Fallout 4: Sim Settlements 2 - Part 34 - Ain't That A Kick In The Headquarters
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- Опубликовано: 11 май 2024
- Fallout 4: Sim Settlements 2 continues, as we try to get our head around our brand new headquarters, which begins by making sure that Jake and Aidan don't immediately kill each other...
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Fallout 4: Sim Settlements 2 (this is the page for the final episode, but contains the all-episodes pack) - www.nexusmods.com/fallout4/mo...
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Sim Settlements is REALLY what what the minutemen should have been.
this. how could the fans make the one thing so much better
Jake only upgraded your pipboy to be two-way, so that he can call you up every 10 mins to ask if you want to go bowling in Far Harbour!
Do NOT let Preston know of this!!!!
@@johnoglesby-vw7ckoh jeez 😓
feels more like a GTA IV reference
@@johnoglesby-vw7ck Or move him to HQ
Faaaaa Haaabaa!
If there's one thing I know about Americans, it's that they love a guy declaring himself their King and demanding taxes
A mod for Fallout 4 has absolutely no business being this good.
Yeah, you have to wonder what the people at Bethesda do all day.
@@charlesfranks1902 Honestly that's what I kept asking myself while playing Starfield. 7 years in development! 7! Getting flexed on hard by the guys who made this.
@@Sletchman To be fair, not everyone plays Bethesda games to manage settlements and effectively nation build. Most people just want to swing swords at / shoot at things / discover cool locations. I can see why Bethesda didn't put more time into those features. But, considering how much promise sim settlements showed even 2-3 years ago, it was silly NOT to hire kinggath to implement the same systems in Starfield.
this is how the settlement building should have been not the Preston Garvy stuff
@@moon_wizard1250 The bit that got me was how big a step back from FO4 the outposts in Starfield were. I don't mind them not focusing on them because not everyone engages with them, but being worse then a decade old game is crazy.
You can always talk to "The Ron" if you need people with specific SPECIAL attributes, he'll point you in the right direction.
Considering that it has been over two centuries and people still haven't even removed skeletons from their houses, yes, cleaning is a novel idea in the Wasteland.
This always pissed me off so much in fallout 4. Like even in diamond city. The place is just a shit hole.
The games post Fallout 3 have kinda felt like they should take place far closer to the war, since there's so little in the way of proper construction. Like after 200 years Megaton should have rusted to nothing and Diamond City shouldn't be a borderline tent city. Feels closer to 5-10 years tops.
@@Sletchman It's difficult to tear down existing infrastructure without forcing everyone to leave, they probably just kept building on it. There are shanty towns IRL that have been shanty towns for a very long time, it's even harder in a world with limited reliable resources.
@@Sletchman Spoken like a true American.
No concept of history or permissions or due process.
In the old world, you cannot just knock down any old building willy nilly and build a carpark there mate.
@@METALFREAK03 *laughs at you in English-Australian dual citizenship*
Yeah, cause America is the only country to have built an apartment complex, shopping centres, or new houses in the last 200 years, "mate". Oh, wait, literally all of them have.
"Stodge, ol' buddy, ol' pal, I have got an exciting old concept for you: it's called... taxes!"
NCR President Kimball: Soon, I will have a new apprentice.
Robert House: "I sense... a disturbance!"
"I hope we're paying them, otherwise this feels like slavery"
_Nerbit's Abraham Lincoln Build_ : *Loads Repeater with Emancipating Intent*
Luckily for Mayor Bob’s skull, you do indeed pay them
@@l33tspaniard That's certainly an option but not the default...
@@romanw6636 i’m 99% sure it IS the default. The money just doesn’t come from your pocket, but your settlement cap production, and it’s such a miniscule amount it’s hardly noticeable. Or maybe that’s a hardcore mode thing?
This mod has absolutely blown me away. This is exactly what I had hoped for with the whole idea of settlements. It actually feels like you’re establishing a city state and taming the common wealth. And blimey is this mod big. The whole head quarters is another layer on top that I didn’t even know I wanted. You have a capitol!
"I'm [character name], former [Government Office Title]"
"Yeah, we know."
Doctor Who reference detected.
All hail King Bob!
That's _Emperor_ Bob to you!
He went from playing Fallout 4 to Mass Effect with that knockdown sniper.
This was an excellent episode to showcase the Sim Settlements 2 Mod. Seriously well done to the devs of this, it's incredibly good. They took the settlement features of Fallout 4 and made everything a billion times better and it's just wonderful to witness. Thank you for sharing it with us, Jon.
It's a shame that the smartarse HQ radio doesn't work for some of us so it has gone in the bin never to be played again wasted a lot of time with this one
I whole-heartedly recommend using your city manager holotape to remove wait times on HQ projects unless you’re ready to lose many hours of your life just GETTING to chapter 3, let alone actually playing it.
