It’s already difficult enough to do this, without removing even more player lines that reference anything to do with the base game “Sole Survivor”’s story. (Hence Jake needing to ask the player those questions, so he knows who you are, where you came from, and what you're doing so he can reference these things later.)Īnother factor is the reuse of vanilla lines to try and construct a decent enough narrative that a player can actively engage in. This is due to SS aiming to be fully integrated with the base game, and give the Sole Survivor an actual reason to build settlements instead of just running off to find Shaun. Sim Settlements was always developed with the base game story in mind, and with Jake paying attention to who the Sole Survivor is and what they're up to.
That alone would improve Fallout 4, as it would put it more in line with the start of Fallout: New Vegas (you're set in stone as Courier 6 delivering the Platinum Chip, but your reasons for being there are your own). Maybe, like MacCready, you left your spouse and child in a faraway place to make a better life for a good reason. And maybe he doesn't even have to change most of his dialogue.
Or maybe you don't know him at all, and there's a bespoke intro for the player where you start in the far Northwest corner of the map (past 111) and it's explained that you come to the Commonwealth to help settle it, and that's when you meet Jake. So, how would a similar situation look for Sim Settlements 2? We don't know how many story chapters there will be, or how future chapters will shape our relationship with Jake, so it's hard to say " SS2 should do such-and-such," but an alternate start where, say, you already know Jake, maybe that could be feasible. So, less hand holding, and more thinking, while being eas ier on combat. You also get some cool starting equipment, and on top of all that, you start out doing a dungeon that is in no way a training dungeon, but is also one that is appropriate for a first-level adventurer.
You don't have to do the five fetch quests required to start the mod's quest line. If you have Legacy of the Dragonborn and Alternate Start: Live Another Life installed, you can choose to already be the Guild Master of the Explorer's Guild.
Skyrim alt start mod mod#
Worth noting that Skyrim's biggest overhaul mod, Legacy of the Dragonborn, hooks into its biggest alternate start mod and fully supports you not being the Dragonborn if you choose to never pursue that, so maybe when Sim Settlements 2's story is done, something similar will be done. It's fine the first few times through the game, but like the cart and dragon attack part of Skyrim, it's kind of a waste of time when you just want to jump into the game. I don't like the 111 crawl at all, since it's very obviously a training dungeon, and it's a big waste of time. I don't know if they're considering that at all. I don't speak for the team at all, but once all the story chapters are finished, alternative takes where Jake and others play along with you not being Shaun's parent might be possible. In fact, it's somewhat in favor of it as it focuses on you rebuilding the Commonwealth.
Skyrim alt start mod mods#
That being said, a lot of us do use alternate start mods and divorce ourselves from the role Bethesda set out for us, and Sim Settlements 2 as a project is not directly opposed to that. It can't possibly account for all the story mods that change the core story of Fallout 4. Sim Settlements 2's story is based on the Sole Survivor being the parent of Shaun.