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

I like to let questions build up before I answer, and I dare say we've got some good ones piled up now, so let's get to it!!
In "The Disappearance of Jake Evans" Jake toasts a Gunner named Shepard. Was there ever any more to this character or was he just a red shirt to show Jake wasn't worthless in fight?
Just a red shirt, but also a small nod to few characters from other franchises with the same name.


Do we need to know about these characters yet? :todd:
Oddly enough I've somehow lost the full list for that... I shall post if I find it. Some of the characters I cut off were fully revealed in Chapter 3 (like LaMont), others I hope we can get out in future content!


Gault 81 still doesnt acknowledge the gunner orders you get from Mansfeld's sister encounter. What were they intended to do - and will they ever do anything?
You should be able to return to Mansfield post quest and hand him the orders (a small reward for those returning to engage with him). You should also get some XP and an item (currently not implemented I think), and there -will- be pay off if we get to release future content.

As for why he does not the take the note right away? Two reasons, story wise he's currently distraught over the death of someone close to him, gameplay wise, it's not what I wanted the player to focus on at that moment.


I've got a CH3 one, although I'm not sure who would be the best writer to ask about it.
It's early in so it's not a HUGE spoiler or anything, but Ima still ispoiler it anyway, right below this.

I know at least some of the team is watching as all the Youtubers upload their playthroughs, so I must know: Why am I apparently the only one that didn't decide Lupe must be a synth because she survived the vertibird crash with barely a scratch? Was that the intent there, or did she just roll a critical success on a Luck check?

And a silly one: the bit where Jake talks to you after you wake back up after that one scene... how hard was it to resist putting the Skyrim Intro Scene lines there?
I won't go too far into details on this one, as I hope to get Lupe her own quest line with post release content that will explain more about her.

However, on a point of writing/design, why would you the Player be the only one to notice certain details? Because otherwise -everything- would be ruined for the Player by the much smarter NPCs figuring it all out before you, and pointing it out before you've even had a chance to find your own clues, consider the possibilities, and then be given the opportunity at the best time for a rewarding pay off by pointing certain things out for yourself!

Call it a quirk of game design, especially when limited by lines the Player is able to speak (things take a little more setting up than usual).

But I award you full points on paying attention...


Alright, I know how risky the territory is that this question will open, and I'm not sure who was directly responsible, but I must know.
And yes I know you're still lurking there Sirick even if you're not posting much if at all at the moment

Is Salvador meant to at least give the impression of being On The Spectrum? This line in the attached screenshot is something I have word for word said out loud myself, and the way he talks about seeing the world as mathematical probabilities while knowing he has no social skills... hitting a bit close to home here. I'm not nearly as manly-hot as he is tho
That would be a safe assumption to make about him.

It's not a one to one type thing though. Fallout is a fantasy world with it's own quirks and structure, not everything would or should (in my opinion) be a direct representation or analogy for something from the real world. However, in terms of when he was being written, him having similar traits to someone "on the spectrum" -was- directly stated. Good catch!


(Let me know if I missed any questions!)
 
I actually have a chart for this...

The idea here was to use a real world heights to slightly scale some of the characters. But how much we can scale a character tends to be fairly limited for animation reasons. But at least you can see what characters WOULD be if we had complete control over such things.

(I cut off any character you don't need to know about yet)
View attachment 16567
Any chance we could see the characters that were cut off of this height list, now that CH3 is out? it's clearly longer than what is shown here :)
 
Any chance we could see the characters that were cut off of this height list, now that CH3 is out? it's clearly longer than what is shown here :)
I seem to have misplaced the list, however, if you provide a list of characters you'd like you know the heights of, I'd be happy to oblige!
 
hmmm. I was inquiring generally, but I guess the ones that come to mind are Salvador, Lydia, and Allison.

edit: I'd also be interested in the Nightengale crew's heights too if it isn't too many to ask.
 
(Let me know if I missed any questions!)
Missed mine from the previous page :)
I'll add - what do you think of ending SS2 with all factions, was that something you had in mind? Would you rewrite the vanilla main quest if you had the time and resources?
And I'm guessing you're aware of the idea behind the vaults and their experiments, that most of them were built to achieve a certain goal (I think Tim Cain has a video with some insight into that, and there was another great one with slightly misleading title "why every vault is evil"). No reason for asking, just curious :)
 
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hmmm. I was inquiring generally, but I guess the ones that come to mind are Salvador, Lydia, and Allison.

edit: I'd also be interested in the Nightengale crew's heights too if it isn't too many to ask.

I answered about the Nightingale's heights in my own Q/A thread, here! https://simsettlements.com/site/ind...r-for-the-nightingales-nltc.24141/post-175933

Far as Lydia, she's 5'6ish normally, 5'8 on heels (that I hope she will one day have). Allison is meant to be around 6ft, as her physique was meant to be more imposing than what I think it currently is in the game (will hopefully be fixed eventually as well.
 
hmmm. I was inquiring generally, but I guess the ones that come to mind are Salvador, Lydia, and Allison.

edit: I'd also be interested in the Nightengale crew's heights too if it isn't too many to ask.
Thank you, Cynical!

