the Sim Settlements forums!

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

SS2 is a better story that the base game

Messages
54
In all of my testing I have stopped the main the quest line just after entering the Institute. I was finding out if SS2 had faction unlocks. Has any one finished the main quest in SS2? Did any buildings unlock after finishing?
 

VetaPhoenix

Active Member
Patreon Supporter
Wiki Contributor
Messages
127
In all of my testing I have stopped the main the quest line just after entering the Institute. I was finding out if SS2 had faction unlocks. Has any one finished the main quest in SS2? Did any buildings unlock after finishing?
I don't think the main quest depends on any specific faction alliance. The conversations between Jake and the protagonist actually adjust to your progress in your current game.

There are a few unique settlers that depend on your interactions with factions. From what I can see, it looks like the Railroad has the most with at least 3 triggers, the Institute has at least 2, and the Minutemen have at least 2, as well.

I'm putting these in the Unique Settlers' pages, slowly but surely, as I am working to create profiles for all Unique Settlers on the wiki.
 
Messages
54
I don't think the main quest depends on any specific faction alliance. The conversations between Jake and the protagonist actually adjust to your progress in your current game.

There are a few unique settlers that depend on your interactions with factions. From what I can see, it looks like the Railroad has the most with at least 3 triggers, the Institute has at least 2, and the Minutemen have at least 2, as well.

I'm putting these in the Unique Settlers' pages, slowly but surely, as I am working to create profiles for all Unique Settlers on the wiki.
I saw a Brotherhood book collector and a ghoul who hates the Brotherhood you might add to your list. Book collecting seems to be a thing as I have met multiple NPCs who want library books.
 

VetaPhoenix

Active Member
Patreon Supporter
Wiki Contributor
Messages
127
I saw a Brotherhood book collector and a ghoul who hates the Brotherhood you might add to your list. Book collecting seems to be a thing as I have met multiple NPCs who want library books.

I may. I'm going by a spreadsheet I was given access to where actually interacting with the factions can trigger unique settlers' quests, but there are likely other details dealing with factions other than just the triggers. AND that being said, I'm sure I'll be adding to this list for years and years lol
 
Last edited:

yaugieLC

Well-Known Member
Community Rockstar
Messages
2,085
The addon/unlock system can use, among other things, specific 'stages' of Quest completion to activate new things (you know, the ones used by console commands like setstage etc) including quests outside Ss2 itself, and are technically not even limited to awarding plots or unlocking unique settlers. So Addon Pack Makers have nearly free reign with that system to reward you for just about anything.
 

yaugieLC

Well-Known Member
Community Rockstar
Messages
2,085
Wasteland Ventures has a ton of plots that you can unlock just by playing the game. My favorite is the one from completing the Boston Library.
Big fan of the Weapons Shop design WV gives after first meeting Cricket myself.

As another example that I used myself in my thing - you know when you first visit Goodneighbor and that guy tries to extort you for "protection money"? There is technically a "quest" happening there mechanically, just not one that comes up in your Pipboy. So yeah, Addon Pack Makers have a VERY broad range of what they can do with that.
In terms of the "core" mod itself, though... apart from the Unique Settlers that spawn based on being friendly with certain factions (which for BoS and Institute obviously requires you to get a fair way into the Main Plot), I don't THINK anything else directly cares about Main Quest Progression. There MIGHT be a couple of 'Unique Settler Sidequests' that seem like they do at first, but I'm not 100% on those and/or if they are just bugging out/choosing invalid locations.
 
Last edited:

XxA1xX

Well-Known Member
Messages
636
i am at level 40 , can i install ss2 and continue with ss2 ?
You can but not sure if jake will show up at a random settlement that has a radio beacon or if he shows after reading the magazine the placing a beacon. So he may show up in a random settlement basically.
 

stryker1999

Member
Messages
42
Also, the Big Twist is pretty worthless unless you've never heard a story about cryogenic freezing. We don't know how much time elapsed between the bomb and Kellogg, or Kellogg and our escape. The Sole Survivor keeps thinking the second time skip is no time at all, despite being told right from the start that the total of the two time skips is "a bit over 210 years," according to Codsworth, one of the few NPCs who could reliably tell you. My first question after that was, "okay, so then how far back was the shooting, since the two add up to 210 years?" It's not reasonable at all to assume either time skip is short or long.
I don't suppose you recall that Ellie, Nick Valentine's secretary, mentioned that Kellogg was seen in Diamond City with a young boy, or did the session with Nick in the Memory Den where Nate saw his son at age 10-ish. AND just when X6-88 delivered the news that Virgil escaped to the Glowing Sea. The real twist is that
Shaun really shouldn't be older than 14 or so, which leads me to believe that A Certain Elderly Character is a Synth, and you never find the real Shaun.
Or actually, that Bethy is too clever by half with their plot.

