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Good and frustrating

appleseed7023

New Member
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9
I played all the way through chapter 2 and let berman go. Curious, I went back to just before taking GNN from the gunners specifically to kill berman to what would happen only to reach the end again to get the exact same ending with berman somehow "restructed", but with someone called Wade providing the end conversion, I think he's the same one that had been reporting back to someone else named gabe, got that from the halotapes recovered during the danny v quest. But no further informantion has been provided to introduce him or the gabe he'd been reporting to, that's the frustrating part.

All in all IMHO, this, all of it, is the best fallout 4 mod out there and I've truly enjoyed playing it, dispite the random crashes, and I'm looking forward to Chapter 3, hopefully I won't have croaked from old age by then.

Cudos to all involved the in development of the mod and keep up the good work.
 
With Chapter 3 still coming, we'll almost certainly meet this new 'replacement' guy for Berman. Probably put a few plasma rounds through his chest too at some point, I'd wager. (although, to be honest? i feel like the story will be more "complete" if you let Berman get away in Ch2 and he comes back for revenge in ch3)
Don't know that we'll actually meet in person with the other guy on the radio, since he seemed to be at their "other HQ" outside The Commonwealth (which I had the impression was a significant distance away - he said "Province Bay" right? There's a "Providence" about 50ish miles southwest of Boston, that's a good few days of on-foot travel), but who can say.

There's actually several characters we've been told exist but haven't met yet - go check THE RON's computer in his office, there's a couple of 'waiting to be triggered' plot hooks there too.
 
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(although, to be honest? i feel like the story will be more "complete" if you let Berman get away in Ch2 and he comes back for revenge in ch3)
I'd say not Berman, but captain Wes. Other than some new quincy details (minutemen were morons, shocking), we didn't end up learning much about him or who he works for.. Though that will most probably still get resolved later. That little bit in commonwealth rising got me interested and slightly worried (like damn, they'd really do that?)
 
I'd say not Berman, but captain Wes. Other than some new quincy details (minutemen were morons, shocking), we didn't end up learning much about him or who he works for.. Though that will most probably still get resolved later. That little bit in commonwealth rising got me interested and slightly worried (like damn, they'd really do that?)
I totally get that, Wes could have done with a bit more characterisation (although unless I'm mistaken, there's a secondary detail still 'missing' from that sequence where you talk with him) and yeah Chapter 3 will almost certainly give us a reveal of who it is that outranks Wes, but we have a more 'personal' vendetta with Berman - or at least, Jake does. And as good an adversary as The Gunners in general are, it just feels even more 'intense' with a single individual to be angry at.
 
And as good an adversary as The Gunners in general are, it just feels even more 'intense' with a single individual to be angry at.
Hey, that worked. I'm angry at him too. At you know what. And he probably served his purpose, it's disappointing to have one minor antagonist the entire game and not being able to kill him (like in a certain game I really like that isn't FO4). Though I'm treating every chapter like a whole game or at least a DLC and it's not exactly that.
And I guess it doesn't make sense to abuse the overused trope of "let the villain explain his entire motives and backstory then inevitably kill him right after" like I expected with Wes. Like Bethesda did with Kelogg etc.
(late edit but I know they didn't really do that)
 
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And I guess it doesn't make sense to abuse the overused trope of "let the villain explain his entire motives and backstory then inevitably kill him right after" like I expected with Wes. Like Bethesda did with Kelogg etc.
Wes does do some of that, if you go through all the Charisma Checks, but he's still pretty vague about it in a "you stupid Wastelanders just wouldn't GET IT" way (although not to basegame Institute levels, thankfully). And there is at least a couple of points in all his dialog that are very clearly telegraphing future story and/or mechanical content.
(I'm trying to talk a bit more about the story side of things nowadays; certain people brought to my attention that I'd given the impression I actively -hate- the story, which is far from correct)
 
I'd never say that but I can be blind as a molerat so take it with a grain of salt.
Don't get me wrong, I definitely do have issues with the questline as it has been implemented, but experience has taught me that attempting to put those issues into words will provoke a heated argument in which someone ends up forum-banned (plus most of that stuff is "too late to change now" tier), so I'll just keep it to myself.

But when considered on its own separate from anything else, the storyline definitely has more than a few points that grab my interest - because as I'm showing in this thread, I love chewing on "what ifs" and "what does this mean" meta-stuff.
 
There's also the fact that the more you replay something, the more flaws you see in it. And I guess both of us replayed SS2 a hell lot of times :D The first time around I even liked FO4's story. Though when it comes to SS2 writing, I still love it. Maybe not as much as some technical stuff (always skip the build 8 houses objective and would much prefer if there was an option to find settlers in the wild as well as have them show up). I wonder what other perks I should get early on to get all the cool replies since getting all of them at level 1 is cheating and not fun.
 