Also, you’re gonna need an assload of power. Build yourself a dedicated electricity generating settlement and save yourself some hassle.
See if he actually dropped more settlement managers desk and let all his settlements grow that way normally and he doesnt have to worry about the triangle of death anymore cause most of the building plan makers make Sanctuary big, red rocket small and abernathy farm small as well hed have all the resources hed need
Who would win? The Republic of Dave or the Kingdom of Bob?
Well, the kingdom of Bob has landmines and turrets, so I'm with Bob.
Kingdom of Bob is probably the best developed network of settlements on the East Coast at this point, mostly because that's not a high bar. Sim Settlements seems to let you create essentially an New Commonwealth Provisional Government, which is really neat.
Given that the Kingdom of Bob literally took the HQ from the Gunners, I’m betting on them 😄
@@polygondwanaland8390 The Fallout TV show got me to play Fallout 4 again. One thing I completely forgot about because it's only mentioned once in optional dialogue with Nick is that various settlements around the Commonwealth did attempt to form a provisional government at some point not too long before the events of Fallout 4, but the representative from the Institute killed all the other representatives. This feels like such a massive event that warrants a lot more attention than the game gave it.
I'd vote Gary of Gary would surely gary their way to gary, no doubt.
I'm loving the transition from "The Institute is the only faction that makes sense" from Jon's first Fallout4 playthough to, "The Institute trips over itself to demonstrate what evil bastards they are" in 2024.
All hail King Bob!
I highly recommend placing a 3X3 recreational plot, so you can build the Wasteland Theatre. The various acts of the "wandering minstrels" are pure comedy gold - and King Bob deserves jesters!
I swear this is the most in-depth original Fallout 4 mod in existence.
And considering he isnt using it all like you can drop the settlements planners desk, make his companions the leaders or some of the unique setttlers hes gotten and they will do all the work of building the settlements, link all his settlements with convoys and be able to drop his salvage beacons all over and thats before we get into the headquarters stuff....this mod is really script heavy on its own but theres something like 30 sub mods for different building plots as well as different building plans for every settlement in the game dlcs included with sim settlements 2 those were tricky with 1 which had more mods to run it
So Bud was right… the key to a successful Empire is MANAGMENT.
You're right about the Institute intro being unnecessarily evil. I know one person who had recently become a dad IRL when they first played the game.
When he got to the Institute and saw Father messing with his "son" (synth Shawn), the guy killed Father before he could even reveal his real identity.
From a writers perspective, it's really good to be able to evoke that strong of an emotional response.
From an in-universe perspective, it's really stupid of the Institute to evoke that strong of an emotional response.
You’re in Boston, Bob. You’re not a King, you’re a President
The presidence for a President is that he only serves 2 times & has elections, the rulings of a ruler is that he rules. As a Brit, I'm surprised he settled for king, Emperor, edict maker for an empire, still early days. Rome wasn't built in a day, the nuclear sun never sets on the empire of Bob. 😄
Not if the Great Brit-Ant has anything to say about it!
@@crickett3536 Then he’ll end in the harbor! 😂
He should do an Octavius and call himself a Washington.
He's sounding more and more like a dictator tbh.
it was truly delightful to see your budding dictator personality starting to shine through. 😃
If you read manfields console back at the vault it helps explain the nervousness
Uh oh! Did Jon just declare the walk to HQ as cleared and extremely safe. Que the pandemonium and many deaths 😂😂😂
God-King Bob does has a nice ring to it.
jon im not going to lie i cant cope with this series only being once a week, great work, keep it up !!
Agreed. I’m home sick today and would be so happy to have a few more hours of this to watch.
I might be outside of the algorithm nonsense but dammit I want 1-2 hour episodes!!!
I would throw myself into 2+ hours a week of this gladly
I have never used vertibird transport because they always (to borrow a phrase) cocking crash into my settlements. Every time I see one, it crashes. Won't get me up in one of those!
If you are building an empire, that makes you an emperor not a king, much more fitting for this channel I think :P
"me and you are going to be friends ... have a grenade"
Okay this was a pretty cool mod with a lot of extra content but wow it just keeps going. Amazing work. I can only hope that this is the kind of content that will eventually come to starfield
Get 5 working Mr Handys for Mansfield to clean and fix up the base, haha.
Jon would have to be willing to start Automatron, but Jon hates starting Automatron, because it means endless random murderbot encounters. 😛
He could have two, though, if he does the Vault 81 quest and doesn't do Curie's companion quests.
@@Felice_Enellen Greygarden. No need for Auto DLC at all.
Overseer is just a Science King. King has subjects, Overseer has test subjects.
What a journey for Bob, he goes from failing the municipal election, to mayor and now he is Emperor/God-King Bob
All hail Emperor/God-King Bob !
