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!

Any mods the fix the unavoidable "I am the sole survivor of vault 111" - dialouge? (Alternate Start)

YouDoNotKnowMyName

New Member
Messages
12
Good evening everybody!
I finally got SS2 to work!
In the quest "Casting a line", there is a conversation with "the stranger" where he asks the player about the PipBoy.
No matter what answer you choose, it will ALWAYS lead to "sole survivor of V111, got frozen, wife/husband killed, shaun stolen" - response.

Has anybody found or made a mod that "fixes" that?

Because I am using StartMeUp as an alternate start mod and my player-character is NOT the sole survivor of vault 111.
I know it is just a little thing, but maybe this should be mentioned in the "compatibility with alternate start mods" - page on the wiki. (not just the "technical" aspects of using alternate start mods)
Because something like this bothers me waaaaay more then script lag or broken precombines ... (I am perfectly fine with running the game at "only" 25 FPS on a pretty decent PC)
 
Afraid not. The story is based on the vanilla story, so there's just a little too many voice lines to alter or delete to make that happen anytime soon (at least I doubt it). Both Jake and unique settlers adress the player as someone from before the war. They would even need Jake's voice actor to record new lines for that option to make sense, as he will bring it up a few more times.
 
Yep, what @General Ilene said. This question arises every once in while. To the question if ss2 will incorporate alternate start mods the dev team responded with a definite 'no'. The reason being that planning for ss2 even started way back when ss1 was still actively developed. All characters, quests and events have been planned for years with the vanilla questline in mind. So changing that would undermine a core design guideline of the whole mod.
 
Yep, what @General Ilene said. This question arises every once in while. To the question if ss2 will incorporate alternate start mods the dev team responded with a definite 'no'. The reason being that planning for ss2 even started way back when ss1 was still actively developed. All characters, quests and events have been planned for years with the vanilla questline in mind. So changing that would undermine a core design guideline of the whole mod.
Would be nice if that would have been mentioned somewhere ...
That would have changed my decision to download and install SimSettlements ...
 
Would be nice if that would have been mentioned somewhere ...
That would have changed my decision to download and install SimSettlements ...
It was talked about during a livestream so I'm not surprised it isn't 100% widely known. However, the initial "Announcement Trailer" very directly shows that the story is written assuming you are Vault 111's Sole Survivor - I think that's about as close to an 'official statement' as there's going to be.

And, to be fair, you can use all of the settlement-building mechanics without ever doing Jake's Questline - that doesn't cut you out of any significant mechanical content, but does mean there's a handful of the "Unique Settlers" you can never meet due to how the questline and 'spawn triggers' work. There's even a copy of the holotape placed in the world once you know where to look, so you don't even need to console-command it in or whatever.
 
It was talked about during a livestream so I'm not surprised it isn't 100% widely known. However, the initial "Announcement Trailer" very directly shows that the story is written assuming you are Vault 111's Sole Survivor - I think that's about as close to an 'official statement' as there's going to be.

And, to be fair, you can use all of the settlement-building mechanics without ever doing Jake's Questline - that doesn't cut you out of any significant mechanical content, but does mean there's a handful of the "Unique Settlers" you can never meet due to how the questline and 'spawn triggers' work. There's even a copy of the holotape placed in the world once you know where to look, so you don't even need to console-command it in or whatever.

I never watched any "trailers" or any other videos about this (or any other mods), so I guess I missed that information.
 
I never watched any "trailers" or any other videos about this (or any other mods), so I guess I missed that information.
Yeah, I meant this one:
To view this content we will need your consent to set third party cookies.
For more detailed information, see our cookies page.

Which it turns out was uploaded Oct 4, 2020 so I probably should stop referencing it as being something people all saw. These Dark Times have really thrown off my sense of what day it even is.
 
Damn, thought the mod has been out like forever...
Well, can always pretend like all this never happened and the lines about cryosleep and lost son are just a glitch in the program. Or that it happened but everyone's dead, it's been 200 years so it's irrelevant... Whatever rocks your boat. After coming back to an old save i completely forgot the player was meant to be a war vet and family man back in the day. Now he's just chaotic good with a bit of psycho in the mix...
 
Yeah I think it's not that much of a deal. I use start me up and I didn't notice any issues so far.
Are there even more than one or two times where immersion for non sole survivor characters breaks? If so I didn't even notice those.
 
SS2 does remind us of the main quest a couple times (excluding some unique settlers dialogue where you have the choice to "remember" something), I think last one was when starting "the coolest cat". If anything that only enhances the main quest while not going too deep into it. The main quest is kinda bearable with Heather by your side (for Institute haters) or alternate ending mods (for Institute lovers).
 
The main quest is kinda bearable with Heather by your side (for Institute haters) or alternate ending mods (for Institute lovers).
Who?

Yes, I am using some alternate ending mods (but I never fully played through them, because I mostly play "permadeath", so once a player-character dies, I start again from 0).
 
Damn, permadeath sounds rough. Fatman gunners, Fallons/Rocksberry and that neighborhood must be scary. But Heather Casdin is a companion from a mod with the same name, highly recommend.
 
Damn, permadeath sounds rough. Fatman gunners, Fallons/Rocksberry and that neighborhood must be scary. But Heather Casdin is a companion from a mod with the same name, highly recommend.
Ah, ok ...
I think I never used companions in FO4 (except Dogmeat) ...

Sneaking and sniping is the way to got for permadeath!
And lots of Jet, in case something gets close ...
 
I'd say companions are one of the better parts of the vanilla game. Though ones from mods really take the cake. Especially from Tales from the Commonwealth. Audrey is my favourite. Anyway, it's really hard to escape the main quest, and not much left to do when you ignore it entirely. I'd say everything SS2 provides is totally worth suffering through a couple references to the past.
 
Damn, thought the mod has been out like forever...
Well, can always pretend like all this never happened and the lines about cryosleep and lost son are just a glitch in the program. Or that it happened but everyone's dead, it's been 200 years so it's irrelevant... Whatever rocks your boat. After coming back to an old save i completely forgot the player was meant to be a war vet and family man back in the day. Now he's just chaotic good with a bit of psycho in the mix...
Personally I use "Synthetic Player" alt-start mod by SKK50 (it's on Nexus), which gives you a slightly different backstory - in that, you are instead (spoiler text follows): a Courser-class synth made in the IMAGE of the Sole Survivor, given their backstory to use as a cover story if anyone asks, tasked with recon/infiltrating and destroying the other factions as the standard Institute Ending - I "RP" it as being that I'm also trying to work out if this ASAM tech is something The Institute would want to use themselves
 
Top