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Today I Learned (screenshots v2)

So if you bring back everything from that sunken ship you rescue Raphael from, Yorks and his squad become 'guards' for the Nightingales. Yorks himself idles in the cafeteria, and apparently there's an NPC animation for this.
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I ran into that one too. I'm assuming that's a vanilla marker that the gunners follow if you sneak in instead of going rambo mode.
 
I ran into that one too. I'm assuming that's a vanilla marker that the gunners follow if you sneak in instead of going rambo mode.
There's a TON of stuff you'd totally miss if you weren't going full stealth mode. The amount of fully voiced conversations among Raiders alone - not just the memed ones about Grenade Guy, but even them discussing other gangs and whether it's worth changing sides, which includes giving you a map marker for the other gang they're talking about - I wonder how many people even know those are there.
 
It's very easily missable, yes. There's a lot of special random encounters too, I only ever get the "Art attacking Art" one and some ambushes.
 
TIL there actually are signs with directions in HQ
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Now to figure out what exactly it was that adds them..
 
For some reason, I feel like this guy that was the Bouncer at a certain establishment visited during The Ventilator's recruitment mission speaks with a strangely high pitched voice and is about to tell me to COME ON DOWN.
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On the plus side, Mk1 Beacon "Discoveries" do still work. The rate of those could do with a buff though imo.
That's six tries with the wiki open to tell me exactly where to search, of course.
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For some reason, I feel like this guy that was the Bouncer at a certain establishment visited during The Ventilator's recruitment mission speaks with a strangely high pitched voice and is about to tell me to COME ON DOWN.

On the plus side, Mk1 Beacon "Discoveries" do still work. The rate of those could do with a buff though imo.
That's six tries with the wiki open to tell me exactly where to search, of course.
Agreed, I don’t think many players are using the Mk1 Beacons often enough to unlock even half of the discoveries. Personally I make sure to set up my production as early as possible, so I have little use for the beacon once they’re unlocked…
 
For some reason, I feel like this guy that was the Bouncer at a certain establishment visited during The Ventilator's recruitment mission speaks with a strangely high pitched voice and is about to tell me to COME ON DOWN.

On the plus side, Mk1 Beacon "Discoveries" do still work. The rate of those could do with a buff though imo.
That's six tries with the wiki open to tell me exactly where to search, of course.
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Yeah, I'd love a buff to them. Having Nick and a level 5 luck caravaneer doesn't always give an unlock even after most locations of the same type. Gonna do that more now with most SS2 story complete (just finished C2 again, I'm sad)
 
Agreed, I don’t think many players are using the Mk1 Beacons often enough to unlock even half of the discoveries. Personally I make sure to set up my production as early as possible, so I have little use for the beacon once they’re unlocked…
i can personally attest to this: over all my time with SS2 since 1.0.0 i've used the mark 1 beacons to gather componets at interesting locations, less now then in previous play throughs, but still fairly regularly, i've never used the wiki to locate spots, i only learned very recently there is technology gated behind them and i have at least 3 beacons that cycle through my inventory on most saves.

i don't think i have ever got an unlock screen like yaugie's screenshot when the beacons are dropped off.
 
I was only doing them because I looked up on the wiki and knew that the specific thing I wanted was available from that system - and I only even knew that because I remembered that specific plot from "SS1 Industrial Revolution" and knew that those plots all got converted over and mostly hidden in that system. It was the first time I'd used it in months too - my Virtual Storage was already full before I'd unlocked the things in the first place, so the resource-gathering part is meaningless.
 
I love that WV gives a ton of stuff for simply clearing locations and taking workshops. Maybe not everything should be that easy but at least noticeable. Since, yeah, resource gathering is very useless at the moment. It may be worth it to put companions on those caravans (whoever's left after HQ) since you want half the stats jacked up.
 
I love that WV gives a ton of stuff for simply clearing locations and taking workshops. Maybe not everything should be that easy but at least noticeable. Since, yeah, resource gathering is very useless at the moment. It may be worth it to put companions on those caravans (whoever's left after HQ) since you want half the stats jacked up.
There's some scattered around as "bonus quest rewards" too - as an example, one particular addon pack has a plot design that unlocks from completing the vanilla quest where you change Travis the Radio Guy's personality. That's one technique I'd like to see more of, but at the same time, getting it for every quest would start to get obnoxious...

Speaking of, time for a trip out to Nuka World, got to raid the cola bottling plant
 
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[...]one particular addon pack has a plot design that unlocks from completing the vanilla quest where you change Travis the Radio Guy's personality. [...]
i am fully on board for gates that look to vanilla progression to give a SimSettlements reason for doing the vanilla quests. i mean, the institute seems kinda small potatoes compared to the headquarters of a commonwealth spanning empire and literally the cure to all diseases.

but can we leave Travis alone? i really like his bumbling radio-man-in-the-headlights original delivery. it's cute in a stupid puppy way and someone who is so obviously bad at and stressed out by something they love doing, but they keep doing it, is very endearing. plus, it's a nice change from Three Dog and Mr. New Vegas. i mean i love those guys, but if every post hole in the post-whole has a super slick radio man, they stop being special. i only ever did the quest to change him once, and he sounded like such a sleeze afterwords i never talked to vadim again.
 
i am fully on board for gates that look to vanilla progression to give a SimSettlements reason for doing the vanilla quests. i mean, the institute seems kinda small potatoes compared to the headquarters of a commonwealth spanning empire and literally the cure to all diseases.

but can we leave Travis alone? i really like his bumbling radio-man-in-the-headlights original delivery. it's cute in a stupid puppy way and someone who is so obviously bad at and stressed out by something they love doing, but they keep doing it, is very endearing. plus, it's a nice change from Three Dog and Mr. New Vegas. i mean i love those guys, but if every post hole in the post-whole has a super slick radio man, they stop being special. i only ever did the quest to change him once, and he sounded like such a sleeze afterwords i never talked to vadim again.
I've literally never done that quest myself; I only know that one's there because I read all the things even Articles on Nexus mod pages, and it was the simplest example.
 
In one of the rooms in the "Clinical" style "Infirmary" in HQ.
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Probably Mansfield, didn't like how his dentist appointment went.
I could see Handsy dropping his classic "Looks like you could use a good stiff BEVERAGE" there...
 
GNN is apparently a Radiant location after How To HQ starts: i am going to enjoy watching Jake explain this one to Aiden:
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