Jon's already letting the power get to his head.
Thank you for the New Vegas pun in the title. It was hilarious!
Press "F" for the plastic Christmas Tree
I see Bob is keeping a cool and reasonable head about running his own empire. XD But damn, this mod really goes in-depth about what it takes to make this whole thing work, doesn't it? So many positions to fill. . .at least God-King Bob is of the opinion that people should be paid for the glory of working for him. That's better than most mad rulers I know. XD
It's adorable that you thought that you would only have to travel to HQ to talk to Jake
This seems a lot easier than when I played. The GNN cleaning and building frustrated me.
There have been many updates that basically automates GNN, so things update on their own and you can be super hands off.
@@1234567paper sweet I should look back into it. The original GNN, everything I did seemed wrong.
Jon, you are getting to the point now where you will be wanting to look into Mark 1 beacons for salvage and the infrastructure to support it. It has taken me hours to get past the loot cost wall I hit once I started working on the headquarters.
Does the institute ever actually explain WHY theyre replacing people and what they do with them? Like why can’t they just make a synth and give them a unique personality and backstory?
Love this series. I usually don't play modded but this mod changed that. It's top quality ❤
I think I speak for a lot of people in the comments when I say
....This Is A Great MOD!
It's not slavery if you're not holding them there against their will. Besides, you're giving them food and shelter, which is quite a lot in the wasteland. :)
See, Jon, that's the reason we've been harping on and on about building entertainment plots that allow you to upgrade your settlers stats. You definitely need high stat settlers now for the HQ.
Cause it's NOT the charisma that limits the number of people you can send to your HQ, it's the number of sleeping quarters you can build in HQ. Those are completely independent of any stat.
You will need strength for facilities, endurance for logistics, agility for security, and perception for logistics. Currently int and charisma and luck are not used for any department specialties.
SPOILERS BELOW
However, the number of virtual resources you get via supply agreements with your settlements limits your options of what you can build drastically. Because only surplus from your settlements will be available for shipment to the HQ. As such the tiny Red Rocket settlement isn't worth diddly squat in the HQ requirements.
Everything else they need to survive themselves will be retained. Meaning, the higher the stats of the settlers remaining in your settlements, the greater the surplus the settlements generate, which can then be shipped off to your HQ.
Logistics department ALSO limits how much surplus can actually be shipped to HQ. Meaning you need even more rooms for logistics, who will need high endurance. Which unfortunately means your good farmers (endurance) will be shuffled off to HQ to become logistics personnel, reducing your food surplus in your settlements.
HOWEVER, even with huge amounts of surplus, your HQ needs storage rooms to be able to handle all the materials, food, water, etc. These take up valuable space inside HQ that you could otherwise use for quarters, and the special departments workshops you need.
So you see, this is a lot more complicated than previously imagined. So you will love the future development and improvements built in HQ, especially the ComArray.
So...Jon hasn't figured out that the trade caravan plots let him fast travel?
I use a mod for that anyway, since this game crashes constantly.
"... and This had been... And this had been..." Jon, you never change...
You know, you could do the cleaning up as a livestream.
It's just Fallout House flipper... but with less customisable options for neon pink.
(I'm joking, I'm joking)
Mansfield sounds a lot like Chris Parnell from SNL.
I hope that there's an opportunity to screen the headquarters staff based on whether they get question 10, "Who is indisputably the most important person in the Commonwealth: He who shelters us from the harshness of the atomic wasteland, and to whom we owe everything we have, including our lives?" correct or not.
Entry 8 in let’s have Jon play the entirety of the command and conquer remaster
Can't wait for Jake to call you to tell you about his Molerat.
it was always striking that nobody in the Fallout universe seems to know how to handle a broom. Without mods you can't even clean the streets and houses from dirt, rubble and grass. .
So I'm guessing the Battle for Gunners Plaza was the conclusion of Sim Settlements Chapter 1? Seems like a good note to end on, what with that HQ tutorial quest coming right after essentially
I love this series so much! Like mixing jon's fallout playthroughs with his crusader kings ones! I hope all the mod updates needed go down so i can get this working in my own game.
Thank u sir. May I have another
Putting a scope on a gun will signigicantly increase the AP cost for shooting in VATS.
Great opening :D
Have you seen the Fallout London mod? Should be launched soon and it has to be a shoe in for the next lets-play!
All hail Emperor Jon the Surviving one. Ruler of the commonwealth. Long may your reign last.
Duelists makes enemies drop guns too
Hail to the king!
John, in the base game every used gun provides a ammo when picked up.
I don't see you doing it, when you where looking for gamma rounds. And i wondered why that is?
