didn't fair so well. This quest is a little tricky, since it involves an in-depth conversation with Daisy in Goodneighbor. After a few checks, she'll mention another pre-war ghoul living in a nearby hotel. You can see where this is going.

Remember the guy who sold you the idea of living in the vault that involuntarily froze you? Well, that smooth-talking salesman is still alive and kicking, but with something of a makeover. While not much is accomplished in this quest, it's nice to see a Familiar Face from before the world went all explode-y. Well, the yellow suit is familiar, at least. How did he keep it so clean after all these years?

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18 Build A Better Girlfriend

Fallout 4 Face

I think I speak for everyone when I say that Curie is easily the best companion in all of Fallout 4. She's fleshed out and thoughtful, her voice is cute with that little accent, and she has actual noble motivations. So, after you work on getting her affection up past 250, she will actually start to talk to you about something serious.

Turns out she is beginning to feel the limitations that come from being a robot, and she thinks that it is beginning to affect her research. After this conversation, coupled with the completion of the quest Dangerous Minds, and now you'll have the ability to negotiate an actual human body for her! Some adventurers may have missed this quest since it involves behaving in a way that Curie enjoys, and she's a little bit of a goodie-two-shoes. The pay off of having a human Curie as a companion is well worth donning your halo, plus you can turn things a little devilish when you later romance her!

17 Don't Make Mamma Mad

Easily one of my favorite quests, since it involves murder mysteries, witchcraft, and giant creatures. So if you are wandering aimlessly through Diamond City, you might come across a guard who has some misgivings about The Museum of Witchcraft. If you go check it out, you'll find a fairly gruesome scene of several soldiers having been dis-articulated. Well, that's weird.

Further investigation will reveal that the soldiers stole something that they shouldn't have, and the rightful owner is not the forgiving type. After a lengthy battle with the evil force that tore through the thieves, you have the option of trading in their ill-gotten gains, or returning it to its rightful owner. This quest is also super cool since the rightful owner is a mother Deathclaw, who will actually behave in a friendly manner towards you for returning something so dearly precious to her. A rare show of tenderness in the wasteland.

16 Not Quite Soylent Green

So the quest is called Mystery Meat. Has anything ever been called mystery meat and been a good thing? Nobody has withheld the type of meat they are using without having a hidden agenda. Anyways, this quest happens when you enter the tucked away little factory of Longneck Lukowski's Cannery. The owner will be arguing with a trader, who claims the potted meat out of this place is making some of her customers sick. No kidding, canned meats make people sick now, I can't imagine how awful it is in the post-apocalypse.

Being the helpful person you are, you investigate this shady business, and once the proprietor tells you to explicitly stay out of the basement, you bee-line to the basement. Along the way, you find out that the meat contains traces of mole rat meat to cut down on prices. Not exactly appetizing, but this is coming from the guy who just ate a Bloatfly Slider, I'm not judging. Then you have some close calls with some high-level ghouls, and the real recipe spells itself out right in front of you. I guess it doesn't count as cannibalism, but there's definitely something taboo about this whole thing.

15 Sending Out An S.O.S.

This technically counts as six different quests, but they are all so short and so weird, I'll just wrap them all together here for you. You're welcome. Scattered around blown-up Boston will be bottles with messages inside them. While that doesn't seem to be much of a reveal, what is cool is that each bottle seems to capture the last thoughts and wishes of doomed individuals.

These sad stories include people who have been capsized by a huge tidal wave, people pulled out to sea by a monstrous fish, someone who accidentally ate their own hand, and someone who mistakenly took a treasure they saw on television for a real-world prize. There's nothing you can do to save these poor souls, all you can do is soak in their story (and their loot). Also, one of the bottles is totally a Die Hard reference. That should be enough of a motivation to collect these bottles.

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14 For A Cleaner, I Left A Huge Mess

While not necessarily very impactful, the mission where you clean out the Goodneighbor Warehouses can be a little tricky since you can only get it through bartering. For those who didn't know, this little quest is issued by resident cockney robot Whitechapel Charlie, but only when you try to buy something from him. As far as I know, this may be the only example of the sales menu resulting in you acquiring a new quest.

From there it is your standard fare of going into places you shouldn't and killing waves of Triggermen. The loot is good and the fights are straightforward, so it's a fun little quest if you have a little bit of a mischief maker inside you. Fun fact: if pressed for information, Charlie will reveal that the person who hired him to find a way to clean out the riff-raff is none other than Goodneighbor's own mayor, Hancock. How scandalous!

13 Lovers In A Dangerous Time

Besides you seducing everything you come into contact with like an irradiated Captain Kirk, there aren't a lot of budding romances out there in the wasteland. But the stage is set for two star-crossed lovers to overcome their differences and let their love conquer all. This cute little side mission is located simply in the schoolhouse, and while it is easily completable, most people probably miss the payoff.