As for Sal, he is 6'5".
Missed mine from the previous page :)
I'll add - what do you think of ending SS2 with all factions, was that something you had in mind? Would you rewrite the vanilla main quest if you had the time and resources?
And I'm guessing you're aware of the idea behind the vaults and their experiments, that most of them were built to achieve a certain goal (I think Tim Cain has a video with some insight into that, and there was another great one with slightly misleading title "why every vault is evil"). No reason for asking, just curious :)
Very sorry! Since I missed your question, I'll try to give a much more thorough response!

I had not thought of allowing SS2 to let the Player end with all factions, because of course that's impossible in the vanilla game. Although, I do know there is a work around the Player can do to keep everyone (apart from the Institute) alive, and I see no reason for us not to allow that outcome if the Player wants to jump through those vanilla hoops!
(I will add, that whilst I don't want the Player to be able to end with all the factions, there's no reason remnants of those factions could not be sided with... Cut/Future content, hint hint...)
You've actually already met some members of these possible remanent factions...



Would I rewrite the vanilla quest? I think... No. The vanilla quest is not amazing, but I get what they were going for. I'm sure I could make some minor edits here or there to improve things, but really you'd have to just rewrite everything if you really wanted to improve things, and that's a task bigger than I would care to do.

We all know the Player's motivation is very flimsy (something we tried to improve upon a little, at least as far as building settlements go), and then is sort of just forgotten once you reach the Institute and meet Shaun. The big main factions are all kind of stupid in their actions and goals, the whole story is just kind of a sloppy mess. These are things many have pointed out before, and why I think many consider FO4 to have a very weak story.
(Although lets not forget we have the huge benefit of hindsight, and getting to see the whole finished product.)


I have thought about doing a sort of "pre-game" opening expansion, where the Player would spend some time in the pre-war times, get to see the world before the bombs fell, interact with their family a little more. However, this could only ever really be filler, unless I were to rewrite everything else too.

I've also thought about adding in minor alternative paths to joining with the big factions, instead letting the Player act as an "honorary" member, mercenary, or simply a helper. But this is mostly a "head canon" I have to allow the Player a plausible reason to interact with all factions, remain independent, and not have to pretend to be a double/triple/quadruple agent, playing them all against each other until you're forced to pick a side.
 
Thank you!
I had not thought of allowing SS2 to let the Player end with all factions, because of course that's impossible in the vanilla game.
Alternate faction mods spoiled me :) I reject the vanilla endings to the point of not accepting them as canon anymore. I'd only progress the story up to finding Kellogg or Institute or Castle cause of unique settlers. And the first 1/3 is something I'd find a way to skip even in mostly vanilla.
You're right about hindsight and whole picture though, the first time I played FO4 I loved it. I went, holy shit I get power armor! It's Deathclaw, my old nemesis - our battle will be legendary! I get a dog! I can help someone? I can build stuff?! Let me hang paintings everywhere and wire the lights. Brotherhood, I love you guys! Institute is so clean and advanced! Railroad is so quirky and I'm helping the poor synths (only the nice human looking ones..)! Etc etc lol

But if you can just stumble upon Diamond City or Vault 114 or Fort Hagen or Institute's back door (the tunnel), why not do it? If it makes sense for BoS to preserve technology, for Minutemen to use it to help people, for Railroad to save the synth factory (though they shouldn't have resources to destroy anything in the first place), if you can convince a faction head to ally with someone (NCR and BOS could become friends in FNV and they hate each other..) or find a more or less peaceful solution (they even did it in Far Harbor and those guys had some major beef), do the BoS leader change thing in their own questline since you can with the Minutemen, or get rid of the one crazy maniac zealot (or a few of them) to make it better, why not? I'm going off on a tangent again but yeah. I know SS2's goal is very obviously not to rewrite it. And very much appreciate that it's still semi-possible to roleplay that multi-alliance part.
I have thought about doing a sort of "pre-game" opening expansion, where the Player would spend some time in the pre-war times, get to see the world before the bombs fell, interact with their family a little more. However, this could only ever really be filler, unless I were to rewrite everything else too.
That alone would help greatly (especially if there was an option to still skip it and get straight to playing post-apocalypse survival/building simulator).
 
Who were your inspirations for the characters introduced in chapter 3?
 
The Armory story Paul gives is a little confused - is this a 'real myth' or just something he has made up? If its real when will we get more info - Im curious about this sword as tall as a man :D
 
Why does Theresa avoid Cassandra?
Any other fun little interactions between our main HQ staff you would like to share?

How did Lupe get along with Berman and Wise while she was in Gunner custody?
 
