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How is your 1st playthrough of Chapter 3, everyone?

kabuki-nobbu

Active Member
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173
I am not sure if this kind of thread is appropriate for "Question & Help". But this definitely does not fit with "Discussion", so I post here.

As the title states, how is your 1st impression of Chapter 3?
Because I have discarded the previous MOD environment for SS2, I will not be able to play it for some time, and would very much like to hear your thought and opinion about it (as well as some advice). Thanks in advance!
 
Also are the induction weapons meant to be chargeable like gauss? Because it feels like they are not doing the damage they are supposed to.
The element of that I'm finding frustrating is that the enemies at raids are leveled to the player... but it sure feels like your troops aren't. Might just be the garbage "default Loadout" that's the issue (that armor they're given only has 10 DEF, and they only get pipe guns) but only partially. Only times I've had a zero-injuries assault was where I busted out some Nuke Grenades and the enemy forces all spawned piled up on the flagpole.
The "fun" starts with State of war where by that time maybe you are meant to use more "cool" faction units from alliances.
 
Also are the induction weapons meant to be chargeable like gauss? Because it feels like they are not doing the damage they are supposed to.
It has a barrel I think that adds that Charge functionality. I found the Stheno works better in full auto or at least rapid spamming on semi auto, cheese that chance to stun, but the basic models are just meh to me too.

The "fun" starts with State of war where by that time maybe you are meant to use more "cool" faction units from alliances.
Yeah, it feels like you should unlock your allies as recruitable troops there, but it must not be implemented yet.
 
Yeah, it feels like you should unlock your allies as recruitable troops there, but it must not be implemented yet.
Given my impression on balance right now, I imagine:
You: Minutemen in PA, BOS Paladins, RR assaultrons and heavies, supermutants
Gunners: LIBERTY PRIMES
 
Troops need some buffin', that's for sure. I'm no stranger to surviving impossible odds (see: hundreds of gunners in settlement attacks) but these guys clearly can't take much.
 
It actually seems to me that the Military Training plot is not currently functioning correctly, so that might be a factor in your guys seeming so cruddy.
 
I'm level 65 and I think assault difficulty maybe needs to be toned down. Way too many green walking bullet sponges. Also Annihilators.
Try the Mod Modern Weapons. Gives some really powerful weapons and armor but the bad guys get them too. And if you aren't using power armor, a Boss can 1 shot the player easily. So you really have to be careful.
 
Try the Mod Modern Weapons. Gives some really powerful weapons and armor but the bad guys get them too. And if you aren't using power armor, a Boss can 1 shot the player easily. So you really have to be careful.
I use Skibadaa's packs and thank Atom gunners don't use them. This is the catch of using cool weapon mods - enemies use them too.
 
Funny part is, the "Chapter 3 Gunners" are near-exclusively forced to use that new gun and all its variants, and basically nothing else, so weapon mods that apply to the Gunners won't even affect most of the storyline. And I'll keep pointing it out until someone else notices: the CH3-specific ones are all passively 100% immune to Radiation damage, nerfing some character builds and combat options
However, any 'reinforcements' they get during assaults seem to still use the base-game leveled lists, even if the defenders there when you start the raid were using the CH3 ones.
 
Funny part is, the "Chapter 3 Gunners" are near-exclusively forced to use that new gun and all its variants, and basically nothing else, so weapon mods that apply to the Gunners won't even affect most of the storyline. And I'll keep pointing it out until someone else notices: the CH3-specific ones are all passively 100% immune to Radiation damage, nerfing some character builds and combat options
However, any 'reinforcements' they get during assaults seem to still use the base-game leveled lists, even if the defenders there when you start the raid were using the CH3 ones.
Immune to rads really? Damn, I had no idea. Took me ages to get a freaking gamma gun this time, and that was only to make a settler zapper. That's something worth fixing
 
Immune to rads really? Damn, I had no idea. Took me ages to get a freaking gamma gun this time, and that was only to make a settler zapper. That's something worth fixing
At least, that's what my Awareness Perk is telling me when I VATS in on them.
 

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I wonder if there is a way to disable friendly fire during assaults. Maybe benefit from the Inspirational perk? I don't use grenades, but I still accidentally shot a downed soldier a couple of times.
 