So inside the schoolhouse will be two teachers, Zwicky, who is something of an elderly curmudgeon who likes to give his students too many quizzes, and Edna, a handy model robot who aids in the children's education. In a climate where everyone is fearful of synths and The Institute, it's nice to see two characters celebrate each other's differences. After a series of speech checks convince the two that they should just go for their forbidden love. Here's what most people miss: if you leave Diamond City and return, you can actually catch their marriage going on.

12 Corruption At All Levels!

Imagine the point in the main quest where you have now become an enemy of The Institute (and if you sided with the institute, what is wrong with you?!) At this point, the main story is pretty much wrapped up, so there is very little motivation to keep trudging around. So you still check up on some of your favorite places, like Diamond City, and there's something of a crazy situation unfolding.

You find your pal Danny pretty much dying in the street, and he reveals that he was shot by the mayor! Beat feet to the mayor's office to find him already being harangued by security and Piper. Go in, use your charm and wits to resolve the hostage situation, and the Mayor will be out of the city for good, one way or another. This is good news since you didn't like him anyways. This whole changing of Mayor's may get overlooked by players who put the game down upon completion of the main quest.

11 This Is Your Brain On Jet

Jet can be one heck of a drug, it slows down time, it makes you as strong as a Brahmin, and it's used has a high addiction rate. The Commonwealth has no shortage of people clearly dependant on the stuff, and if you aren't careful, you wind up just like them. So with all these lives being ruined by drug use, you have to take every opportunity you have to cure someone of addiction.

After saving Vault 81 from weird mole rat shenanigans, Bobby De Luca will be actively destroying himself with Jet. His sister wants him to stop. Go convince him to get his act together, and now you have the option of having both brother and sister join one of your settlements. Seems like a win-win situation! Alternatively, you can trick him into killing himself, but you aren't that much of a psychopath yet, right?

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10 Is Everyone On— Oh God?!

I'm beginning to get the impression that survival in the wasteland might be a breeding ground for substance abuse. I guess after figuring out that the potted meat is made out of ghouls you might have the kind of mental trauma that only a dose of Psycho can repair. That's probably what everyone's least favorite companion Cait excuse for her addiction is. But like many a career junkie, she desperately wants to be cured of her chemical dependency.

So if you get Cait's affection up high enough (it's next to impossible to put up with this sad sack for longer than ten minutes) she will express interest in being fixed. Conveniently, she has heard of a pseudo-science machine that would flush everything out of her system. After a bit of casual murder of some Raiders that are guarding the room the machine is contained in, she'll be good as new and now somehow even more boring! Enjoy!

9 The Most Adorable Rescue Mission

Before you deal with Bobby's addiction, before you deal with the mole rat problem of Vault 81, you must rescue the Vault's most important dweller. Fleeing her confines the moment the Vault doors open, it's up to you to track her down and convince her to return to the relative safety of her home. You must, for the good of the Vault and all of The Commonwealth, track down Ashes the cat.

Fine, most people know about this quest since it is pretty much shoved on you the moment you enter Vault 81, but I doubt most people put much thought into solving it without looking up a walkthrough. Once Ashes is returned safely, you'll be rewarded with a fusion core and the satisfying knowledge in your heart that you returned a little girl's cat to her. If that isn't the sign of a true hero, I don't know what is.

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8 Put Some Spring In His Step

We can all agree that the wiener on the radio of Diamond City needs to be stopped. Depending on what kind of person you are, your first instinct may have been to track down the radio station and double tap him in the head. I promise that if you hold off on your murderous predilections, you can be rewarded. Travis the radio host has a singular friend in Vadim, who wants to help his spineless friend become a man.

Do a series of convoluted tasks, like faking a bar fight and faking a romance, and things will quickly spiral into a hostage situation, which Travis will offer to help with. Let the little wimp tag along to rescue his friend, explode some heads along the way, and suddenly Travis is overflowing with mojo. What's really cool about this side quest is that after its' resolution, Travis will take to the airwaves like he was born for it, filling the air with a newfound coolness.

7 Here's Looking At You, Bot

I'm probably speaking from a place of bias here since I think hard-boiled detectives with a mouth full of honey and an ear to the ground are the coolest thing since sliced bread. I also think combing anything with robots makes them exponentially cooler, so a robot private eye is instantly too awesome to describe. For this reason, Nick Valentine was easily the coolest thing about Fallout 4. So if you didn't befriend Nick enough for him to express what is bothering him, you haven't lived.

Turns out, the human that Nick is based on had some unresolved cases, and those memories are tearing the new Valentine up inside. After a series of clues involving century old holotapes leading to a safe house containing a ghoulified gangster. That's right, someone who wanted to avoid dying of old age exposed themselves to radiation on purpose to live forever. Not only is this quest fun to pursue, with twists and plot reveals, the satisfaction you get from helping out your friend Valentine can't be beaten.