Now the "kill at LEAST two whole factions" thing really burned my toast. I was livid when I found out after my first playthrough that there was a hidden way to only slaughter one of them, the Institute. And with mods, able to make the ending even more open ended, including letting them all survive. It would be outstanding if SS2 seized those reins too. Memo to the SS team. I'm working up to playing through the Subversion mod, where you have some interesting options when you take over the Institute, avoiding the whole smutty ending of the Thuggyverse.

I really dig the story of SS2, though leaving it at a cliffhanger as they did leaves me hungry. But I'm not of the opinion that it's the best thing to happen to the Falloutverse.
 
Last edited:

XxA1xX

Well-Known Member
Messages
636
Big fan of the Weapons Shop design WV gives after first meeting Cricket myself.

As another example that I used myself in my thing - you know when you first visit Goodneighbor and that guy tries to extort you for "protection money"? There is technically a "quest" happening there mechanically, just not one that comes up in your Pipboy. So yeah, Addon Pack Makers have a VERY broad range of what they can do with that.
In terms of the "core" mod itself, though... apart from the Unique Settlers that spawn based on being friendly with certain factions (which for BoS and Institute obviously requires you to get a fair way into the Main Plot), I don't THINK anything else directly cares about Main Quest Progression. There MIGHT be a couple of 'Unique Settler Sidequests' that seem like they do at first, but I'm not 100% on those and/or if they are just bugging out/choosing invalid locations.
That’s interesting about that good neighbor guy I’m surprised that nobody has taken advantage of that and made anything out of him instead of just letting him get shot or stabbed. A 3rd option where he lives would be cool.
 

dinelen_darkstar

Well-Known Member
Community Rockstar
Messages
1,545
Big fan of the Weapons Shop design WV gives after first meeting Cricket myself.

As another example that I used myself in my thing - you know when you first visit Goodneighbor and that guy tries to extort you for "protection money"? There is technically a "quest" happening there mechanically, just not one that comes up in your Pipboy. So yeah, Addon Pack Makers have a VERY broad range of what they can do with that.
In terms of the "core" mod itself, though... apart from the Unique Settlers that spawn based on being friendly with certain factions (which for BoS and Institute obviously requires you to get a fair way into the Main Plot), I don't THINK anything else directly cares about Main Quest Progression. There MIGHT be a couple of 'Unique Settler Sidequests' that seem like they do at first, but I'm not 100% on those and/or if they are just bugging out/choosing invalid locations.
Messy Death is the only weapon shop I'll use. The From Dusk till Dawn reference in the description is the best.
 

adirondack9

New Member
Messages
4
I suspect the story in the main game was intended to be more complex and longer than the released version. There was to be more dealing with the various factions (and sub-factions in the case of the institute). But it was too hard to design so we got a dumbed down version. Some conversations allude to this e.g. Abernathy's and various npc's talking about visits to DC. Also there were to be different competing raider clans. These were left to the DLC to see if it was feasible to design a complex game e.g the different raider clans in NW and the adversarial factions in FH. By locating the DLC off-map the designers didn't need to worry too much anout what was going on in the main game.
The SS gets thrown a few confusing plot twists, but these are fairly lame. A good twist is usually a surprise that places the player in jeopardy with the player needing to risk life and limb to escape or alternatively talk their way out. There is little of that in the game, except for a surprise assaultron or two. The deathclaws, traps etc are all lame once the player levels up a little.
 

stryker1999

Member
Messages
42
I was saving this for when the dust settled, but I'm skeptical of people criticizing very much of Fallout 4's storyline. Look, if you enjoyed a game in which grown men were cosplaying as Roman Centurions, seriously - in the wild west - I can't take much criticism of Fallout 4's plot without a huge can of Cool Story Bro brew.

And let's completely ignore the scientific value of sticking people together in a vault all named Gary. Was it to judge the name's popularity...?

Let's be honest and just admit that we're all guilty of pick and choose suspension of disbelief, and we have our faves.
 

kmc11

New Member
Messages
5
The FO4 main story is.. great potential, much left to be desired..
Don't agree with some detail of a factions ideology? Guess what you can take over the leadership!
Now you can either nuke the whole place or go on without ANYTHING changing.

The SS2 story, while I had a tough time thinking about a reason for ASAM tech existing, decent so far.
Please though, I don't care if you voice the NPCs. I could care less if the PC is voiced as long as I can opt out of it.
I'm not playing RPG to have a character that has a fixed voice for all playthroughs. ( And yes I use Silent protagonist )

Spend time making great content, good quests. Good dialogues. Don't waste budget and time on voicing characters I can already tell what they sound like in my head when the story is immersive.
 

VetaPhoenix

Active Member
Patreon Supporter
Wiki Contributor
Messages
127
Totally agree about the factions... This frustrates me to no end. If I am the leader of the Institute, why can't I make positive changes to how they operate?? It's like you're not really the "leader", you're just assimilating into their already determined path.
 
Top