Who were your inspirations for the characters introduced in chapter 3?
No one character is fully based around one or even a handful of influences, it's usually a much bigger mix. For most characters, I'd likely have trouble listing off inspirations. However for at least one character I can name a few...

Magnusson:
Rodney McKay (Stargate Atlantis), Doc Brown (Back to the Future), Robbie Rotten ((speech mannerisms)) (Lazy Town and da memes)

The Armory story Paul gives is a little confused - is this a 'real myth' or just something he has made up? If its real when will we get more info - Im curious about this sword as tall as a man :D
It's real! And whilst Paul did get some details wrong, most of what he said had some truth to it.

I have a large quest line around this character planned, my hope is we get it into the mod one day. So if the stars align, yes, you will get more info...


Why does Theresa avoid Cassandra?
Any other fun little interactions between our main HQ staff you would like to share?

How did Lupe get along with Berman and Wise while she was in Gunner custody?
In universe reason, Cassandra gives off similar vibes to someone Theresa would much rather forget about. Out of universe, it's more fun when some characters don't like each other!

We do have more little interactions planned, some of the ones I like that come to mind are between Aiden and Laura, with luck you'll get to see them some time soon!

As for Lupe whilst she was with the Gunners, Berman was dismissive and simply ordered her around. Wise looked out for her and made sure no one messed with her, but mostly kept out of sight.
 
Wasn't there a way more obvious inspiration for America's most famous (redacted)? His old buddy? Though it probably doesn't need to be said :)
I have a large quest line around this character planned, my hope is we get it into the mod one day. So if the stars align, yes, you will get more info...
Whoa, am I hearing this right? Old Paul DLC?!
Damn, it's hard to ask any questions without becoming too spoilery about it.. Was Wise lying about vault 75 gunners origins, is he misinformed himself, or it's an oversight? Or neither? I swear he says they just stumbled upon it or something.. Considering LM's story... Just how old is she? Or rather, how long since the vault became non-operational? If what we get from her is true, the vault program must have only been shut down 5-10 years ago (and that's when their uprising happened). Unless the rebels were not the gunners, and she joined up with the gunners later.
And the gunners FOB, I thought for sure it would be (the place), but they only move to claim it when they do? Wes sure seemed to know the big deal about the place.
 
Why don't your Gunner characters have blood type tattoos on their foreheads like vanilla Gunners do?
 
Speaking of the Gunners— how exactly does the Gunner leadership work? Shouldn't Captain LaMont take orders from someone like Major Isaac since he is of a higher rank?
 
That explains a lot. I assume Maddison is a blonde with short hair? :grin
Medium length red, but Magnusson has different tastes. (He also loves lemon chicken!)


Wasn't there a way more obvious inspiration for America's most famous (redacted)? His old buddy? Though it probably doesn't need to be said :)

Whoa, am I hearing this right? Old Paul DLC?!
Damn, it's hard to ask any questions without becoming too spoilery about it.. Was Wise lying about vault 75 gunners origins, is he misinformed himself, or it's an oversight? Or neither? I swear he says they just stumbled upon it or something.. Considering LM's story... Just how old is she? Or rather, how long since the vault became non-operational? If what we get from her is true, the vault program must have only been shut down 5-10 years ago (and that's when their uprising happened). Unless the rebels were not the gunners, and she joined up with the gunners later.
And the gunners FOB, I thought for sure it would be (the place), but they only move to claim it when they do? Wes sure seemed to know the big deal about the place.
My comment there was a quest line around the person with a big sword and Power Armor. BUT! We may not have seen the last of Old Paul...

I believe everything Wise says is correct, could be wrong, but I think he mentions they took over the location a few years ago.
The Vault has been abandoned for a few years before the Gunners took control, and they've been operating out of it since. LaMont is 26 at the time of our story, meaning she left the Vault 8 years prior. The rebels in the Vault were not Gunners, just the test subjects. LaMont was found by Wes and she introduced him to her Vault.


Why don't your Gunner characters have blood type tattoos on their foreheads like vanilla Gunners do?
At first a technical limitation (we were not sure how to do it), and for some it became lore. So Algernon, Wise and Berman follow the older Gunner ways, which don't have you be marked. Same with Lupe. However, there are some Gunners we add which should have them, and now that we know how, they'll be updated in the future.


Speaking of the Gunners— how exactly does the Gunner leadership work? Shouldn't Captain LaMont take orders from someone like Major Isaac since he is of a higher rank?
The vannila ranking is kind of confusing (at least to me). "Captain" seems to be the leader rank, but there are ranks that seem to be higher and also other captains. So for our story I made a little image to explain how I see the Gunner ranks working.

Gunner Ranks.PNG
 
Not sure what you are referring to in relation, but still the answer is probably not. Most of the settler characters who join you (outside of the MQ) were written before I joined the team.
Hollis Baker and Charles Baker :D
I just found them both together in the bar and I wondered :)
 
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