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Chapter 2 Trailer: "Gunner Outbreak"

Damn! I guess Concord Revised is off the mod list then, just to be on the safe side..
Concord was too neat to leave untouched, glad to see it'll be a settlement or something! Maybe even possible location for our own factions HQ!
I wonder how it will affect the Triangle of Horror and Despair
 
Someone on Twitter raised a good point. If we are looking for allies and preparing to gear up to take the fight to The Gunners, there was this one 'free agent' with deceptively great skill at logistics and recruitment who went by the name "Jammer"...
 
I wonder how it will affect the Triangle of Horror and Despair
Maybe they'll just add defense and the rest will be interior cells. With those people looking down where the deathclaw emerged, maybe it's even underground. If the Gunners take over Sanctuary, Red Rocket and Abernathy, to have a secret underground tunnel system with evacuation routes would be ideal. Railroad style.
Although, the Gunners would be a little too close for comfort, so maybe we'll get Concord after retaking the settlements.
 
Possible spoiler about one of the characters seen in the trailer.

I'm guessing the young woman we see at 2:08 wearing the red scarf (presumably Jake's scarf) is Jake's daughter come to help her Papa. Did he ever mention her age? If so, she is probably also the one who says the line about recruiting allies and will play a large role in this Chapter. Nice dramatic touch by the writing staff, if so.
 
Possible spoiler about one of the characters seen in the trailer.

I'm guessing the young woman we see at 2:08 wearing the red scarf (presumably Jake's scarf) is Jake's daughter come to help her Papa. Did he ever mention her age? If so, she is probably also the one who says the line about recruiting allies and will play a large role in this Chapter. Nice dramatic touch by the writing staff, if so.
No, that scarf has a pattern, Jake's plain red. Laura had toys last time he saw her, which can't be too long ago, so she's certainly still a child. ...but who knows, she looks like a new character so... if she has any connection to Jake, maybe it's his ex-wife, Katelyn?? Or Lupe, the woman he mentioned in his terminal entries (apparently a little more talented than him with tech)? ...although I got the impression that she's dead, but I'd be glad to be wrong.
 
So not that this is conquers 2.0 I think ss1 conquers was more the test bed for this what ss2 was planning. Kinda like how hearthfire was the lead up to the settlement system. If true I’m hoping conquers 2.0 will get all the benefits from them.

this seems more like reverse conquers , where you are the good guy side and they ( gunners ) are the raiders side.

and yeah his location looks like the tower where one eye Willy was located. Hopefully all the ss1 and conquers experience means this will run a lot better. Also could tie in why adien is a minutemen in conquers if we assume this took place before that in a time line.
 
Possible spoiler about one of the characters seen in the trailer.

I'm guessing the young woman we see at 2:08 wearing the red scarf (presumably Jake's scarf) is Jake's daughter come to help her Papa. Did he ever mention her age? If so, she is probably also the one who says the line about recruiting allies and will play a large role in this Chapter. Nice dramatic touch by the writing staff, if so.
Checked the Twitter post just to see what people said there and found the list of characters involved in the trailer. I'll mark it as spoilers just in case.
Screenshot 2021-09-01 at 22-30-46 simsettlements on Twitter.png
Berman is apparently the Gunner guy who punched Jake (I guess his first name is Malcolm since that's what Gunner 2 called him when outside The Ron's).
Algernon is the Gunner in the power armor??
And LUPE! I'm glad to be wrong! She's not dead! Gotta be the girl in red, she looks important.
I know from CastingCallsClub that Simon is one of the Police Captains, and Cassandra and Fiona are wasteland doctors.
Very excited to meet them all!
 
Damn! I guess Concord Revised is off the mod list then, just to be on the safe side..
Concord was too neat to leave untouched, glad to see it'll be a settlement or something! Maybe even possible location for our own factions HQ!
I remember Kinggath talking about adding interiors to many of the boarded up buildings around the Commonwealth in the live-stream on 2/20/21. The community is supposed to be able to make "building plans" for these new interiors. Now I wonder if that includes Concord.

Either way, I would expect chapter 2 to conflict with many mods that add interior cell load doors. And watching the trailer again, most definitely Concord.
This should be pretty cool! :this
 
Yeah I’m guessing here but mods that alter concord like bti won’t play well. Will be interesting to see how far thechanges go

Yeah that was what I was thinking in my "Depravity" comment, as of now with the compatibility patches you can play both mods safetly, but with this update we might get conflicting locations, one may be the Gunners Plaza near Quincy and the other the Fallon store in Concord
 
I don't want to comment on much, to avoid spoiling things - so I'll just say regarding compatibility:

We created a "Hijack System" we use in all of our quests that involve vanilla interiors. Once our quest is involved, it hides the original door and reveals our copy, which takes over the teleport destination and routes to our version of the cell. We then will have a holotape option to toggle between our version and the vanilla version of each of those doors.

While it won't be immersive, it will at least ensure you can always do vanilla or mod added quests that demand those locations. We tried to be careful and never choose locations that were involved in Bethesda's questlines, but we would have been hamstrung if we tried to account for radiants and mods, so the Hijack system is our solution.
 
I don't want to comment on much, to avoid spoiling things - so I'll just say regarding compatibility:

We created a "Hijack System" we use in all of our quests that involve vanilla interiors. Once our quest is involved, it hides the original door and reveals our copy, which takes over the teleport destination and routes to our version of the cell. We then will have a holotape option to toggle between our version and the vanilla version of each of those doors.

