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Yaugie's post-CH3 thoughts (spoilers, etc)

yaugie

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Now that I've seen the ending of Chapter 3, as someone supposedly with a strong 'voice' around here, I'd like to give my thoughts on everything now that we're at this point.
I'm trying to be fair as I know there's still a non-trivial number of bugs both gamebreaking and 'that was obviously unintented but the quest still worked', so keep that in mind.
And just to clarify: I have never had any official responsibilities to do with the development of the mod; at best, I'm just someone that spends way too much time on these forums. This is purely my own opinions, nothing more.

First off, storyline and characters.
Initially, especially during Chapter 1, I was very wary about the idea of this all being so narrative focused - having come from SS1 that had effectively NO narrative, and then Conqueror which felt like a "good amount" of mixing story and gameplay to me. But by the end, I actually cared about the plot and wanted to see how it all played out, much to my own surprise.
Despite how linear Chapter 1 was to the point of me having openly asked why we were even there more than once, Chapter 2 started showing signs of branching paths, and by Chapter 3 it's evident that a lot of Player Choice comes into the equation - some of which can have significant impact on how things turn out. I haven't yet seen all the 'branches' but I'm genuinely impressed by the ones I am aware of now, some of them have very surprising, substantial changes to how things end up going. Feeling like your choices have consequences is something quite impressive to have done so well considering how the base game's story might as well just be a non-interactive movie.
I really grew to like the motley cast of characters we assemble as our HQ Officers, although in my opinion some 'idle dialog conversations' where they talk to each other would definitely be welcome to help characterise them even more - I understand how absurdly unfeasible it is to get VAs back and add that at this stage though.
Overall the plot ties itself back up and finishes most of its own plot elements, with enough left for potential future content to bolt onto or even be followed up on in later projects if that's what ends up happening. I'm aware of at least one dot point that'd go in this category that's in the "we'll patch that in later" territory, although some details (like all the "Aiden is the impostor" hints in Chapters 1 and 2) feel kind of forgotten by the end.
I'd have sworn Sirick told me before CH3 release Jake had used the "firmware upgrade" on his Pipboy too, and more than once he animates like he's talking to his own in conversations, but the Battle of Quincy sequence outright says he didn't...
The ramp-up of stakes felt organically 'right' to me, going from such small scale quibbles up to literal nuke it from orbit in a way that didn't give the "well that escalated quickly" feeling at any point. I'm actually glad I was (mostly) wrong on my stabs at who the True Big Bad would be, too. The twists in that regard were nicely handled, and tie multiple dangling elements from the base game in neatly.
In general the writing of the characters feels fairly complete, even the Unique Characters that you only briefly really interact with, fitting in fairly well into the style Bethesda uses - with a mild exception for how many of the Uniques in CH1 make it sound like travel from Vegas to Boston is trivial, that kind of bugs me a bit. And yes, OM0R is still best girl.
On that note, while it's a path I personally will literally never click on, I am appreciative that you put in a Flirt path with Jake for all the thirsty ones out there, and even made it require a much more believable 'arc' than "I watched you hack 20 computers, lets bang" like the base game companions.
A quibble I forgot until just now: With all the forced animations onto the Player Character during the story, it appears people forgot said Player Character might actually be in Power Armor.
A fun fact though: Prior to Chapter 2's release, I was expecting the CPD to be the ones you had to do or were at least very strongly incentivised to, and the Nightingales to be the completely optional one. Turns out I was completely wrong there!

