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SS with We Are The Minutemen and You and What Army is the perfect threesome I never knew I needed.

PedalPen

Member
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31
Sim settlements has always had the rebuilding and taking back the wasteland vibe. But paired with all of the above makes it seem like you're taking back swaths of land with every settlement making everywhere safer from sanctuary onwards. I never truly got this feeling until after the pastor moved into concord. All it took was one in-univerese passing statement of how the area feels noticably safer then the rest got me fully immersed in the game. Then I started noticing the multiple mm patrols pattrolling the road with uniform blue and assault rifles and the realization was probably the most fulfilling thing ive experienced in fo4.
 
I agree. I finished the game siding with the Minute men. I finished off the Institute and BoS. For me, that ending feels right with SS2.
 
Ive always found You and What Army adds too many squads walking around. I was running into them everywhere and between that and the BOS sending a vertibird to attack every location that I get a line of sight with, i wasn’t having much fun.

I usually go with WATM and Militarized Minutemen, you get fewer squads but they carry some nice gear.
 
You can access and change the amounts of troops that are walking around with the mod config. The default start is "Heavy".

You can have militarized minutemen in large or small groups for example.
 
I run We are the minutemen with SKK settlement attack system with patrols on. I don't do militarized minutemen because, they are a volunteer force, it doesn't make sense to me. With SKK you still get patrols, but only between settlements, so they don't just show up wherever. I have not made it far enough in chapter 2 to see how SKK will work there, I'm worried it might not work well.
 
Personally, my "preferred ending" would be Minutemen + Reformed Institute, in a "The Commonwealth decides its own fate, BoS pls leave" situation, but it requires some mental gymnastics not supported by the game itself to 'roleplay' that The Institute can even be changed. Heck, SS2 slots into that reasonably well in my mind, as a sort of "this is exactly the project a Sole Survivor-led Institute would go all in on" thing. That's what I choose to imagine I'm doing, even if little in the game itself supports it. Setting up that SKK mod to do 'patrols' of Synths even makes sense that way - let's use the (relatively) disposable robots as the basic infantry to patrol the roads.
Why does Bethesda keep making us the "leader" of every faction ever but giving us no actual power and even as the "leader" we still do all the grunt work
 
Personally, my "preferred ending" would be Minutemen + Reformed Institute, in a "The Commonwealth decides its own fate, BoS pls leave" situation, but it requires some mental gymnastics not supported by the game itself to 'roleplay' that The Institute can even be changed. Heck, SS2 slots into that reasonably well in my mind, as a sort of "this is exactly the project a Sole Survivor-led Institute would go all in on" thing. That's what I choose to imagine I'm doing, even if little in the game itself supports it. Setting up that SKK mod to do 'patrols' of Synths even makes sense that way - let's use the (relatively) disposable robots as the basic infantry to patrol the roads.
Why does Bethesda keep making us the "leader" of every faction ever but giving us no actual power and even as the "leader" we still do all the grunt work
Most of the Institute people are eggheads that are only interested in their work. If the SS not only replaces Father but also wipes out Kellogg, who as far as they know was the most dangerous man alive, they should be more than willing to follow your lead as long as they have some projects to keep them happy.
 
I run We are the minutemen with SKK settlement attack system with patrols on. I don't do militarized minutemen because, they are a volunteer force, it doesn't make sense to me. With SKK you still get patrols, but only between settlements, so they don't just show up wherever. I have not made it far enough in chapter 2 to see how SKK will work there, I'm worried it might not work well.
I think MM just gives them 15 new uniform items. Why shouldn't they loot all the old Army surplus stores for better gear? The backpack has become kind of a crutch for me.

WATM does far more in terms of militarization. I see roving patrols with flamers, Gauss guns, miniguns, all sorts of stuff that a volunteer should never have.
 
Most of the Institute people are eggheads that are only interested in their work. If the SS not only replaces Father but also wipes out Kellogg, who as far as they know was the most dangerous man alive, they should be more than willing to follow your lead as long as they have some projects to keep them happy.
Sure, that's basically how I "roleplay" it in my head, but there's nothing in the game itself to support any of that.
 
I think MM just gives them 15 new uniform items. Why shouldn't they loot all the old Army surplus stores for better gear? The backpack has become kind of a crutch for me.

