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SS2 is a better story that the base game

coreymagz

New Member
Messages
6
THIS is the Fallout 4 I've always wanted! The settlement's system in the base game had so much left to be desired and SS2 really does start fixing that. This is the first SS mod I've played and I can't help but be in love with every aspect of the game. The mechanics, the attention to detail in each plot, and even as the plots upgrade, but the voice acting is GREAT. I'm a BoS dude through-and-through, but that's only because the core game itself made it feel like the only "true" choice. I love how SS2 basically gives you an option to start from scratch more-less as the new leader of New Vegas (as an example). I want to build my own cities, military (would be awesome if this was a feature down the line), and truly feel like I conquered the Commonwealth with no true strings attached to the main quest. The Stranger might be my new fave NPC, but with so many new an unique NPCs being introduced as the quest progresses further and future expansions get added, only time will tell. This is without a doubt the best mod I have ever played and I will without a doubt be subbing to the Patreon, as soon as I can. Thank you, SS2 Team. I just officially "no-life'd" Fallout 4 for the first time since November 2015.
Also: spoilery (?) question:
There's no way you guys got the male voice actor from the base game back, did you?
 

XxA1xX

Well-Known Member
Messages
602
Agreed and it isn’t the same voice actor just a super close imitation. Honestly the voice acting the custom npc’s the location additions even without the settlement side of it are such a great improvement to the base start of the game. Really hope Bethesda pays attention for fo5 when it releases in like 10 years from now.
 

CerebralHawk

Active Member
Messages
140
Agreed and it isn’t the same voice actor just a super close imitation.
Who isn't the same voice actor? The guy who plays Jake/The Stranger isn't the same guy who voices Nate/Male Sole Survivor and isn't trying to imitate him. He's his own guy entirely. Whether you play Nate or Nora (female Sole Survivor), they're totally voiced, just recycling lines from the vanilla game. (It would be cool if they got someone who sounds similar to voice new lines... or hired the original voice actors to voice new lines.)
THIS is the Fallout 4 I've always wanted! The settlement's system in the base game had so much left to be desired and SS2 really does start fixing that.
Bethesda set out to make two games, and fell short of both. The main quest had potential, and it probably even sounded good in a board room meeting at Bethesda, but the execution of it was not great, especially the third act when all the factions that forced you up through their ranks now tell you to murder everyone in all the other factions, regardless of what you think about that. Also, the Big Twist is pretty worthless unless you've never heard a story about cryogenic freezing. We don't know how much time elapsed between the bomb and Kellogg, or Kellogg and our escape. The Sole Survivor keeps thinking the second time skip is no time at all, despite being told right from the start that the total of the two time skips is "a bit over 210 years," according to Codsworth, one of the few NPCs who could reliably tell you. My first question after that was, "okay, so then how far back was the shooting, since the two add up to 210 years?" It's not reasonable at all to assume either time skip is short or long.
 

Catallaxis

Active Member
Moderator
Support Team
Vault Librarian
Wiki Contributor
Messages
152
Yeah, the Protagonist just uses repurposed vanilla voice lines, its why a lot of the time they are kind of vague and the SS2 NPC/s clarify and give context. It works pretty seamlessly though.
If the Patreon gets to 500 patrons, they’re going to look into what it would take to get the original voice actors back to record a few more lines.
 

Breytac

Active Member
Messages
142
I cannot agree more. I used SS1, and although I loved the fact that settlements grew from small communites into bustling settlements, each with their own character, it really wasn't enough to truly bring me back to Fallout 4. I think I've replayed the SS2 quest 3 or 4 times, because the story is that good. As far as I'm concerned, the main quest is just a side quest. something to do while you wait for Jake to do his thing and contact you again. I can't wait for Chapter 2.
 

XxA1xX

Well-Known Member
Messages
602
If the Patreon gets to 500 patrons, they’re going to look into what it would take to get the original voice actors back to record a few more lines.
that would be awesome i thought they had a person do some similar voice lines didn't know they just recycled a bunch. having the original voice actors would lend to so much better story for this mod and not the emotional changing from line to line of replies.

if all kingath did was make a npc and adventure mod out of this it would still be a great mod deserving of praise. but you also get settlement building custom npc quests and new locations what more could you want. hopefully the next 3 installments have you doing something like retaking quinsy and then going to the gunners headquarters and having a huge battel and maybe exploring the dlc stuff.
 

CerebralHawk

Active Member
Messages
140
If the Patreon gets to 500 patrons, they’re going to look into what it would take to get the original voice actors back to record a few more lines.
I've heard voice actors generally can't portray characters outside the original contract. Though, Cameo (the app in which celebrities record video or audio for fans for a price) has shown that some are more willing to do so than others. It's a risky move, though. Erik Todd Dellums, who voiced Three Dog in Fallout 3, was supposed to be in Fallout 4, but before it was announced, he Tweeted out a bunch of rumors about the game, and ended up not being in the game. Though, it was never confirmed that he was not invited back because of the Tweets. His part could have been cut for other reasons. (To this date, it's not even known what his part was.)

