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The Official “Ask the lead writer of SS2 anything” Thread!

Will more be done with Pastor Edmund? I find him to be unique and peculiar. That small quest with Caleb gave the impression that there's something a bit sinister or not so straight forward about the Pastor. I just thought it odd that he was on the official art on the site but had such a small role in the main plot.
 
Will more be done with Pastor Edmund? I find him to be unique and peculiar. That small quest with Caleb gave the impression that there's something a bit sinister or not so straight forward about the Pastor. I just thought it odd that he was on the official art on the site but had such a small role in the main plot.
I love answering Yes when he asks if I'm a religious sort... and then the camera cuts to me kitted out in a full Atom's Glory outfit.
 
Personally, I'd love to know the ages (age ranges?) of the rest of the Nightengale crew. we get general things like Ellis being the youngest, but like how young? I imagine not too terribly young/inexperienced if Cassandra is fine with leaving him to operate without her.... in the same train of thought, How are we imagining medical training going in the fo4 world?
@Sirick you said to poke you if you missed one?
 
Will more be done with Pastor Edmund? I find him to be unique and peculiar. That small quest with Caleb gave the impression that there's something a bit sinister or not so straight forward about the Pastor. I just thought it odd that he was on the official art on the site but had such a small role in the main plot.
Probably not, at least from me. I think most of the Concord residents are repurposed cut settlers, their integration was mostly handled by SirLach I believe.

@Sirick you said to poke you if you missed one?
I had the nagging feeling I had missed something! That would be a question for Cynical Bounce, who created and wrote those characters. And she just created a thread to answer things! So give her a double big poke from me! CynicalBounce Q&A
 
Probably not, at least from me. I think most of the Concord residents are repurposed cut settlers, their integration was mostly handled by SirLach I believe.
That's unfortunate. To me, he is still the mysterious "him" connected to the Markowski drug/crime lord, who had planted himself in Concord.
It feels like there is more to Father Edmund Callum's story and that we didn't get to the bottom of his activities.
Here's hoping that @Sirlach has more story.
 
If there is a story to it, how did Berman get the scars on his face?berman 4.png
 
SS1: Conqueror had a point where you can choose one from about a dozen or so names for "your gang", which will then be commented on by Jammer immediately afterwards, and used by your generic recruit dudes regularly for the rest of that playthrough. There was even one that they all 'hated' too.
(Personally I basically always chose "The Rad Hounds" because that sounded about the right mix of badass but derp, plus your goons going 'awooo' was funny)
I'm hoping Chapter 3 lets us do something like that. Even if it's only mentioned like twice in dialog, because I really want to hear Aiden sound 250% DONE with our shenanigans because I decided our faction was called "The Potato Heads" or something.
 
Since I'm out of ideas. What would you (and other team members) call your newfound organisation with Jake and the homies? I'm leaning towards "The Authority" or something (yes, that already was in WWE, but still).
I think it should be something vault tec related since the comm array story revolved around vault tec (like vault hub in vault-tec headquarters,asam printer, and vault 75 of course) and there is also vault 110 storyline that kg and team could create since it was mentioned in vault-tec headquarters........ anyways, its just an idea
 
Actually, thinking about the "giving a name to Our Faction" thing some more... I do hope the "get a choice from a half dozen we recorded lines for" thing comes back, and I also hope that one of the options is some derivation of "Fancy Pants".
Theresa turning what started as an insult into just a general purpose nickname speaks to me on a spiritual level
 
Actually, thinking about the "giving a name to Our Faction" thing some more... I do hope the "get a choice from a half dozen we recorded lines for" thing comes back, and I also hope that one of the options is some derivation of "Fancy Pants".
Theresa turning what started as an insult into just a general purpose nickname speaks to me on a spiritual level
That'd be great. I can see Mansfield shaking his head and Aiden going "I can't believe you picked this stupid fucking name". Theresa would probably be happy about it. And yes, recorded lines at least for protagonist (someone can do an impression) and the departments would be awesome.
 
Actually, thinking about the "giving a name to Our Faction" thing some more... I do hope the "get a choice from a half dozen we recorded lines for" thing comes back, and I also hope that one of the options is some derivation of "Fancy Pants".
Theresa turning what started as an insult into just a general purpose nickname speaks to me on a spiritual level
Fancy Pants Central
Bureau of Fancy Pants
Fancy Pants Collective
Commonwealth of Fancy Pants
 
That's unfortunate. To me, he is still the mysterious "him" connected to the Markowski drug/crime lord, who had planted himself in Concord.
It feels like there is more to Father Edmund Callum's story and that we didn't get to the bottom of his activities.
Here's hoping that @Sirlach has more story.
Your are 150% correct Cessori. Father Callum is very dodgy.
 
Honestly, the HQ at this point already just seems like an expanded/adapted minutemen faction that started to produce. Already got multiple former minutemen involved, and the story itself lines up a lot with the minutemen. And GNN is perfectly situated from one side of the map while the castle is situated on the opposite end, perfectly alligned defensive postions. In my playthrough I put Preston as leader of the castle, and have him handling all the "daily" minutemen stuff
 
Hi! I'm on Commonwealth Rising, and I'm trying to raise my power to 1000. It's at 850. So I moved a 1 Strength/10 Perception character from Facilities to Engineering. And then the power dropped to 200. Any idea what I might be doing wrong?
 
I know you're pretty far along with CH3 stuff at this point Sirick, but I just want to drop this one thought here:

Did Jake run that "HQ Radio" code on his Pipboy too? You know exactly why I'm thinking about that.
 
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?​
 
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?

Kinggath has said many times that they don't want to interfere with vanilla quests/factions (except the gunners) so I would assume the SS2 team staying true to that statement.
 
I return to answer more questions from you lovely people!


If there is a story to it, how did Berman get the scars on his face?
Yes.
Not really a spoiler for any future content, but may hint as some future details. Berman had a rough life before finally joining up with the Gunners. He'd already lost most of what mattered to him, and he got that facial scar after getting the crap beaten out of him and finally losing the last most important thing, his mother :,(


Since I'm out of ideas. What would you (and other team members) call your newfound organisation with Jake and the homies? I'm leaning towards "The Authority" or something (yes, that already was in WWE, but still).
Oh, I have no idea! But maybe Chapter 3 does...

Hi! I'm on Commonwealth Rising, and I'm trying to raise my power to 1000. It's at 850. So I moved a 1 Strength/10 Perception character from Facilities to Engineering. And then the power dropped to 200. Any idea what I might be doing wrong?
That would be a question for those wiser than me.

I know you're pretty far along with CH3 stuff at this point Sirick, but I just want to drop this one thought here:

Did Jake run that "HQ Radio" code on his Pipboy too? You know exactly why I'm thinking about that.
Indeed he did! Although his Pip-Boy is a little more beaten up than the Sole Survivors.

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?​
You don't have to do any vanilla content or story, or interact at all with any of the vanilla factions. BUT! I would highly encourage you to... It's nice to have friends watching your back!
 
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