Which brings us to mechanics.
The whole 'unique settler' idea, and the 'unlock system' in general really, adds something the base game SORELY needed - getting rewarded with something other than EXP and Caps for doing ingame tasks that aren't necessarily "go, kil, return" and thus being able to make each playthrough properly unique, something the basegame only sparingly did. I'd say without question this is my favourite thing SS2 added despite it seeming so basic in concept, and I'd love if more people were as into it as I am especially with my as-yet-unreleased projects.
The Virtual Storage was definitely a good idea - allows far more control over resource availability without overpowering the player too easily. Some parts of it definitely still need work - I'm pretty sure Production class still doesn't work unless the relevant Shop is also in the same settlement, for example. And I'm still on the side of thinking WSFW fixing that one "bug" to do with base resource generation should at least be a toggleable setting, I shouldn't feel like I need to run an additional mod just to restore base game functionality.
The 'tech tree' style of progression and advancement of Plot effectiveness and of using the SPECIAL stats of Settlers is also quite well done, especially as it has multiple paths to at least reach Advanced tier. It could perhaps be more clearly telegraphed ahead of time ingame, but doing that without breaking the Fourth Wall is tough. Consider too the amount of people I've seen that didn't know "Power Transfer" type existed until HQ makes you use it...
I'm in the apparent minority that actually likes the HQ system; at least, I like what I perceive to be the concept of it. It still feels like there's no actual "leadership" on the part of the player and it might as well just be entirely automated or based on story beats like how New Concord works, but I'm confident in saying there's still more yet to get added into those systems, and barely any Addon Packs for it either - hopefully that doesn't stay the case forever.
World Repopulation is something I'd love to see expanded on into other areas, but that requires community-wide work, and I'm not the person to do that. (Also I suspect it's actually broken right now)
My thoughts on the Disease system are already well known; it feels to me like arbitrary penalty for not even roleplay benefit. I have zero idea how to change that, but I'm going to keep switching it off. (I think it might actually be broken at the moment too)
Military, though... even putting aside the bugs in it, and knowing more is still to be added to it, it absolutely needs a lot more work. I'd written another whole paragraph worth of ideas here initially, but I'll hold those back until enough time passes for it to get a bit more content added to it before I go off on it. Just know that it's clear it was only made "functional enough" and that was as far as it got.

(Wrote so much I need a second post! To Be Continued)
 
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(Part 2!)

This is the point I can almost guarantee will provoke arguments, but I have separated story and mechanics out like this because to me, it's always felt like the two things are only tentatively related. Even through to the end of Chapter 3, I still had the feeling that nothing I'd done in the settlement gameplay side of things had any effect whatsoever on the storyline, and that the storyline seemed to only even mention settlements in a nebulous 'they exist' sense. I'm not saying it was pointless, just that I've always felt like they're two separate mod ideas jammed into the one file.
An example: During Chapter 2's phase of the Gunners attacking your settlements, or Chapter 3 doing the same thing, their economic value doesn't affect which gets targeted first, and their level of defense has literally no value in preventing those attacks, it just happens and you can't stop it. Apart from having enough troops to start the mandatory assaults I felt no pressure to or reward from improving the effectiveness of my Military for all of Chapter 3; unless I missed something, my Military's status had no effect on the Battle For Quincy - I did see generic "HQ Security" staff suddenly in T45 Power Armor during that sequence, would've been nice if I could field that in my military instead of armor even a Level 1 character would debate using... (and does that Medic Loadout even DO anything? y'all know NPCs can't even use the Syringer right?)
Conversely, if it weren't for the fact that the Disease mechanic renders your game incompletable unless you to get up to the end of Chapter 2 to be able to fully engage with it, progressing the questline past the stage of you having all seven base plot types barely gives anything back into the settlement gameplay that you can't get anyway. The barebones "HQ Research" mechanics feel like where this could be greatly expanded...
I used to sum this sentiment up as "It feels like the mechanical side of the mod could be completely removed and it'd only take minor rewrites to the story" prior to Chapter 3. It's no longer in 'minor rewrites' territory due to how CH3 forces you to use the military so much for tasks you could easily do on your own, but the core notion is still in there as even now a total master will see no appreciable difference in results compared to someone that did the bare minimum.
I've no idea how to even start to mitigate such a complaint though short of total rewrites (which obviously is just not happening), and it's an opinion I've been screamed at for having in the past, so I'll stop this paragraph here.