That said, it would be awesome if it could happen!
 

VetaPhoenix

Active Member
Patreon Supporter
Wiki Contributor
Messages
122
Agreed and it isn’t the same voice actor just a super close imitation. Honestly the voice acting the custom npc’s the location additions even without the settlement side of it are such a great improvement to the base start of the game. Really hope Bethesda pays attention for fo5 when it releases in like 10 years from now.
Don't say 10 years!! It's gotta be sooner than that :(
 

Drakenred65

Active Member
Messages
245
If the Patreon gets to 500 patrons, they’re going to look into what it would take to get the original voice actors back to record a few more lines.

Breaching there Contract, which has a Very Hefty penalty clause, something they(Zenimax Media) added to every contract with Voice actors after Eric Dellums tweet that implied (unintentionally) he was coming back as three dog. They Literally CANT reprise there roles or even imply they are doing so without the Express Written Consent of Bethesda Softworks and or its parent company.(which may soon be Microsoft and seriously good luck dealing with that).

That said, you can just ask Pete Hines, he usualy responds sooner or later on questions like that from people he considers serious about things
 

redking

New Member
Messages
19
Breaching there Contract, which has a Very Hefty penalty clause, something they(Zenimax Media) added to every contract with Voice actors after Eric Dellums tweet that implied (unintentionally) he was coming back as three dog. They Literally CANT reprise there roles or even imply they are doing so without the Express Written Consent of Bethesda Softworks and or its parent company.(which may soon be Microsoft and seriously good luck dealing with that).
A good voice imitator would be the cleaner option. It might be a good idea to come up with a suite of generic lines so that they can be plugged in anywhere when it happens.
 
Messages
54
My biggest disappointment with the base game is the third act. With four faction you should have at least four different endings. The only faction that should be "blowing up" the other factions is the Brotherhood. The Railroad ending makes the least sense as the destroy the way to make more synths.

The Institute wants enough atomic power so that they never need to go to the surface again and with out the sole survivor no one can touch them.

Do they need to even kill the Brotherhood? Maybe maybe not if they just go dark for five years the Brotherhood might just move on. Or The Institute with their new found power simply overwhelms the surface with disposable gen ones and twos who are now all being replaced with gen 3s. It takes the Brotherhood years to replace its losses. With nearly unlimited power the Institute can field armies at will. Simply put with the Sole Survivor backing the Institute they can not lose and in fact don't even need to fight.

Honestly if they really wanted a cool Institute ending have the Sole Survivor arrange the replacement of the leadership of the Brotherhood and Railroad while still being the General of the Minutemen. That seems much more like the Institute we all know.
 

Dune

Active Member
Messages
176
The disappointing part of the story, to me, is that none of the factions really have characters that you get to really latch on to and like. Elder Maxson come across as an ass, the Institute comes across as snobs, the Railroad feels more like a military faction than a grassroots rebel one due to them not supporting anyone who isn't either one of their own or a synth, and the Minutemen is just you and Garvey, and without mods Garvey is just an infinite quest dispenser.

The frustrating part is that I know that Bethesda can write - I played Elder Scrolls Online, and there's an interaction between Lyris Titanborn and her father's ghost that has more character and nuance than all of Act 3 FO4 combined.
 

Drakenred65

Active Member
Messages
245
The disappointing part of the story, to me, is that none of the factions really have characters that you get to really latch on to and like. Elder Maxson come across as an ass, the Institute comes across as snobs, the Railroad feels more like a military faction than a grassroots rebel one due to them not supporting anyone who isn't either one of their own or a synth, and the Minutemen is just you and Garvey, and without mods Garvey is just an infinite quest dispenser.

The frustrating part is that I know that Bethesda can write - I played Elder Scrolls Online, and there's an interaction between Lyris Titanborn and her father's ghost that has more character and nuance than all of Act 3 FO4 combined.
https://elderscrolls.fandom.com/wiki/Michael_Kirkbride

most of the original ES writers left or moved to ESO. The last interview I saw where somone asked Todd who was on the Writing team he just gave a vague comment about the Devs being the writers and then changed the topic. im Not sure there’s an actual writing team anymore whos job is to creat a story and build up the lore like you see with some other games.
 

yaugieLC

Well-Known Member
Community Rockstar
Messages
2,030
im Not sure there’s an actual writing team anymore whos job is to creat a story and build up the lore like you see with some other games.
Stuff I have seen suggests there isnt, they just all take turns doing the area or dungeon they are working on or whatever, and let the Radiant system do the rest.
 

