Annie has been doing the Minuteman questline. I have always liked helping the settlements. Pretty much all my characters do that even without doing the Minuteman stuff. There was not much more to it than taking the Castle, which my characters have often done without the MM questline as well.
But since I did the MM questline, after clearing the Castle I had to get Radio Freedom up and running. I thought I had done it after building power and connecting it to the radio transmitter. While I was doing all the building I scrapped the big door sealing off the Armory, which gave me instant access to it, the artillery schematics, and the artillery flares. Which in retrospect was not good.
The Old Guns quest started a few days later. But it was out of ordered because I had already gotten the schematics and flares (and even built some artillery). My first time trying to test out the artillery I got a CTD. Then I realized that Radio Freedom was not working. It didn't show up in my pipboy, and all I heard was static around the Castle.
So I did some digging, and found that Radio Freedom being down is a known bug. The Minuteman who is supposed to man the radio just stands there, rather than sitting down and actually using it. I tried assigning other Minutemen to the radio, but it did not work. I tried assigning the regular operator to the radio, but the game literally would not allow me to assign him to anything. I tried about twenty times, but it just would not work.
I tried a console command I found on the internetz that is supposed to allow you to assign people to the transmitter. You select the transmitter and type in "setpapyrusvar bAllowPlayerAssignment True". Then I tried both assigning a new Minuteman and the original to the radio. Still no luck. You cannot use the artillery without Radio Freedom, so I was disappointed. But after that I gave up.
A day later I opened my pipboy and noticed that Radio Freedom was working! Annie was attacking Quincy, and I took full advantage. I found the main door to the place and tossed an artillery flare into the area behind it. It was a little slow, but I got the acknowledgement from Radio Freedom that they saw the flare. After a little while the artillery came in. I had built two guns, so it was impressive. Each gun must have fired at least 5 or 10 rounds. Annie pulled out her Fat Man (I have been saving up mini-nukes all game for a special occasion like this), and added to the destruction. It was a magnificent display of explosives!
So something got Radio Freedom working. I do not know if it was the console command. Or spamming the assign command to the normal radio operator. Or if it just takes a few days for it to work.
I think the full solution is this:
QUOTE
1. Open up console using ~
2. Select the radio transmitter (hex value should be 0009FF48[EP])
you can confirm its the right reference by selecting the radio transmitter, typing "sv" and confirming "bAllowPlayerAssignment = False" is a listed autoproperty in the Papyrus output.
3. with the radio transmitter selected type:
"setpapyrusvar bAllowPlayerAssignment True"
4. with the radio transmitter selected type:
"sv" to confirm the variable has been changed
5. assign any random settler to the radio transmitter, this should force the minute man to sit down and start using it again
6. with the settler you assigned to the transmitter selected, type:
"setpapyrusvar bWork24Hours True" this should make the radio still work at night
I have always like clearing Quincy too. I just wish there was a quest associated with it to wipe out the Gunners there, and turn it back into a settlement. It seems like it should be part of the Minutemen questline. That would be a great way to finish it.
Speaking of the Minutemen questline, I have wrapped up all I can do without doing main quest/Institute. There are a few settlements left to bring up in the far south, but that won't be any different from the other settlement quests. From what I see in the wiki, the MQ stuff is the same no matter what faction you do to start with, until you meet Father. It looks like as the Minutemen I don't have to join the Institute (like you do with the Railroad). Apparently you can kill Father right there and go right to wiping out the Institute.
I don't know if I want to do all that. One thing I don't like about the MQ is that finishing Act I brings in the Brotherhood. I liked them in Fallout 3. But in New Vegas they were just a bunch of dicks, and my impression of them in F4 is no better. It is probably undeserved, but the way their vertibirds constantly go all over the map picking fights with everything they see just annoys me. It strikes me as a naked act of aggression, and makes me think things have gotten worse in the Commonwealth, not better.
All in all I am really underwhelmed by the Minutemen questline. Preston wanting to make you general just seems ridiculous, since he is the one doing all the actual leading and planning. You are just along for the ride. A figurehead at best. It is another example of how Bethesda seems to think they have pander to every player's ego by making them the leader of everything in the game.
The rest of the questline is really sparse. I enjoy helping the settlements, but those are not really very complicated or varied, and they don't even require truly joining the Minutemen. The Castle as a settlement does not do anything for me. The artillery was fun to use. But it takes a long time to call it in, which makes it useful only a few situations where you are attacking a fixed position, and the defenders are not aware of you (otherwise they come out and attack you, and are out of the field of fire).
So I don't see me ever doing the Minutemen again.