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Unique NPC Stat Rebalancing Discussion

VersusXV

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What are people's thoughts about NPC Stat Rebalancing? NPC Stat Cards are pretty straightforward but there's still deciding on SPECIAL stat values(which can affect plot output values). I think an official SS2 NPC rebalancing is probably not likely, so separate mods are probably the way. Generic/template based NPCs are handled dynamically and affected by the City Leader's stats/traits/maybe other things, so they might not be applicable for this so focus should probably be uniques plus the documentation string on the actual form for these does say "Unique NPC record". I believe multiple Character Stat Cards can exist for a character and it would be randomly chosen in that case if multiple get registered.

Maybe we could have a google sheet for people to duplicate, but easiest way for most would be to just name some NPCs and what you think they should have. I can consider adding them to SS2 Superstructures updates. For instance I think Jake & Aiden could have some higher stats.

For reference:
 

yaugieLC

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A recurring related discussion I've found interesting to watch is the amount of people who seem upset that for a lot of the Unique Settlers, the job they SAY they want to be doing isn't necessarily the one they're mathematically "best" at. Personally, I still believe that actually makes sense when you compare it to the real world - to use myself as an example, I've got multiple industry quals and ~20 years experience as an IT Support/Networking person (so probably INT in Fallout terms)... and I've now been a high school janitor (END, I guess?) for coming up on 18 months without a single complaint from the school. I bring this up because it's something worth keeping in mind, and seems to be affected by how far into "roleplaying" people get.

Regarding Aiden in particular, though, I feel like his stats are just "placeholder" - he should probably have the stats matching what The Player would use for a "sniper" type build, given his obvious weapon/combat strategy preference. I'm not sure if the intent is for him to ever even become a settler, though.
 

Antoine Soverie

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A lot of uniques unable to work jobs they volunteer for actually make sense. Like, Tom Thorn wants to fight but agility is one of his weakest stats. If you talk to him a bit before recruiting, he reveals his story and it all becomes clear. Or Ventilator wants to bring purification but
he needs the robot and the machinery isn't exactly what he expected...
What doesn't make sense though is Audra's high martial stats. Since she doesn't handle combat very well at all. (Should be at 1 or 2 or something) Knox kinda doesn't either but someone has to. Or Katie Powell, as much as I like to assign her to Intergalactic Planetary, she's just a child, even if a very smart one.
Edit: Archon.
A ghoul (all of them have crazy INT stat) AND a nuclear scientist. Still can't operate the reactor he designed himself.
And I feel like Rob Lambair should be better in endurance and/or agility.
 
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VersusXV

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I think for nerfs, I would want to make it optional via some kind of terminal &/or chem. Players would probably be unhappy to suddenly find they can no longer assign characters to the same plots initially. There's training plots but it takes time and difficult to have the resources for them on Components level. Character changes which give them fewer total points &/or remove access to any plots as initially assignable for them would be within this category of being made opt in. I also feel like earned &/or story important characters are justifiable in having higher stats than a generic settler, and that Jake/Aiden are basically protagonists the same as the Sole Survivor. It's spoiler territory to explain why but on Conqueror's story, Aiden has some impressive feats.

The chem/terminal would be an irreversible option to register nerfs by registering NPC stat cards that include nerfs. I think the easiest ones to just change by default are any who have no stats at 5 or higher(excluding Luck since I'm not sure if it does anything currently?) &/or a whole lot of 1s.

Regarding Aiden in particular, though, I feel like his stats are just "placeholder" - he should probably have the stats matching what The Player would use for a "sniper" type build, given his obvious weapon/combat strategy preference. I'm not sure if the intent is for him to ever even become a settler, though.
This might be the case yeah that it could be placeholder. If he gets updated stats at some point, any Aiden Stat Card may simply be updated to match.

And I feel like Rob Lambair should be better in endurance and/or agility.
This is a good one to consider changing, 7 INT then all 1s.

He's a ghoul so hi int. Also he's been watching the Commonwealth for 200 years in a small room. No strength, agility but his endurance and perception would be huge.
Yeah I think I'd leave his INT as is, but increase Perception & some others a little. Maybe something like:

NewDefault
Strength: 11
Perception: 4 or 51
Endurance: 2?1
Charisma: 31
Intelligence: 77
Agility: 11
Luck: 31
 

Antoine Soverie

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Someone will always be unhappy, that's just how it is. Though you do have a point. But at least remove hi-tech martial assignments from those who run away from gunfire? (But now I'm thinking about levelling a generic level 1 settler to 7 or whatever and that's not fun either... Maybe the terminal thing is for the best)
Speaking of INT, Preston is currently working my nuclear plant at the Castle but don't think he's very bright. Or is it just me hating on everyone from Sanctuary gang? Also Mama Murphy's stats are memed into oblivion at this point but if someone was to tinker with them, a frail old lady addicted to chems with phenomenal fortune telling powers (those I also hate) should have ridiculous perception (in the 20s) and endurance but not strength.
 

VersusXV

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Also Mama Murphy's stats are memed into oblivion at this point but if someone was to tinker with them, a frail old lady addicted to chems with phenomenal fortune telling powers (those I also hate) should have ridiculous perception (in the 20s) and endurance but not strength
Mama Murphy changes should probably be uncontroversial IMO & additionally, a STR nerf doesn't deny access to any plot assignments(ie Advanced or High Tech plots). So that could be a nerf that happens by default.

But at least remove hi-tech martial assignments from those who run away from gunfire? (But now I'm thinking about levelling a generic level 1 settler to 7 or whatever and that's not fun either... Maybe the terminal thing is for the best)
Yeah the main issue are that players could think this is a base Sim Settlements 2 bug if they're suddenly unable to to assign to hi-tech/adv plots that previously they used to be able to immediately assign somebody there without knowing why. And it'd be disappointing if unlockable settlers have generic settler level stats. I think with a terminal or chem based opt in, it can have a pop up / text explaining things.

Speaking of INT, Preston is currently working my nuclear plant at the Castle but don't think he's very bright. Or is it just me hating on everyone from Sanctuary gang?
Sanctuary gang have all 4's in all stats(ignoring clothing bonuses) besides Mama Murphy having 19 STR and Preston having unique stats.

Preston stats here:
 

Antoine Soverie

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Ok, after playing with operating costs and max complexity from the start, I take it back. Buff Mama Murphy's strength. We need more cork!
 
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