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Honestly, no. Imho modding culture got way to used to giving players too much control, and it often hurts the narrative. C3 reminds me a lot of MGSVTPP, actually, and that had a thing where your staff had a new virus spreading throughout HQ Motherbase, giving you a sense of urgency to find out what exactly is happening before more of your people die. It got you invested in the story, but crybabies in the community were whining about their "hard earned staff" being taken away from them unfairly, completely ignoring that gameplay mechanics only exist to fuel the narrative. My point is I wish the Gunner invasion was been more devastating. Give war a chance!
 
Katie Powell was grounded once again after her parents discovered the modifications she had made to Ada, despite Nora's insistence she had supervised the entire process.
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Hey did you know that the only people people who sell shipments of asbestos are Penny Fitzgerald and Trashcan Carla? Also, did you know that a shipment of 25 asbestos (which is not enough for construction of just 2 caravan plots) costs 750 caps as base price? Some fun facts.

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Honestly, no. Imho modding culture got way to used to giving players too much control, and it often hurts the narrative. C3 reminds me a lot of MGSVTPP, actually, and that had a thing where your staff had a new virus spreading throughout HQ Motherbase, giving you a sense of urgency to find out what exactly is happening before more of your people die. It got you invested in the story, but crybabies in the community were whining about their "hard earned staff" being taken away from them unfairly, completely ignoring that gameplay mechanics only exist to fuel the narrative. My point is I wish the Gunner invasion was been more devastating. Give war a chance!
Honestly, yes. The whole point of modding is to give players control. A mod author's narrative is secondary to the player's wishes in an open world RPG game.

I played all the way through Chapter 3. The entire story was well done, although there were parts of the story I disliked role-playing (kissing up to supermutants to get my ASAMs and dealing with a catatonic Cola after her second owner was shot are two of those that come to mind). Now I'd like to use the SS2 mechanics to make my own settlements and play my own story, like I did with SS1. But there is no real way to do that right now with SS2, that I know of. SS2 is a fantastic mod. Giving us a way to use the buildings without having to play the story would make it even better.
 
Honestly, yes. The whole point of modding is to give players control. A mod author's narrative is secondary to the player's wishes in an open world RPG game.

I played all the way through Chapter 3. The entire story was well done, although there were parts of the story I disliked role-playing (kissing up to supermutants to get my ASAMs and dealing with a catatonic Cola after her second owner was shot are two of those that come to mind). Now I'd like to use the SS2 mechanics to make my own settlements and play my own story, like I did with SS1. But there is no real way to do that right now with SS2, that I know of. SS2 is a fantastic mod. Giving us a way to use the buildings without having to play the story would make it even better.
At the risk of sidetracking this thread, I just posted in another thread about how to use SS2 mechanics without following the SS2 storyline.
 
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Honestly, yes. The whole point of modding is to give players control. A mod author's narrative is secondary to the player's wishes in an open world RPG game.

I played all the way through Chapter 3. The entire story was well done, although there were parts of the story I disliked role-playing (kissing up to supermutants to get my ASAMs and dealing with a catatonic Cola after her second owner was shot are two of those that come to mind). Now I'd like to use the SS2 mechanics to make my own settlements and play my own story, like I did with SS1. But there is no real way to do that right now with SS2, that I know of. SS2 is a fantastic mod. Giving us a way to use the buildings without having to play the story would make it even better.
I don't think giving the player an option to unlock everything (which the mod already does) really goes against what I want from mods - to put their foot down and make a player engage with the story on the terms of the author.
The cheat option present in SS2 will turn it into a "content" mod, which is fine on it's own - I have a mod that adds leaning, and I don't expect it to add some narrative or message. But when when mod authors actually make a story, that would have me (and many others, hopefully) intrigued and wanting to look into what the author may have been going for in terms of themes and message. But every value being tweakable removes from that because I don't know how it's "supposed" to be played according to author's intent, with different settings conveying different messages.
For example, I kinda cranked up everything, with hardcore mode + disease and soldier death which are off by default even on hardcore. I could interpret that as something about the cost of progress and it's value against the certainty of stagnation (and that if you're interesting enough you can't die in a war omegalul because unique npcs can't die in combat) - but surely it wasn't inteded, if these settings are off even on the hardest "official" difficulty setting? Or maybe they set it to off because people would complain too much? I can't know, because the author can't put their foot down.
mod author's narrative is secondary to the player's wishes in an open world RPG game.
I feel like you specified that because you think it being an open world RPG specifically somehow differentiates it, which it doesn't. Great OW RPGs, masterpieces of their genre, like Baldur's Gate 3 or Disco Elysium quite often not allow the player to do everything, and that doesn't make them any worse. Same can be said for this little hidden gem OW RPG you might've heard of called Fallout New Vegas - which people praise and claim is better than Fallout 4 for it's focus on narrative, which was abandoned in favor of more palletable gameplay. Yet, when I advocate for narrative direction in F4 mods, that is somehow bad. I could be missing something, but it seems like the only way this makes sense is if you think that mod authors are inferior in their ability to make a narrative and can not be trusted with removing agency from the player, unlike a "proper" developer.
 