Now at the intersection between those things lies one of my most common criticisms of the overall 'design' of SS2: Tutorialisation. I've always felt that the mod does a poor at best job of explaining how to use any of itself to new players. I know there's only so much that can be done here, especially with keeping the 'fourth wall' as solid as it is - it's not like Jake knows you have a HUD showing numbers, that's you the Player seeing that, not your character! But I'm sure we've all seen the 'joke' of people getting stuck at the literal first quest objective that requires player input because Jake says to drop the ASAM, when what they have to do is go into Build Mode and construct a 2x2 Residential Plot, so they get 'stuck' right there. This is something that has actually happened, more than once.
I've given it a lot of thought, and I haven't come up with an alternative that isn't equally bad, which is why I kind of trailed off on bringing it up so often, as I hate complaining without at least suggesting what I think would be better. But it would be remiss of me to not at least mention it here, especially given how complex the mod has ended up getting between HQ and the Military mechanics. I've just seen enough people get up to HQ without even knowing the Virtual Storage mechanic exists or that your settlers even have SPECIAL stats that something has clearly gone wrong.

This ended up being quite the essay, and I could actually go even longer, but I'll save that for another time. This already took multiple complete rewrites to not just sound like a page of whining.
For a pithy summary, though: I liked the story more than I expected, and the mechanics are good when they aren't bugging out, but I don't feel that it lived up to the tagline promise of "giving you a reason to build settlements".
And to be absolutely clear: I do love the mod. I wouldn't still be here if I didn't. I just want to see it be the best it can be.
and yes, this is what I'm like when I'm not forcing the Tech Support Voice on
 
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I agree with many points in here
  • settlement size and stats seem to not matter vs attacks during CH2 or even worse in CH3 (I do get CH3 as it is linked to quest progression) and I think it was hinted that gunners attacks in the future may be more fluid where there is a back and forth with them
  • for the tutorial part I think the main quests show you the basics to progress the main quests but doesn't really explain it- they need to add holo tape like "Prepare for War" type tape for CH1 and CH2 with various quests that help explain the mechanics of said systems in those chapters
  • also think the Prepare for War tape should be given ASAP and if you completed them prior to needing to do said task for main store the objective gets completed so you dont need to redo thinks like place military training plot or watchtower as examples
  • I do love the story but as above feel like it is disconnected from settlements which to me is the main reason to place SS2 or at least was
  • Love the different paths in CH3 but for some reason not sure about the choices at the end reflect what was chosen other than different cut scenes and some dialog
  • would love if you saved Magnusson that when back in HQ comm room he would be on the screen and have lines that reflect your ending and parts of quest calling vault tec - same for if you Magnusson as the 5th tape during quest calling you had the option to upload it to them saving them and then Madison would be on the screen both of these options in the future would automatically control HQ and settlements upgrades and resources maybe even military
  • a third option if you saved the 5th tape but dont give it to vault tec keeps things the same and you manually have to mange everything
  • but currently once the CH3 is done its almost like nothing happened apart home your outposts still there

Again I love this mod since I saw it way back when and started playing SS1 and you guys have done something I haven't seen anywhere in this game so kudos and congrats
and BGS can take a page from you guys for your support of your product
 
I don't feel that it lived up to the tagline promise of "giving you a reason to build settlements".
I must say that I supported a military large enough to finish Chapter 3, even with various warriors evaporating, with my existing farms. After the initial playthrough of Egret Tours capture by Gunners sent refugees to my largest city, I expected waves of refugees coming for each capture. The mod can't do that, though, for the numerous settlements that have resident families with children in vanilla. The resident families and their children would not be movable without various console commands, and the kids would have nowhere to sleep without modded furniture. These things I have done in the past for my own reasons, but the mod has to fit inexperienced players so refugees from those settlements are not possible.

By the way, I found how to move the warriors away from guarding territories using the console but it only works if you have enough charisma to fit more into an outpost with the workshop Move command. If you are using the console, of course, charisma is no problem. Make a note of the ID of each warrior that you want to retrieve. Go to the outpost where you want them to stay. Use "ID.moveto player" for each one, snagging them with the workshop Move command after each one is ported. It is laborious but it does account for each and every soldier without them getting lost in limbo. The soldiers have to be warriors, though. Moving guards does not work with this method.