I wonder what other perks I should get early on to get all the cool replies since getting all of them at level 1 is cheating and not fun.
Personally, my favourite "Perk Check" dialogs are from [Black Widow], [Nuclear Physicist], and [Ninja]. I mean we all know [Local Leader] comes up like every second dialog at this point...

(I should probably have been documenting which of those still haven't been fixed to do the "gives a token amount of EXP" thing this playthrough)
 
Oh yeah, Strong back comes up a lot. Obviously Idiot savant (my favourite) and high Perception skill. Or low Int? Gun nut as well. I should be using black widow more lol. Or whatever the male one is. Just wondering about stuff like Basher or Big leagues or Fountain of life, Reflector etc.
 
Hang on, Sirick gave me a list of all the Perks that come up in dialog at some point a while back..

Here:
Strength, Iron Fist, Armorer, Strong Back, Steady Aim, Basher, Perception, Pickpocket, Awareness, Locksmith, Demolition Expert, Night Person, Endurance, Toughness, Lifegiver, Aquaboy / Aquagirl, Cannibal, Ghoulish, Charisma, Cap Collector, Lady Killer/Black Widow, Animal Friend, Local Leader, Party Animal, Inspirational, Intimidation, Intelligence, Low Intelligence, Medic, Gun Nut, Hacker, Science!, Robotics Expert, Nuclear Physicist, Agility, Sneak, Action Boy/Girl, Ninja, Quick Hands, Blitz, Luck, Scrounger, Mysterious Stranger, Idiot Savant, Grim Reaper's Sprint, Four Leaf Clover​

It came up because I was wondering where "Ricochet" came up, so he gave me that list of all of them. I notice none of the "weapon proficiency" perks are in there.
 
Yeah, I remember that :) Where they're used though..
Would be funny if Ghoulish changed interactions with Stodge or Vault-tec HQ. Or ghoul settlers.
Aquaboy, Raphael quest maybe?
Demolition expert, with Theresa I think?
Animal friend - no, I'm not killing any deers.
Really interested in where Grim reaper sprint would be used lol. A big assault?
Mysterious stranger... now where the hell would we find that? "Ask mysterious stranger to show up to repair the generator"
All this reminded me there's no use for yelling "fucking kill" or "raaaah" anywhere. I believe that's vanilla when high on psycho. Or other stuff of the same kind like "ahhhh"
 
There's actually one specific line, recorded by both Player Character VAs, that I want the team to find an excuse to use.

That being... when you go to input the password to meet The Railroad for the first time, the first time you interact with their little 'password entry device', your character mumbles "Huh.. it spins."
I have no idea when you'd use that, but...
 
When building a stripping pole for Mr Handsy?
Hmm..
FO4 is severely lacking in terms of roleplay. I wish vault rep would ask us stuff like "how mentally stable are you?", "would you say you're overprotective of your family?", "how easy it is for you to trust people", "are you a generally fun and nice person to be around, a sarcastic jerk, a complete douche or just mostly unremarkable?" with huge game changing stuff that comes from this. Like going completely mental after the bombs, ditching the son quest etc etc. Getting depression treatment or antipsychotics or experimental drugs. Charisma training, anger management, therapy, whatever else. But alas.
 
Yeah, but there's only so much a mod can do about that. Just got to sort of 'imagine' what's happening yourself since the game itself won't show it.

Oh and regarding [Mysterious Stranger], I just verified where that one shows up... (When talking with Berman in the basement during the Battle of GNN - taking that option instakills at least one of his two offsiders and gives you a 'slow-motion' effect for about 2 seconds)
 
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Oh and regarding [Mysterious Stranger], I just verified where that one shows up...
That's sick! My next game I might just wing it and get all the perks immediately.
Yeah, but there's only so much a mod can do about that.
I got sidetracked (happens a lot), I don't think SS2 was ever meant to fix that but it's still doing pretty good. At least at making the game feel like part of a better game series. One thing (well, two) I'm grateful for are perk cherks and occasionally having more than 4 dialogue options. I used to have a PTSD mod on but that one was weird. (Also having hallucinations of really weird enemies like in M's mod would be cool maybe?). Honestly I just want a FO4 extreme wild wasteland 20GB limit edition, if Todd is reading this.
 
(SS2 CH2 Ver 2.2.2a) I killed Berman in the basement and killed Wes in the TV Studio during the GNN assault. I turned their heads into pink clouds of gore. It was glorious retribution for Old Paul! If this dude at the end of Chapter 2 really is one of those two creeps, then there's a serious continuity error in an otherwise excellent game extension.
 
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