The other day I realized I had like 12,000 rounds of whatever the mini gun uses. The mini gun is trash. The ammo sells for like 1 cap each. Felt better than selling the booze I might need some day!
(Also fallout4 is kind of bad but I played it again anyway. Sim settlements 2 is a pretty good mod)
Iirc you can mod the 45 rifle to shoot 5 mm. Pretty much unlimited ammo.
well that’s enough to warrant another playthrough. thanks, i was looking for a reason.
If you run a mod like Munitions, you can also mod the Assault Rifle to fire it, and a pretty wide variety of other weapons.
Oh? Settlements are the main reason I go back to it …guess I’ll check that mod out.
It adds a lot. Its main quest has original NPCs and is voice acted. The quality is better than some bethesda content, honestly.
It’s interesting in that you put down “plots” and then the settlers sort of run them. Kind of like old sim city, where you’d zone this area for residential, that area for commercial, and this other area for industrial. Once you put down a plot, settlers will build it when you have the resources and manpower.
You can also use a preset “city plan” instead of placing stuff manually. I apparently don’t understand all the nuances of the mod, because the preset plans typically did better than ones I tried to set up myself.
Some stuff I didn’t get right away
- When you place a plot down, you can then decide more specifically what it’ll be by interacting with the widget. So if you put down a “municipal plot”, you can then pick if you want it to be power, water, caravan services, or whatever. I was just letting them be random at first.
- Plots can upgrade, but they have requirements to upgrade. The UI will often show in red what’s missing. I didn’t get what it meant, but it turns out a lot of my stuff wasn’t upgrading because my defense was too low.
- If you build the little city management desk, you can get reports on what’s needed. That’s how I figured out my settlement was producing 30 defense, but wanted 120 to feel secure. Woops.
- You can change a lot of game rules and details via that same desk. I think I turned off the disease stuff because that was more annoying than fun, and I set it to simplify materials because I didn’t want to micromanage it. But it’s there if you want to dive into it.
- You’re going to want a lot more aluminum and circuitry than the base game. You need that to build the plot-placing things.
- I think some of the buildings do better, or simply need, settlers with higher stats. You can build “recreation” plots that can boost settler stats. I’m not sure if the game is smart enough to automatically send people to do jobs they have the best stats for. My settlements are a mess because I was just building whatever, but if I did a new game I’d probably be more organized. Probably.
I’m currently stuck because the game wants me to produce 1000 surplus power, and I don’t see a good way to do that. There’s probably something I’m missing. If I get a shit load more aluminum, I can build a shit load more power plants, I guess.
There’s also a whole “HQ” you can build out in chapter 2. It has departments, you can assign department heads, and build out the whole base. It looks like it has some depth, but at this point I was losing interested so I let it just run in auto mode. You can also see where the mod’s goal are straining against the limits of the game’s UI. It’s awkward to do all of it through the workbench UI, but impressive they got it to work.
Overall it’s very impressive. I still don’t like the base game’s combat very much at all, but nothing’s perfect.
Yeah, I quite enjoyed sim settlements 2, but it’s definitely the first massive overhaul mod I’ve played where I felt like time and resources might’ve been better spent building their own game from scratch
It reminded me of the PS2 game Metropolismania. Now that you’ve said it, a modern version of Metropolismania would be dope.
Edit: I searched up gameplay videos and the intro is surprisingly prescient
It costs four hundred thousand dollars to fire this weapon, for twelve seconds.
Yeah, but you can cut a city bus in half in 4 seconds! Jim-bob over there managed to cut one in half lengthwise!
There’s a few other mods that change the main story. Project Valkyrie and Depravity allow you to make different choices and bring peace or obliteration to the Commonwealth.
I think I tried Depravity and didn’t like it enough to get far. I also apparently played Valkyrie but have no memory of it whatsover. I might look into them again, but I’m not sure how they interact with Sim Settlements.
I also at one point had an “alternate start” mod, but I think it doesn’t work well with the latest version so I didn’t try it here.
Also a “nora lives” mod, because almost literally fridging your wife in the first scene is just lazy and annoying.
Amazing Follower Tweaks lets you resurrect Nora, but it’s pretty lacking.
I’m doing Deprav/Valk with SS2 now and have not run into any issues yet. But I’m only about 50% through the quests.
I wonder if Fallout London is actually any good.
It’s great!
More buggy and susceptible to become moreso when you play with a ton of mods (AKA the one true way to play a Fallout game) in my experience, but otherwise it’s probably the second best Fallout game ever after New Vegas IMO!
Also, a lot of the bugginess might be me being an idiot and/or missing the one mod that I could gladly play without that happens to destabilize everything.
Wouldn’t be the first time or even amongst the first 50 times 🤷
It’s really hard for me to enjoy the Bethesda fallouts without trying to mod it so it’s much more lethal, but that doesn’t really gel with the game’s philosophy. I don’t want random raiders to survive a shotgun blast to the face, damnit. But I also don’t want to survive getting shot in the face. Turning the damage up can turn it into a like sneaking puzzle hotline miami kind of game, but the level design and encounters aren’t really meant for that. Also, apparently enemies accuracy is really high by default, because the design assumes you’ll be HP tanking hits. This creates weird situations where some drunk raider is hitting you from 200 meters away.
Also vats kind of sucks. got a bullet time mod and it was a lot more fun for me.
So I don’t know what I would need to do to enjoy fallout london
Did that ever get released? I seem to remember Bethesda patching FO4 just before that was going to launch and it supposedly broke support for the mod.
It did! It’s available for free from GOG.
You’ll need either the GOG version of 4 or the Steam version plus the downgrader to revert the Next Gen update that broke the F4SE version that London depends on.
I highly recommend it!
So now there are effectively two versions of FO4 that modders need to manage compatibility for. I remember when Skyrim SE launched and was incompatible with mods for Oldrim. Took quite some time for the modding community to catch up. Sure would be nice if Bethesda could stop “fixing” their games. Surely they know by now that modders will take care of debugging their messes. Making things more difficult for the modding community is only going to hurt their sales.
Me and the 17 Stealth Boys I never remember to use
Honestly there is an imbalance in the fallout games when it comes to healing items. Nuka cola is fairly rare for having to drink four of them to get enough health. I would make them a bit more rare but far more effective. Bethesda is off the rails with consumables. Don’t make me eat eight raw cabbages to get half my health. Make me boil one that replenishes most of it. I’m worried that a high level in ES6 means that I’ll have to rob several pantries to replenish a quarter of my health.