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6 Classic Lead Lining

Skin

There are so many reasons to love this quest. Firstly, it starts when you get close to some random fridge just south of University Point. Quests that just pop up on the side of the road are the ones that immerse me the most. Secondly, it involves a kid stuck in a fridge, which is so era-appropriate in a world with a 1950s aesthetic. When was the last time a kid actually got stuck in the fridge? Thirdly, and most importantly, I'm next to certain this is mocking the fourth Indiana Jones movie for suggesting that a fridge would protect anyone from a nuclear blast.

After you pull the ghoul kid out of his freon lined prison, he will want to get back to his family. You're an old softy so you don't have the heart to tell him that they are probably nuclear blast shadows by now, so you escort him home. I'm not going to spoil this for you, but the ending to this quest has a surprising end to it, so if you haven't already I'd suggest finding that locked fridge.

5 A Cult Of Personality

Faith is a big part of a lot of people's lives, so it makes sense that after the world ends, some new religions would pop up. This is where The Pillars of the Community come into play. In a world where people would trade in your spinal column for a handful of caps, it's nice to see a group of people shed all earthly possessions so that they can live a cleaner lifestyle.

Of course, the whole thing turns out to be a scheme to steal people's stuff (surprise, surprise) so you aren't left with many options other than fight your way out. Later, this same cult will come into play in a quest where you need to rescue an heiress from its' clutches, under new leadership, since you killed the last guy. All in all, this weird little amphitheater is worth checking out if only to temporarily wipe a cult out.

4 A Memory Of A Better Time

Odds are a bunch of you out there came across this quest, but it isn't exactly in the way of any main storylines, so I'm certain people have probably played the entire game without seeing this area. The General Atomics Galleria is a shopping and entertainment complex, something like a state fair or a strip mall, meant to showcase all the wonders General Atomics has to offer. Doesn't sound like anything special, there are plenty of emptied out husks of former companies scattered throughout Boston.

What makes this place a cut above the rest is that the robotic crew that maintains the site don't know that an apocalypse happened. Seeing an army of Mr. Handys going about their business, showing off new models of things that don't work, running stores with no products, is both comical and sad. Of course, there's also the mission to make the director of the area update his software so he isn't insane, so there's tonnes to do! After that, try bare-knuckle boxing a fighting robot!

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3 What Exactly Are We Testing?!

General Atomics definitely has a few screws loose over in the Galleria, but if you think that is bad, try heading over to their main factory. Instead of being filled with Ghouls or Raiders, this blast from the past is actually filled with testing chambers. For a brief moment, Fallout starts behaving a little like Portal. So what do these testing facilities entail?

Well, that's where it gets really bizarre. In one room you have to simply turn off a radio to deprive a 'test subject' of their favorite music. In another, you have to remove all dangerous items from the room, one such item is being a machete found within the fridge. The purpose of these tests was to vaguely ascertain someone's qualifications as a caregiver, I think? It isn't really clear. Maybe simply creating nightmares? Whatever the end goal was, a fun change of scenery, going from blasting people in half to solving pointless riddles.

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2 Y'all MacReady For This?

MacReady is something of an odd duck. He clearly has morals, which pop up every so often, but he also thoroughly enjoys stealing, violence and breaking into places. He's incredibly handy to keep around when you can't simply get through quests by being the good guy. Keep him around long enough and do enough shady dealings to woo him and he will reward you by showing a rare moment of vulnerability.

Fallout 4 Fair Skins

Turns out he's been pretty heavily harassed for leaving the Gunners, and there are two guys mostly responsible for that. Like any good friend, you offer to help, and crush both of those ruffians into a red paste. That should make him happy, but he isn't done revealing his sad backstory. Get him to like you even more, and he will reveal that his son is dying and he needs to find the cure (what was he doing just hanging out in a bar when we met him?) Another convenient cure is waiting in the wasteland, so go beat up some ghouls and find that cure! A cool quest only revealed to those who are truly BFFs with MacReady.

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1 The Best Quest That Will Ever Happen In Any Game, Ever

Quick, what is the coolest combination of words you can think of? Go ahead, take a moment, I'll wait. Now that you've said it, throw it in the trash, because whatever you came up with wasn't Robot Pirates. Yeah, the thing so cool even Squidward wanted to see it. So where can you get in on this sweet robo-pirate action?

Somewhere just east of Bunker Hill, you'll be approached by the cute little android Lookout to join the crew of the USS Constitution. The crew you quickly find out is entirely made of robots, and all they want is to get their sweet techno-vessel seaworthy. This is where you come in. Follow Lookout to the ship and start helping out with power coils or whatever. The important thing to remember is that they absolutely let you fire their cannons at Raiders. Robot Cannons. Be warned, after playing this quest, almost all of the other quests seem unimportant by comparison. I'll be honest, after boarding a Robot Pirate Ship in the sky and firing its' laser cannons at a bunch of savages, even my real life pales in comparison.

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