Funny part is, the "Chapter 3 Gunners" are near-exclusively forced to use that new gun and all its variants, and basically nothing else, so weapon mods that apply to the Gunners won't even affect most of the storyline. And I'll keep pointing it out until someone else notices: the CH3-specific ones are all passively 100% immune to Radiation damage, nerfing some character builds and combat options
However, any 'reinforcements' they get during assaults seem to still use the base-game leveled lists, even if the defenders there when you start the raid were using the CH3 ones.
The Gunners from Chapter 3 do spawn in using the weapons from Modern Weapons mod though. Usually not the 1st main wave but others do. The Captains and above are normally carrying .338 Laupua or .50 caliber DSR-Precision semi automatic sniper rifles. Or maybe Walther Arms WA2000 in .308. While the lower ranks normally have an M-16, AK47/74, or HK MP-5's chambered in 9mm, 10mm, or .45 ACP. Sometimes they will have the HK MP-7 chambered in 4.6x30. But the war chest won't accept the Modern Weapons or the armor (which tiers to be better than heavy polymer combat armor) that comes with it.
 
The Gunners from Chapter 3 do spawn in using the weapons from Modern Weapons mod though. Usually not the 1st main wave but others do. The Captains and above are normally carrying .338 Laupua or .50 caliber DSR-Precision semi automatic sniper rifles. Or maybe Walther Arms WA2000 in .308. While the lower ranks normally have an M-16, AK47/74, or HK MP-5's chambered in 9mm, 10mm, or .45 ACP. Sometimes they will have the HK MP-7 chambered in 4.6x30. But the war chest won't accept the Modern Weapons or the armor (which tiers to be better than heavy polymer combat armor) that comes with it.
I am making a distinction between them not based on where in the story they spawn, but on which file in the data they are being pulled from, using the "Better Console" utility. The ones in Chapter 3's esm file are only spawning in Combat Armor and with the new gun for me, but the ones that aren't are still getting the modded leveled lists I have for both weapons and armor.
 
I had problems progressing this quest and the way I got Salvador to appear at Vault 95 and continue the quest was to stand just inside the entrance, at the vault door, during the time the quest spawns in reinforcements and then has you deal with remaining gunners. Anytime I cleared the assault outside the vault entrance would grant me the "score" scene but no fly by and no quest progression. The fly by cutscene is an integral part of quest progression in some quests, it would appear, even though it's very hit and miss as to whether it triggers.
Thanks for the reply. Im going to go try this.
 
Never made it to chapter 3. Run into long/infinite save bug after about 80hr save. So, not great
I had this too. I found that using workshop mode was helpful. I was getting completely locked up. I spent hours in Vault 81 and Memory Den trying to clear scripts but it didnt clear up until I went to my settlements and I used workshop mode. I found Taffington with 26 settlers and only the vanilla house. I spent some time building it out for them and thats when I noticed the long save was gone. It happened because I was planting Milas for Tom in rapid succession with I guess a lot of fast travel may have triggered something.
 
To be honest... Just installed...
Haven't played F4 in a while... 1st thing i did was update all mods... Started a new play-trough... Looked at my 1st recruited settler showing up as a Rad Roach ....

Welll time to figure what caused it....
(Brain goes like=Yay back in F4 mod bug hunting mode)

XD
 
I tried using this mod as I have the same issue with saves but like for many others this mod heavily impacts performance.
It went from stable 60 fps to 30-45 fps in the same spot.
And it doesn't matter if game renders something "heavy" or you just looking into a wall or ground, fps are very low.
For now I disabled that mod and just suffer occasional 1 minute save times.
 
Still haven't done it :/ I wanted to find out how it all plays out without it, but that means finishing vanilla several times lol. Or at least be close to "point of no return in ch3", whatever it is. Make a save there and try the mods. Though I guess what really matters is if ch3 breaks cause of it somewhere else
The only problem I found with subversion and Valyrie is that the mod ss2 doesn't understand the win/win result ie you have peace with everyone. Liberated synths, a sentinel with the brotherhood, glory as a companion, and the minutemen occupying the Institute to keep them playing nice.

I don't know if a patch would be possible or desirable, but if someone made one, I'd give it a go.


One thing I will warn is that having the companions from those mods active seemed to create more crashes, so I have dismissed them, not sure if script engine is overloaded or it is another issue. I don't remember a problem playing it a long time ago, before ss2.
 
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