While it won't be immersive, it will at least ensure you can always do vanilla or mod added quests that demand those locations. We tried to be careful and never choose locations that were involved in Bethesda's questlines, but we would have been hamstrung if we tried to account for radiants and mods, so the Hijack system is our solution.
So essentially ss2 quest comes up says go to this location to this door
1 vanilla Fo4 has a door that goes to location X
2 ss2 places a new teleporting door or marker over that for its quest that goes to location Y
3 quest is done everything goes back to vanilla And door leads back to location X again ?

that’s pretty neat honestly I mean the only other real good alternative is flesh out a bunch of empty buildings and rebuild the whole precombine/previs system , and then any mod that makes changes in any of the locations will be breaking the ss2 mod. Thats pretty smart thinking to keep it from breaking the base game and potentially breaking every other mod that edits cells as well.

although mods like beantown interiors and 3dnpc will probably still be a no go.

id like to see more nuke world and far harbor integration personally in the upcoming but it’s understandable to keep it commonwealth since not everybody has all the dlc.
 
Chapter 2 of Sim Settlements 2 will be launching this Fall!

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FAQ: https://simsettlements2.com/chapter-2/

Features:

  • Continues the story where Chapter 1 left off!
  • Multiple large side-quest lines involving new people and factions arriving as a result of your progress revitalizing the Commonwealth!
  • New Disease system for settlers! (Sorry - we came up with this years ago before the pandemic.... insert Picard meme)
  • World Repopulation system where areas outside of settlements begin to populate as the settlements become more prosperous!
  • Brand new gameplay mode that allows you to establish and build up your own faction headquarters!
  • New building classes, new recruitable settlers, and tons of new things to unlock!

A date and more details will come as we get closer - though we're going to do everything in our power to avoid spoiling the story - which means we can't fully explain all the new gameplay - but will do our best to at least help you prepare if you are looking to have a save in a good place, or if you are an addon pack author and are looking to jump in and contribute to the new systems!

A lot of love went into this chapter, huge shoutout to the team for assembling that awesome trailer - especially Pontus Johansson who collected and edited the footage - this was his final trailer for Fallout 4.

See you at the release!

-kinggath
OMG this going to be so cool! Can't wait! Keep up the great work guys, meanwhile, gotta a few settlements that definitely needs more attention xD
 
Kinggath, is this going to be a separate mod from Chapter 1, or is it going to be part of the original mod? Either way, it's going to be a really enjoyable story.

Edit: Read the Wiki, I got the answer.
 
I am enthralled !! Quite the update indeed. I have been away a while. Life gets in the way sometimes, but I am back. My fallout 4 cratered, had to delete ALL my mods and delete my Fallout 4 game. It took me almost 2 daze to reinstall the game. Now I have a pristine install and waiting for some expert advice on mods needed to get maximum results from Sim Settlements.
 
I am enthralled !! Quite the update indeed. I have been away a while. Life gets in the way sometimes, but I am back. My fallout 4 cratered, had to delete ALL my mods and delete my Fallout 4 game. It took me almost 2 daze to reinstall the game. Now I have a pristine install and waiting for some expert advice on mods needed to get maximum results from Sim Settlements.
Mods to avoid: Those that expand the settlements beyond the vanilla game. AWKCS sometimes gives a conflict. If your joining the Settlement build contests then the Scrap Everything mods are an issue (messes with SS2 engine).
Mods to get: (up at Nexusmods). Go for all mods, then used the green pull down and filter for Sim Settlements 2. All of the approved/useful/settlement mods are there. WorkShopFrameWork, WorkShop Plus and HUDFramework are essential. Here is the link to the wiki page with the best list to get started with: https://wiki.simsettlements2.com/customization/suggested-mods .
 
Mods to avoid: Those that expand the settlements beyond the vanilla game. AWKCS sometimes gives a conflict. If your joining the Settlement build contests then the Scrap Everything mods are an issue (messes with SS2 engine).
Mods to get: (up at Nexusmods). Go for all mods, then used the green pull down and filter for Sim Settlements 2. All of the approved/useful/settlement mods are there. WorkShopFrameWork, WorkShop Plus and HUDFramework are essential. Here is the link to the wiki page with the best list to get started with: https://wiki.simsettlements2.com/customization/suggested-mods .

Mods to avoid: Those that expand the settlements beyond the vanilla game. AWKCS sometimes gives a conflict. If your joining the Settlement build contests then the Scrap Everything mods are an issue (messes with SS2 engine).

Ok I have this installed, what scrapping mod should I use instead? Should I scrap current game and start over with this mod deleted ? I do like scrapping to give the settlement a clean appearance but a viable alternative would be appreciated.

Should I delete Wasteland Reconstruction Kit ? I do like the fact I can build jails and things
 
Mods to avoid: Those that expand the settlements beyond the vanilla game. AWKCS sometimes gives a conflict. If your joining the Settlement build contests then the Scrap Everything mods are an issue (messes with SS2 engine).

Ok I have this installed, what scrapping mod should I use instead? Should I scrap current game and start over with this mod deleted ? I do like scrapping to give the settlement a clean appearance but a viable alternative would be appreciated.

Should I delete Wasteland Reconstruction Kit ? I do like the fact I can build jails and things
Clean My Settlement and Raze My Settlement - Clean My Settlement at Fallout 4 Nexus - Mods and community (nexusmods.com)
Raze My Settlement at Fallout 4 Nexus - Mods and community (nexusmods.com)
They don't clean as well as scrap everything but I guess they don't break your game. Yes you would have to start a new game
For armor without an AWKCR requirement - Armor and Clothing Overhaul (ACO) at Fallout 4 Nexus - Mods and community (nexusmods.com)

You are free to continue using Scrap everything and AWKCR. Just know they could break your game at some point
Do Not delete WRK
 
If I understand, Fusion City, Depravity, Outcast & Remnants and P. Valkyrie can cause problems because modify Gunners and Preston story? I've had ALL of them installed for years, shit, but I only finished F. City, long time before SS. So is recommended not play those mods in parallel o directly not install them?
 
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