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While we wait for Chapter 2

Jason Todd

Member
Messages
59
I saw all four factions mentioned in the new trailer and it got me wondering, If it is possible to mention without Spoilers (obviously) what would the the optimal point be in the Vanilla quest-line be to kick off Chapter 2? If a Moderator feels this would give away possible plot points feel free to delete it.

Cheers All
 
The shots of the faction leaders appear to all be the first time you meet them, for what thats worth.
I would expect you cant exactly side with The Institute if Cambridge is a bubbling underwater crater...
 
If the Institute is your 4th faction unlock, then as soon as it's possible to exit the Institute would seem a good time.
 
Definitely recommend doing it after joining the Institute, if you want to invite all four factions to the party. And it's not mentioned in the trailer, only in the QnA, but the Automatron DLC will be required and I think it'd be best to complete the whole thing too.
 
Definitely recommend doing it after joining the Institute, if you want to invite all four factions to the party. And it's not mentioned in the trailer, only in the QnA, but the Automatron DLC will be required and I think it'd be best to complete the whole thing too.
Complete the automatron quest line ? I kinda assumed you would just have the one or two factions you didn’t destroy be the ones helping. Plus I’m always hostile to the brotherhood of steel I mean dance has been killed more times then I can count. Guess I got some life choices to make for ss2 chapter 2 play through normally it’s just the minutemen standing at the end cause I’ve massacred the railroad for being annoying , I love fighting the bos cause they come attacking in vertabirds and I just cant bring myself to like the institute or Shawn. Bet that robot didn’t predict me showing up and killing her for no reason besides fun.
 
I mean, I'd lean towards assuming Automatron is needed because they're using some assets from that DLC in the Chapter2 stuff... like, I don't know, the "brain in a jar" object you see about a thousand of in the Mechanist's Lair, or something. Although I'd definitely love to show The Gunners how it feels to be on the OTHER end of an Assaultron sneak attack...
 
I mean, I'd lean towards assuming Automatron is needed because they're using some assets from that DLC in the Chapter2 stuff... like, I don't know, the "brain in a jar" object you see about a thousand of in the Mechanist's Lair, or something. Although I'd definitely love to show The Gunners how it feels to be on the OTHER end of an Assaultron sneak attack...
I hope it's just a "uses assets" dependency. I've been avoiding triggering the Automatron questline[1] because I get sick of just about every random encounter being replaced by Rust Devils. I used to do it to get the robot workbench and build robo-provisioners running out of central points, but caravan plots make that unnecessary.

[1] "No Quest Autostart - Automatron" helps with this. https://www.nexusmods.com/fallout4/mods/31576/
 
I hope it's just a "uses assets" dependency. I've been avoiding triggering the Automatron questline[1] because I get sick of just about every random encounter being replaced by Rust Devils. I used to do it to get the robot workbench and build robo-provisioners running out of central points, but caravan plots make that unnecessary.

[1] "No Quest Autostart - Automatron" helps with this. https://www.nexusmods.com/fallout4/mods/31576/
Exactly this I also avoid automatron cause I hate the added robot and rust devils random attacks , im guessing it’s using the automatron system to do something with the new npcs. This is the same reason I mostly avoid the nuke world raider gangs situation because I’m not trying to mess up my commonwealth stuff with random offsite npc , I generally quit before this stage or I kill the raiders and never return.
 
Exactly this I also avoid automatron cause I hate the added robot and rust devils random attacks
X2 I don't understand why they have to take over most random events once "talk to the robot" is triggered... :todd:
 
Between "NPCs Travel" and SKK50's mods, I had barely noticed, but now that I think about it... yeah, Rust Devils do seem to take over the vanilla random encounter table once activated. I do enjoy getting up on the 'wing' at Starlight and using the regular packs of them under that railway bridge as sniping practice, though.
 
I wonder if there is a mod to reduce the chance? I'd look, but it seems Nexus is down... :scratchhead
 
Yes, although I never tested it. Those encounters aren't a problem for me, and the rate should drop down once you finish automatron
 
Actually, they seem to get worse.
Mine always got worse after I finished the dlc that’s why I never do it any more. Basically they would replace almost every other random event with either robots or rust devils.
 
I read that it should go up to 50% chance after the dlc starts and goes down to 20% after you finished. It really seems a high rate but I never bothered with it. I play with NPC travel and sometimes find automatrons fighting with gunners or whatever. It's funny.
I'm going to try that mod in my next playthrough anyway
 
I've spent this weekend actually playing the game myself for a change - although of course I was taking notes of stuff I noticed the entire time (got to see how things play in a "real" game instead of just force-testing specific things in isolation).
By my count, yeah, a good ~50% of the vanilla 'random encounter' pops I had were packs of Rust Devils, and this save completed Automatron 20 character-levels (probably a month of ingame time) ago.
 
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