I don't think giving the player an option to unlock everything (which the mod already does) really goes against what I want from mods - to put their foot down and make a player engage with the story on the terms of the author.
The cheat option present in SS2 will turn it into a "content" mod, which is fine on it's own - I have a mod that adds leaning, and I don't expect it to add some narrative or message. But when when mod authors actually make a story, that would have me (and many others, hopefully) intrigued and wanting to look into what the author may have been going for in terms of themes and message. But every value being tweakable removes from that because I don't know how it's "supposed" to be played according to author's intent, with different settings conveying different messages.
For example, I kinda cranked up everything, with hardcore mode + disease and soldier death which are off by default even on hardcore. I could interpret that as something about the cost of progress and it's value against the certainty of stagnation (and that if you're interesting enough you can't die in a war omegalul because unique npcs can't die in combat) - but surely it wasn't inteded, if these settings are off even on the hardest "official" difficulty setting? Or maybe they set it to off because people would complain too much? I can't know, because the author can't put their foot down.

I feel like you specified that because you think it being an open world RPG specifically somehow differentiates it, which it doesn't. Great OW RPGs, masterpieces of their genre, like Baldur's Gate 3 or Disco Elysium quite often not allow the player to do everything, and that doesn't make them any worse. Same can be said for this little hidden gem OW RPG you might've heard of called Fallout New Vegas - which people praise and claim is better than Fallout 4 for it's focus on narrative, which was abandoned in favor of more palletable gameplay. Yet, when I advocate for narrative direction in F4 mods, that is somehow bad. I could be missing something, but it seems like the only way this makes sense is if you think that mod authors are inferior in their ability to make a narrative and can not be trusted with removing agency from the player, unlike a "proper" developer.
I specified that because it is the only way I could try to define the type of game I like to play. Certainly Call of Duty isn't my type, no matter how good it might be. Some games labelled open world RPGs are not truly open, by my definition. I stopped playing the BG series because it was too linear, not to mention that the developers turned up the difficulty with a patch in mid-game, dooming my party. I stopped playing that game right there. I played New Vegas for a time but soon went back to Fallout 4. Yes, some people praise NV as being the best. Some do not. Every entry into the Fallout series has its fans. It is possible I could have altered NV to my taste with mods but FO4 was already there, so why bother?

I played FO4 vanilla with no mods, and then with mods, and now I play around the vanilla plot. For me, Fallout 4 is a canvas upon which I can paint using their tools. Mod authors, of which I am one albeit on a very minor scale, are not necessarily inferior to, as you put it, "proper" developers. Some write stories I am not interested in living. Some just plain suck, in my opinion, but the mods are free and the authors obviously loved their creations. I play their mods and I get what enjoyment out of them that I can find. I don't put any of them down. Some are great, like SS2. There are details of the story that I disliked, as I said, but the story was well told.

However, SS2 is more than a story mod. It is a continuation and improvement on SS1, which was in turn a continuation and improvement on the in-game settlement building mechanics. Having played SS2 storyline to its culmination, multiple times in fact due to the length of time it took to complete the three mods in a relatively bug-free condition, I now want to use the SS2 mechanics to tell my own story. I told a story, now deleted by Zena-Max when they took down their forum, using SS1. I felt the story was decent, and my small audience appeared to enjoy it. They each told their own stories, with their chosen mods and their own characters. I enjoyed their stories. We did not feel inferior to "proper" developers, nor to published storyline mod authors.

As for using the cheats to get housing plots in SS2, yes I can do that. Not all the plots will be available because some are only given as a reward for completing an SS2 quest. I have made spreadsheets listing the building plots, and I can see the ones that are missing.
 
I can't understand what youse are all talking about but here have a fresh horror from my brain hole/ image_2024-05-03_024955333.png
 
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