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Is Subversion - The Institute-Railroad Alliance Alternate Ending Compatible?

RichardG

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Just a short question, looking for a short answer. Is

Subversion - The Institute-Railroad Alliance Alternate Ending Compatible with SS2? I hate the vanilla endings for FO4 I have hated them since the first time I ever played FO4 and have used the Subversion mod in the past but never with SS2 and I do not want to get to far into SS2 and find they are not compatible. Thanks.

 
They are compatible. As of Chapter 2, SS2 doesn't affect the vanilla story or factions, so it shouldn't conflict with Subversion. AFAIK, the only intersection between SS2 and the vanilla story is being able to ask for help at a particular point from the factions that you're part of.
 
Thank you for the info. What is AFAIK in plan English? I do not do well with acronyms.
Watched the videos you posted on the mod. Very interesting idea. Just a few questions.
1. Is all the dialogue from unused files in the vanilla game or did you have to stitch vanilla files together to get it? If it's not whoever did the voices got them spot on.
2. The Piper video will it take into account if the player has read the terminal entries in the SRB about the mayor?
Just curious as I have played FO4 since the day it was released in all it's buggy goodness and any change up of the game I welcome with open arms.
 
AFAIK = as far as I know

I say that just because I haven't reached the end of Chapter 2 yet, so maybe someone else will be able to give you better information. Also, I understand there'll be more interaction with the factions in Chapter 3 so we'll need to see what happens there. I have both Subversion and SS2 in my load order, and so far all seems good.

To answer your questions:

1. It's dialogue that's stitched together from the vanilla game, except for some of Nick's lines where I used xVAsynth. DanRuta's done an amazing job but I agree with Kinggath that the technology's not quite good enough for a human character. Works pretty well for Nick though.

2. Yes, the conversation will be different if you've read the terminal entry (it's going to require a vanilla edit but I don't think there's any way around it and it's a pretty small one). If you have the mayor's report from "Political Leanings", then you can show that to Piper.
 
AFAIK = as far as I know

I say that just because I haven't reached the end of Chapter 2 yet, so maybe someone else will be able to give you better information. Also, I understand there'll be more interaction with the factions in Chapter 3 so we'll need to see what happens there. I have both Subversion and SS2 in my load order, and so far all seems good.

To answer your questions:

1. It's dialogue that's stitched together from the vanilla game, except for some of Nick's lines where I used xVAsynth. DanRuta's done an amazing job but I agree with Kinggath that the technology's not quite good enough for a human character. Works pretty well for Nick though.

2. Yes, the conversation will be different if you've read the terminal entry (it's going to require a vanilla edit but I don't think there's any way around it and it's a pretty small one). If you have the mayor's report from "Political Leanings", then you can show that to Piper.
Thank you for your answers. It always fascinated me how mod authors have been able to use the vanilla dialogue file in their mods in such creative ways. Keep up the good work. I look forward to installing the mod when you release it.
 
Not to necro an old thread, but I was wondering if asking for help from each faction will still work after you've started subversion and have become the director or replaced elder maxon. I'm kinda curious about trying to get maximum support from each faction before attacking the Gunner Plaza.
 
Not to necro an old thread, but I was wondering if asking for help from each faction will still work after you've started subversion and have become the director or replaced elder maxon. I'm kinda curious about trying to get maximum support from each faction before attacking the Gunner Plaza.
It'll almost certainly not work the way you're hoping. What SS2 does to check if you have "support" or "alliances" with the base game's factions is checking for if certain BASE GAME quests have been completed. If my understanding of what Subversion does is correct (been a while since I played that through myself), Institute and maybe Minutemen should be still recruitable, but I suspect not for Railroad or Brotherhood.
 
It'll almost certainly not work the way you're hoping. What SS2 does to check if you have "support" or "alliances" with the base game's factions is checking for if certain BASE GAME quests have been completed. If my understanding of what Subversion does is correct (been a while since I played that through myself), Institute and maybe Minutemen should be still recruitable, but I suspect not for Railroad or Brotherhood.
Thanks for saving my save from locking out 2 factions, then.
 
Thanks for saving my save from locking out 2 factions, then.
If my memory of all the 'triggers' is correct, for the Battle For GNN you can have all four factions there with you if you stop the Vanilla Main Quest at the point where you've just met Father and proceed no further - at least don't go to a point where the game pops up a message saying "THIS WILL MAKE YOU ENEMIES WITH X FOREVAR". There's a point there where you're technically friendly with all four Base Game Factions, and if I'm not mistaken this is before Subversion will have changed anything.

The other check later in Chapter 3 for that (which DullOldDogooder was referring to), I believe that checks for the "ending quest" of the Vanilla Main Quest, the one that would trigger the second narrated cutscene - however it may or may not also be possible to get, say, Institute + Minutemen for that, because I THINK the check for Minutemen isn't actually their Final Quest. I'd open the data up and double check that but I've told Steam to not update FO4 or the Creation Kit until I tell it to.
 
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If my memory of all the 'triggers' is correct, for the Battle For GNN you can have all four factions there with you if you stop the Vanilla Main Quest at the point where you've just met Father and proceed no further - at least don't go to a point where the game pops up a message saying "THIS WILL MAKE YOU ENEMIES WITH X FOREVAR". There's a point there where you're technically friendly with all four Base Game Factions, and if I'm not mistaken this is before Subversion will have changed anything.

The other check later in Chapter 3 for that (which DullOldDogooder was referring to), I believe that checks for the "ending quest" of the Vanilla Main Quest, the one that would trigger the second narrated cutscene - however it may or may not also be possible to get, say, Institute + Minutemen for that, because I THINK the check for Minutemen isn't actually their Final Quest. I'd open the data up and double check that but I've told Steam to not update FO4 or the Creation Kit until I tell it to.
See under Possible Alliances and Requirements - There's a list of the vanilla and SS2 quests required to ally with each of the Factions there.
 
They are compatible but Subversion isn't normally accounted for when you make alliances. Before chapter 3 it's what yaugie said, and for the chapter 3 allies I've made a section about Subversion in here.
 
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