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!

Suggestion Nuka World integration

EmperorClydeIV

New Member
Messages
19
Is there any plans to integrate Nuka World's raider gangs in Conqueror? i'm sure it as already been discussed, but I didn't find a thread on this topic.

I know Sim Settlements is developed with a "No DLC required" mindset, but there are cool things to leverage in Nuka World.

Here are some ideas :

1) If you play through Jammer's gang questline, at some point if Nuka World is detected, a special quest could be triggered. Something like : "Other raider gangs are rumored to have eyes on the Commonwealth from Nuka World. Go there. Annex them or destroy them."

You go there and play through the Nuka World questline. Once you give control of one part of Nuka World to one gang, it could unlock a new martial plot. That plot would enable you to recruit members of that gang into your army. I like the style of Nuka World's raider gangs, so having them in my raider army would be fun.

Once you complete Nuka World, maybe you could gain control of the remaining gang bosses as Commanders. I'm not sure if it can be done, with their whole "quest giver" package.

I know there are some problems with these ideas. What if I recruit from one Nuka World gang in my army, then at the end of the Nuka World questline that gang doesn't exist anymore? Also, the conquering of settlements with Nuka World gangs directly should be discouraged.

2) The "destroy" path : This idea could be used with any faction pack. The regular "destroy the Nuka World gangs" path is pretty boring. One way to make it a little better would be to transform it into something similar to a settlement assault. You pick up your army, you go there and you destroy your rivals.

3) Nuka World gangs as unplayable enemy conqueror factions : At the start of the game, a few of the prebuilt settlements could be owned by one of the Nuka World gangs. It would add some variety. Also, when one of your settlements are attacked by an other faction, that faction could be a Nuka World gang. Of course, there is the problem of stopping that faction's existence once you annexed them or destroyed them.


What are your thoughts? Are those ideas too outlandish? Maybe the Nuka World stuff can't be tampered with without things going horribly wrong. Any other cool things that could be done with Nuka World?


Disclaimer : I didn't play with Conqueror yet, but I keep watch of it's development. I played with Sim Settlements before.
 
This has been brought up many times, and at the moment the answer is not at this time. I believe the explanation was possible conflicts and issues with tampering with original coding.

Though it seems to be hinted that Jammer is aware of the nuka gangs. Many of his comments seem to hint at members from the park.

Might be in the works though, the team seems to be testing the waters by "hijacking" a few raider groups already.
 
https://simsettlements.com/web/wiki/index.php?title=Conqueror

Last paragraph in the page indicate it’s been at least in the plans from the beginning.

Wether it’s going to be done or the team will run into issues that will make it impossible is still to see but the wanted to integrate them.

Edit: Quick response to your ideas. I’m not sold on them. A few issues I have, first it would obviously need to be a side quest otherwise that would lock any non Nuka world owner out of that story and I’m pretty sure that’s not something this mod aims at. And that quest need to only happen if Nuka World is a DLC but that’s something I think the team can do (they have something similar for plots). The same would be required for your third idea.

The other issue is all you are asking seems to require to rewrite existing quests (at least from what I understand from what you wrote, maybe I got it wrong) to make them not trigger or not work normally which won’t work for everyone. It might be something some people want but some people might be like me and would do the Nuka World quest line (I do like it) before turning back at the end to kill everyone cause they’re in my goddamn park and they didn’t pay for entry!!!

One thing I could see is to have Conqueror start the Nuka World mission differently, it being an alternate way to get the same missions (clear park, kill things etc).

Please keep in mind, I’m an outside observer here. I’m not part of the team so anything I say is my impression and maybe they found a way to make the things you mention possible and that’s the plan but here’s my take: Im expecting that any integration would not touch the main story of Nuka World. I’ve played only a little of the Raider questline but from what I’ve seen conqueror doesn’t stop you from also playing Fallout main story or side quests. Any possible change is optional, not forced, and at least the first few quests seemed to make use of unused areas (in terms of NPCs at least) whenever possible. Example: there’s a mission to grab something from somewhere that is used in the game but it’s only ghouls to kill so that changes nothing.

Again, not part of the team and haven’t even played most of the raider quest but that’s my impression of what to expect.
 
Last edited:
As the lead writer, I can tell you with certainty that yes, we absolutely wanted to tie in Nuka World since before the initial release. That being said, there were simply too many hurdles and not enough resources to make it happen. Not yet anyway. I'm not sayin it will definitely happen... but I'm also not saying it will never happen. As to ideas of what to do with Nuka World, trust me man, we have that covered in spades.
 
Top