UNDRCVRGAMERLADY

Member
Community Rockstar
Messages
56
Back to SS2... I have played most quest addons and found that while initially fun, they mostly end up being, “Hey, go get this and come back” quests that I tire of easily. I started a new game again (so I can build cities) and just this first bit is so much more enjoyable. Sure. We still go fetch, but a nice guy who calls me darlin’ comes with me. And some of the not-so-obvious next steps have me actually thinking. The quality is so good. I’m having so much fun.
 

CerebralHawk

Active Member
Messages
140
Honestly if they really wanted a cool Institute ending have the Sole Survivor arrange the replacement of the leadership of the Brotherhood and Railroad while still being the General of the Minutemen. That seems much more like the Institute we all know.
Look into Valkyrie and the related mods. There's a team of modders making a handful of quest mods. Fusion City Rising was the first one, and while it's complete trash (as in like trashy romance novels, as a mod it's actually quite good), they get better. Slowly but surely. I don't have any evidence, but I swear these guys were Deus Ex modders back in the day. Every building is HUGE, like you're a doll in a real house HUGE, and there are strippers and hookers everywhere. There is even a, I think it's 12 or 13 stories, brothel, in the Glowing Sea. For no good reason other than to show sexuality. Don't get me wrong, the mod is absolutely worth playing, but you'll see what I mean about it being trash. Valkyrie is a later mod that continues on the story laid out in Outcasts and Remnants (the second one) which reunites you with Fallout 3 best girl Sarah Lyons. While she doesn't help you replace the Brotherhood leadership with Synths, you can use her to broker a peace between all four factions... and it just works. You also have the option to convert the entire Institute into a brothel called the "Sinstitute." I'm not kidding. I really wish I were. It's terrible. But it's executed well.

After Valkyrie, the team went on to make Depravity and Diary of a Madman, which give you the options of playing evil and destroying every single faction in the game, including ones you might not expect... like Diamond City.

I know we all love Sim Settlements, but if you want a completely different and totally wild ride through the Commonwealth, install all the mods in this series as well as their recommended mods (including CBBE; they're fully compatible with the never-nude option, they just need the new bodies for custom outfits) and leave your expectations (and morals) at the door. Suffer through Fusion City Rising and then strap in for a hell of a time. Sadly, they don't communicate via Nexus or allow comments on their mods (past what's already been written), you have to sacrifice a good deal of your privacy by using Discord to communicate with them. If that's not a barrier for you, that's not a problem, but it's a service I refuse to use (like Facebook, Twitter, and Reddit).
 

UNDRCVRGAMERLADY

Member
Community Rockstar
Messages
56
Look into Valkyrie and the related mods. There's a team of modders making a handful of quest mods. Fusion City Rising was the first one, and while it's complete trash (as in like trashy romance novels, as a mod it's actually quite good), they get better. Slowly but surely. I don't have any evidence, but I swear these guys were Deus Ex modders back in the day. Every building is HUGE, like you're a doll in a real house HUGE, and there are strippers and hookers everywhere. There is even a, I think it's 12 or 13 stories, brothel, in the Glowing Sea. For no good reason other than to show sexuality. Don't get me wrong, the mod is absolutely worth playing, but you'll see what I mean about it being trash. Valkyrie is a later mod that continues on the story laid out in Outcasts and Remnants (the second one) which reunites you with Fallout 3 best girl Sarah Lyons. While she doesn't help you replace the Brotherhood leadership with Synths, you can use her to broker a peace between all four factions... and it just works. You also have the option to convert the entire Institute into a brothel called the "Sinstitute." I'm not kidding. I really wish I were. It's terrible. But it's executed well.

After Valkyrie, the team went on to make Depravity and Diary of a Madman, which give you the options of playing evil and destroying every single faction in the game, including ones you might not expect... like Diamond City.

I know we all love Sim Settlements, but if you want a completely different and totally wild ride through the Commonwealth, install all the mods in this series as well as their recommended mods (including CBBE; they're fully compatible with the never-nude option, they just need the new bodies for custom outfits) and leave your expectations (and morals) at the door. Suffer through Fusion City Rising and then strap in for a hell of a time. Sadly, they don't communicate via Nexus or allow comments on their mods (past what's already been written), you have to sacrifice a good deal of your privacy by using Discord to communicate with them. If that's not a barrier for you, that's not a problem, but it's a service I refuse to use (like Facebook, Twitter, and Reddit).
Just wanted to say, I completely agree. All three are a wild ride for sure and do allow for some interesting 'parts' that I wish I could pick and choose into the game. Depravity added some cool ideas for spending more time in areas I usually spend very little time in. My biggest problem with all three isn't the random over-sexualized teenage angst fantasy part... although it does get old; rather, it's the 'go-fetch' nature of the quests. With decent writing on the terminals and some very cool ideas as to how to improve on the base game, it's disappointing not to experience a deeper level quest experience. To be fair though, that's most games if you ask me. Certainly worth trying them once... or even twice. But for me, I had to uninstall after that. I will add that playing them (and some of the other good attempts out there) give me a much deeper appreciation for SS2 quests!
 
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