WATM does far more in terms of militarization. I see roving patrols with flamers, Gauss guns, miniguns, all sorts of stuff that a volunteer should never have.
well one they aren't civilians they are a militia they are one step below a military's branch in real life and in the use it works like this
US military (made up of the US Army, National Guard, US Airforce, US Navy & US Marine Core)
civilian militia
civilian
 
well one they aren't civilians they are a militia they are one step below a military's branch in real life and in the use it works like this
US military (made up of the US Army, National Guard, US Airforce, US Navy & US Marine Core)
civilian militia
civilian
There is no military in the commonwealth, and the fallout universe is based on an alternate history, so real life hardly applies.

if you start a post with “well one” you must have a 2 also.

if you answer someone’s post, address what was said in the post. I don’t see how any of what you said applies to what I said.

and in the US (which I assume you meant by use) civilian militias aren’t government organizations that makes them equivalent to civilians, which is why they’re called a CIVILIAN militia.
 
As general, I think i'm qualified to state that whether you prefer to call them an army or a militia...the MM are some pretty weak tea.

And...that laser musket? Yeesh.
 
Sim settlements has always had the rebuilding and taking back the wasteland vibe. But paired with all of the above makes it seem like you're taking back swaths of land with every settlement making everywhere safer from sanctuary onwards. I never truly got this feeling until after the pastor moved into concord. All it took was one in-univerese passing statement of how the area feels noticably safer then the rest got me fully immersed in the game. Then I started noticing the multiple mm patrols pattrolling the road with uniform blue and assault rifles and the realization was probably the most fulfilling thing ive experienced in fo4.
so i think i found a few more mods that make the game a bit better from the start to the end in the forum of lore fixes and QOL (Quality Of Life) and should work with SS2
LORE: makes both Nate & Nora Smith be military vets which helps with the continuity of Nora being able to load & fire the mini gun, missile launcher, disarm all mine types and use power armors https://www.nexusmods.com/fallout4/mods/16817
LORE: teaches either Nate or Nora Smith what caps are & what they are used for from the start of the game in a lore friendly way https://www.nexusmods.com/fallout4/mods/56562
QOL: makes Nuka world armors and weapon crafting simpler https://www.nexusmods.com/fallout4/mods/52761
QOL: allows the minutemen to level there tech up as you level up as well https://www.nexusmods.com/fallout4/mods/6443
QOL: allow the minutemen to have more patrols in the area https://www.nexusmods.com/fallout4/mods/36780
 
Wasn’t the SS already a vet? Isn’t that why they were giving the speech at FP115 and why they get conscripted into the USS Constitution?
The "canon" story is that Nate (male player character) was, but Nora was a lawyer. A lot of people choose to believe Nora was a JAG to stick to that but also give her the 'was technically military' thing too, but that's never confirmed in game - the robots at the Constitution only refer to Nate as an actual serviceman.

Fun fact: one of the NPCs in FO3's "Mothership Zeta" mentions the same Regiment as Nate gets identified as being in by those robots, meaning Nate's service was in the National Guard and was probably deployed at Anchorage.
 
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The "canon" story is that Nate (male player character) was, but Nora was a lawyer. A lot of people choose to believe Nora was a JAG to stick to that but also give her the 'was technically military' thing too, but that's never confirmed in game - the robots at the Constitution only refer to Nate as an actual serviceman.

Fun fact: one of the NPCs in FO3's "Mothership Zeta" mentions the same Regiment as Nate gets identified as being in by those robots, meaning Nate's service was in the National Guard and was probably deployed at Anchorage.
I feel like there was a reference to Nate fighting in anchorage and only getting home a few weeks before the bombs fell.

JAG officers aren’t technically military, they’re full-blown active duty commissioned officers, no different than infantry or motor T or supply, except rank of course.
 
JAG officers aren’t technically military, they’re full-blown active duty commissioned officers, no different than infantry or motor T or supply, except rank of course.
That was just poor phrasing on my part.
Regardless, my point was that with the way the robot at the entrance to the Constitution talks to Nora, she doesn't have a service record. (for Nora the robot invokes a Proclamation that allows him to conscript civilians - for Nate he outright states Regiment and Battalion).
 
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Wasn’t the SS already a vet? Isn’t that why they were giving the speech at FP115 and why they get conscripted into the USS Constitution?
yes Nate was military but the mods i suggested makes it so Nora is also military which sorta explains how she can use none pipe weapons, pipe weapons, laser weapons and power armor
 
This reminds of that mod someone made recently where they took the time to change the name Nuka to Nuclear.

You're overthinking it.
 
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