This mod has kept me playing Fallout 4 exclusively with it for several years. The storyline and the cinematics are mostly extremely good (I resented one or two places where words were forced into my mouth that did not reflect my character in any way). The mechanics are evidently equally extremely ambitious for a Fallout 4 mod and may never be able to achieve what the mod's designers hope for, but still, good job. :heart

Edit: My method for moving warriors stopped working after dinner break. They just parade determinedly back to the flagpole. Short of shooting them all for insubordination, I have no options. I give up.
 
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It's funny, Sim Settlements is one of the most complex and intricate systems mods out there, and I keep hearing about a mechanics only version coming some day, but that doesn't really interest me. Every time I hear about it, I just think I'd rather have a story only version than a mechanics only version. Don't get me wrong, the mechanics are well thought out, ambitious, and implemented in about the best way they could be as a mod for a near decade old game. But that caveat might be the nail in the coffin for me. Best they could be. I'd love to play a stand alone game that allowed these mechanics to flourish, even a pen and paper or board game. The mechanics are great but crippled by the restriction of being a Fallout 4 mod.

The story and characters though? Fucking stellar.
 
My thoughts on the Disease system are already well known; it feels to me like arbitrary penalty for not even roleplay benefit. I have zero idea how to change that, but I'm going to keep switching it off. (I think it might actually be broken at the moment too)
I feel the initial hurt of the disease system in the early game (pre-sanitation plots) could be abated somewhat by having a constructible standalone item. Just build a washbasin or an outhouse for a small boost to your sanitation rating, so you don't have literally everyone in your starting settlements with 3 diseases at once in the first month :p
Feels like the problem isn't that the diseases exist, more that they come on far too hard far too fast. (way sooner than you can get an endurance rec plot upgraded)
The sink and mirror item from vault tec tools would be great for it.
 
I feel the initial hurt of the disease system in the early game (pre-sanitation plots) could be abated somewhat by having a constructible standalone item. Just build a washbasin or an outhouse for a small boost to your sanitation rating, so you don't have literally everyone in your starting settlements with 3 diseases at once in the first month :p
Feels like the problem isn't that the diseases exist, more that they come on far too hard far too fast. (way sooner than you can get an endurance rec plot upgraded)
The sink and mirror item from vault tec tools would be great for it.
Ironically, in my own playthrough that finished CH3, I never had any worse than the "tier 1" diseases according to the wiki page even appear, not even at probably 150 total population across my settlement network and over 48 hours playtime on that character. That's why I mentioned that it feels currently broken, we were discussing it over in this thread.
It's a topic I've given a lot of thought; I just can't see any way within the limitations of Fallout4 itself to make the system feel impactful from both a mechanical and flavor standpoint without having that chance to cripple your playthrough at random. There's just not enough variables to play with and no easy way to visualise it happening.
 
Diseases is one of those systems which as a concept feels like could add to realism. It ends up having to be fully automated or becomes painful micro. Fails the is it fun test.
Ok flavor when it's automated like settlement building overall in SS compared to vanilla. Having specific diseases is adding white noise without any meaningful information, becoming a distraction to the overall goal.
 
I enjoyed reading the descriptions of the diseases, their causes, and their cures. What I didn't enjoy was having my supposedly fairly clean population falling ill, and the confusion between having a disease and suffering combat/drowning injuries. I basically had to give up waterfront plots because the workers were always falling in the water and then failing to recover after they got out.
 
I feel the initial hurt of the disease system in the early game (pre-sanitation plots) could be abated somewhat by having a constructible standalone item. Just build a washbasin or an outhouse for a small boost to your sanitation rating, so you don't have literally everyone in your starting settlements with 3 diseases at once in the first month :p
Feels like the problem isn't that the diseases exist, more that they come on far too hard far too fast. (way sooner than you can get an endurance rec plot upgraded)
The sink and mirror item from vault tec tools would be great for it.
Sink and mirror will be really great idea. Or perhaps shower booth. With diffrent MOD, I am planning to build one in Sanctuary.

