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Option to disable NPCs and quests

DarkFaeGaming

New Member
Messages
17
Please give us the option to completely disable all NPCs relating to the quests and the mod. Obviously, they'd have to be re-enabled to do quests, but if we're using the cheat mode (which I do because the plots and things are what I use SS2 for and there's already more than enough quests in the game), then they just get in the way.
 
Please give us the option to completely disable all NPCs relating to the quests and the mod. Obviously, they'd have to be re-enabled to do quests, but if we're using the cheat mode (which I do because the plots and things are what I use SS2 for and there's already more than enough quests in the game), then they just get in the way.
Agreed. I know you can avoid Jake and his quest, but it could be nice to not have everyone else always showing up too.
 
What about all of the settlers you can get with it? I'd love to skip the main quest since I've already done it and get back to finding new settlers. I don't know if they appear without doing the main quest but I know I can't ask The Ron to give me new people to find.
 
What about all of the settlers you can get with it? I'd love to skip the main quest since I've already done it and get back to finding new settlers. I don't know if they appear without doing the main quest but I know I can't ask The Ron to give me new people to find.
As far as I can tell, MOST of them are still available without doing the "Jake Questline". The ones you specifically meet during that questline - Old Paul, Lily, Stodge and his crew, the Powells, and whoever you end up with after "Grey Matters" - those ones you can ONLY get during the questline, but that's not even a quarter of the total number of them in the mod.
 
Just kill Jack when it pop the first time and you won't have any problems.
 
Just kill Jack when it pop the first time and you won't have any problems.
There is actually a time when he is not essential????:vinsent
 
Came back to actually upvote this suggestion and add a couple more points:
Jake doesn't spawn if your first Recruitment Beacon built is in FAH HAHBAH, but the Unique Settlers still do. Which is really obnoxious since their quests appear to almost exclusively be in The Commonwealth.
 
if you dont want the quests why not use SS1 instead?
SS2 i feel is a waste to not play the quest
There IS more to the mod than just the Jake Questline, and it is so linear that 2-3 playthroughs of it is enough before some people start to want to just do their own thing on new characters without Jake getting in the way and expecting you to want to play for several hours to even be able to use half the mechanics.
 
There IS more to the mod than just the Jake Questline, and it is so linear that 2-3 playthroughs of it is enough before some people start to want to just do their own thing on new characters without Jake getting in the way and expecting you to want to play for several hours to even be able to use half the mechanics.
i mean its sort of built in already to just enable all plot types with the cheats
 
i mean its sort of built in already to just enable all plot types with the cheats
Yes, and even if you use those, Jake will still spawn and bother you the instant you build a Beacon, and there is no option to tell him you arent interested.
 
if you dont want the quests why not use SS1 instead?
SS2 i feel is a waste to not play the quest
Because of the better UI and other features. For the plots with built-in foundations, and for 3x3 plots, and for the new things that will come with future updates, while SS1 is now being left without future content.
Plus, perhaps in future I might want to do the quests. When they're stable and everything, and it doesn't take nearly me nearly to level 30 or 40 just on its own. Granted, I did have double XP mod, but that's still a big rush to getting rank 4 in crafting skills and becoming OP without getting to do any of the stuff I wanted to do before that point, just because I needed the damn plots unlocked and the ability to craft more sensors
 
I enabled the SS2 unlock cheats, unlocked everything, crafted 2 boxes of ASAMs, starting putting them out at Abernathy Farm, no recruitment beacon at all. There shows up Jake after I have my place pretty much finished and I can't get rid of him without at least doing the first part of his quests. I started again, rolled back before doing anything and went through all the options and I cannot seem to disable the quest. I don't want old Paul or Lily especially (god help if Joe Lawson ever shows up again) when I have unlocked everything already. I have played through the complete quest 4 times now. I applaud the work and effort and the creativity of the whole mod. The NPCs are amazing, but I don't want to be forced into taking the ones I can't stand having around (not to say they are bad - just I personally don't like their attitude and would kill them before having them in my settlement). I would like an option to decline an NPC joining my settlement. Not putting up a recruitment beacon does not keep Jake away. Honestly he shows up saying he heard my signal, I have 9 homes going and all the plot types in play and he is telling me I need ASAMs? Look around dude, even being rude can't get rid of him, he just goes and sits down and waits until you change your mind. A way to disable the tutorial quest for those of us who have gone through the quest several times now would be much appreciated. I was hoping that choosing the returning player option disabled the quest but nope.
 
There IS more to the mod than just the Jake Questline, and it is so linear that 2-3 playthroughs of it is enough before some people start to want to just do their own thing on new characters without Jake getting in the way and expecting you to want to play for several hours to even be able to use half the mechanics.
Thanks for saying this. I'll say that everything is well acted & nice & all, but i'm on my 1st playthrough & I still get to looking at my phone while Jake's talking. There's no way in heck i want to be forced to play thru it on 2nd/3rd/4th/etc character. I have no idea if it's possible, but a popup asking if you want to do the main SS2 questline would be awesome when you grab the magazine off the sanctuary workbench.

Or maybe some alternate voicework for him where he runs up says "you look like you know what you're doing" and skips or makes optional all his questline & just unlocks everything for you to get started & the unique settlers show up & you can decide if you want to do or ignore their little sidequests.

EDIT: It really feels more like a DLC questline with settlement building tacked onto the side than adding a little story to the settlement building if you follow how i'm probably badly phrasing it.
 
I am looking forward to the next chapter(s) in the story, as I understand they will be released as separate mods in the future. I also don't want to have to play thru this every time I start over. I am on a fresh start again, I usually don't start my settlements until I get to level 20ish so I have a bit more to go. Trying to decide which settlement to start this time. Not going to be Sanctuary or Abernathy Farm this go round. Might do Tenpines not sure yet. I still have the Concord 5 in the Church waiting for me to tell them all is clear. I may dislike some of the characters (then I hate Preston and McCready), I will say they are very well done and voice acted regardless of my feelings about them. However, do half of the female visiting female settlers need to have Carla's voice? OMG I just want to shoot them when they speak.
 
I am looking forward to the next chapter(s) in the story, as I understand they will be released as separate mods in the future. I also don't want to have to play thru this every time I start over. I am on a fresh start again, I usually don't start my settlements until I get to level 20ish so I have a bit more to go. Trying to decide which settlement to start this time. Not going to be Sanctuary or Abernathy Farm this go round. Might do Tenpines not sure yet. I still have the Concord 5 in the Church waiting for me to tell them all is clear. I may dislike some of the characters (then I hate Preston and McCready), I will say they are very well done and voice acted regardless of my feelings about them. However, do half of the female visiting female settlers need to have Carla's voice? OMG I just want to shoot them when they speak.
Actually robbed and shot Carla first time I run into here just to not having a chain-smoking character standing in Sanctuary. And her movements are creepy with her leaning forward and the thing she does with the arms... now we have them in multitude... please consider to use another characters movements for your copy's.
 
Actually robbed and shot Carla first time I run into here just to not having a chain-smoking character standing in Sanctuary. And her movements are creepy with her leaning forward and the thing she does with the arms... now we have them in multitude... please consider to use another characters movements for your copy's.
so just because people have a problem with their backs or are not all there mentally you shoot them?
 
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