Hello!
Just something that has been nagging me for a while. As the story of Sim Settlements 2 expands, it may become inevitable that the player has to make certain decisions on the main quest in order to continue with the mod's story. To clarify this point, the mission of helping representing the Nightingales to a 3rd party (not me) revolves around supplies to their hospital. Consequences would be the player accepting the help, but comes along with allowing another faction gain a foothold on the Commonwealth - and to point out that this other faction possibly being friendly with the Gunners, in order to de-estabilize the region enough for a economic aggressive takeover - or, the other outcome: player footing the bill themselves.
Thing on this second option is the amount of help the Nightingales would receive would probably be intrinsically linked to how far and what the choices were made during the Main Quest of Fallout 4 and the kind of character the player built. Let's say player went with the Brotherhood path. Mabe Nightingales would be more militarized. However, if player got the Institute path along with Minutemen, I do not believe there is a credible way this kind of help wouldn't boost Nightingales efforts in a way no other faction could. The guy helping you setting everything up, while accomodating a former member of your group and being the Director of the Institute as well the General of the Minutemen, wouldn't be a better source of help than a third faction? Plus, being the leader of the group who disbanded the Gunners with control of what, 80 % of the Commonwealth except a points where he got friends on the leaders (mostly)?
So, I would like to ask how far what we do on the world of the Commonwealth, including Main Quest things, is going to affect the story of Sim Settlements?