Really, the team is trying to make disease manageble by, say, making diesease cure craftable. However, it still is not enough.

I had a similar feeling when I noticed that you need to locate destroyed plot to fix it with ASAM sensor. Requiring to manually interact with everything is too tedious.
 
Sink and mirror will be really great idea. Or perhaps shower booth. With diffrent MOD, I am planning to build one in Sanctuary.

Really, the team is trying to make disease manageble by, say, making diesease cure craftable. However, it still is not enough.

I had a similar feeling when I noticed that you need to locate destroyed plot to fix it with ASAM sensor. Requiring to manually interact with everything is too tedious.
Usually, but not always, the destroyed ASAM is missing its front plate. It's the "not always" part that is a pain but I am guessing that is on the individual mod makers.
 
Chapter 3 seams to be far from complete I have played thought the game to the the end but there are some parts of the post ending that are missing and I found very interesting quest place holders when i opened the files up in creation kit to find quest Ids to get past stuck stages. I finished Chapter 3 with negotiating peace with the gunners in the scene before meeting magnason they told me they were going to meet but no meeting and they are still occupying the settlement not sure if that's going to be part of another update. When I dug thought the file in creation kit I also saw some interesting quest markers for possible allies from concord and reminentes of brotherhood and institute and rail road allies which maybe related to who you side with in fallout 4s main quests or wich fractions you take down.There are also looks like quests relating to wars with other factions like the brotherhood and the institute. Not sure when and if they are going to be coming out but fingers crossed.
 
Oh there is absolutely more content to come, not just the ones you mentioned either; I know of a good few more things that are not yet implemented, and can guess at even more "wishlist"-level features. The intent seems to have been to get Chapter 3 to a "minimum viable product" state so people could play through the storyline, then expand on the features and options over time.
That's why I didn't get too indepth on my thoughts about the Military mechanics in that big ramble up there, I know it's unfinished and it wouldn't be fair to judge it in this state.

Along those lines, is Magnusson meant to do anything once you get him back to HQ in the Epilogue section? Can't even talk to him, nothing happens when I activate him.
 
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He is an Advisor
As long as he keeps his electronic fingers out of vital parts of the system I have no problem with him being an advisor. My concern is that he built the system and there may be nothing keeping him from taking it over. My character did relocate him the one time I finished Chapter 3, but I personally have my doubts. My husband and I discussed it at some length but could come to no conclusion. AI is used when human reflexes may be too slow, or for jobs that require tedious attention to detail, but the accuracy of their responses depends their programming. Chat AI is showing how treacherous that slope can be.
 
Yeah, I meant more from the gameplay side of things than the potential story implications. I can't talk to him once he's there in his new spot, nothing happens, nobody else even mentions his presence, and it doesn't seem to be doing anything mechanically.
 
Yeah, I meant more from the gameplay side of things than the potential story implications. I can't talk to him once he's there in his new spot, nothing happens, nobody else even mentions his presence, and it doesn't seem to be doing anything mechanically.
Do you get the part where Casandra calls you to wake him up?
That's really the last conversation I was able to have with him also.
 
Yeah, I meant more from the gameplay side of things than the potential story implications. I can't talk to him once he's there in his new spot, nothing happens, nobody else even mentions his presence, and it doesn't seem to be doing anything mechanically.
Well, we did have a conversation with him after Madison called, but if you mean after that then I saw nothing. At least I think that happened in that order. Another time his terminal never showed up at HQ. I think that was the time LaMont started shooting at me in mid-sentence. Aiden was dressed afterwards, though. I hesitate to connect those data points. :D
 
Do you get the part where Casandra calls you to wake him up?
That's really the last conversation I was able to have with him also.
Yeah I had that bit. I meant after that. It's cool to see him there and all, but it just feels like it should have some result other than even more computer banks crammed in that room.
 
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