Love your content ❤️
Often that kind of action is edited out of the videos to keep them moving…
@@timbus2 , thank you
of course ingrams not moving, she has no legs and relies on power armor, her core would run out
This video is a character study in why no one should allow Britons to be king.
I would love to see king Bob's great great grandfather take on the new fallout 76, chasing the gold stash, building a true castle, waging war on the despicable white springs. I have wanted the original fallout 76 series a few times and I want Jon to explore all it has to offer now.
should get strong in the HQ and put him in the security
Hey who is the gray haired woman standing next to the supermutant and the lightpost at 1:14 ? She seems very...out of place in that moment, but after Jon throws a frag grenade, I don't see her
13:50 that's not slavery. You're simply utilizing unpaid involuntary interns.
The ability to use Sniper perks on short scopes is, arguably, a nontrivial part of what really cements the superiority semi-auto/rifleman over auto/commando:
Sure, the name makes it sound like it's only supposed to apply at a distance; but a short scope isn't too inconvenient even at very close range(and, unless I'm remembering incorrectly, there's nothing actually requiring that you be using the scope to get the knockdown: you can just slap the shortest scope available on a combat shotgun, for multiple pellets per shot, and merrily hip fire at point blank range and still benefit from the 'sniper' perk).
Without it the stagger benefits you get from higher tiers of Commando start to look potentially more interesting than the armor reduction and limb crippling you get with rifleman(if you can overlook the massive increase in ammo cost per unit damage); but Sniper is both helpful for actual sniping and pretty much lets you have both the punch of rifleman and the significant chance of taking people out of the fight briefly of commando. Only downside is that sometimes the knockdown will put hostiles fully behind cover, if they are using waist-high over, in which case the knockdown only reduces incoming fire rate but doesn't give you the option of firing on a disabled opponent.
Actually, all 3 factions won't let you teleport until the leader gives you special instructions
Which is really annoying when you are the leader of the Minutemen. I honestly think Preston just doesn't wanna work, so he gave you a fancy hat
Wow! This is quite an awesome mod. I wonder why Bethesda didn't come up with something like this. Oh....
well this playthrough and the mod made me reinstall the game and get all my mods again (inculding ss2) dont know about the netflix series i did not feel compelled to watch it, that here is way better in my opinion. So good job and the video they are nice to watch and gj to the modders on ss2
I don’t know if it’s too late to say it but don’t max out idiot savant. You get more XP without the max rank.
I forget, where did Theresa come from again?
This was the part of the mod where I started disconnecting with and despising what I was doing. It felt like such a massive chore between constantly moving people between the different job types and running between settlements to collect more people for those jobs and also needing a sub mod to delete massive amounts of basic resources so that the specialty resources that I had developed the infrastructure for but were being drowned out by the basic resources could finally actually flow in. The story part of this mod is excellent, but the HQ building part was tedious and made me irrationally angry.
Heads up, Companions make Great workers.. there stats are bonkers
like Piper a great engineer. Strong well he's perfect for facilities
Butcher Pete is also good for Facilities and his wife can be useful too.
I don't know if Jon has scanned Mama Murphy yet, but she has amazing SPECIALs.
@@eazeepeazee8236 Only one that is 'bugged' is Syht Curie, her 11 Int only appiles to her robot body. for some reason the syhth rig doesnt have the 11 int and has to be consoled back to place
Bob's styling himself as a king...
...Anyone want to join a plot? :P
Jon you are firing you my laser sniper way too fast. It has to charge up a few seconds between each shot to do full damage.
How are 0 people in the comments mentioning anything about the mannequin appearing out of thin air in the middle of a conversation. Fallout 4 is cursed lol.
So cocking good!
Played too much Manorlords with all the "Being KinG" talk ;-)
Governor Bob.
So I'm helping my brother play new vegas for the first time and I let him play on my Xbox and I told him to not overwrite my save, so I showed how to get to vegas the fastest way and I saved so I dont lose progress and accidentally overwrited my own save, and I just finished honest hearts too, I dint blame him.... much
Every time I just can't help but stare at Bethesda, point at this, and make the mad starey face.
How many games allow this level of mod to alter their game?
Bethesda offer it in the main menu, how more acquiescing could they be?
@@Safetytrousers It's more that they made this incredible toolkit, and then just added more radiant/fetch quests.
@@kurohone They haven't added any more radiant quests since the release of Nuka World 8 years ago. And what's wrong with a radiant quest if you can just ignore it? And the only fetch they have they added is the latest creation kit mods, but the fetching is to get powerful weapon and armor, which you can also ignore.
They offer the Settlements mod in the main menu mod offerings. They couldn't force that into the game.
1. Jon forgot he was playing as a mayor after a few episodes but is now all the way to King status. Love it!
2. Folks have speculated on who has been the Gunners' benefactor. Idk if anyone has mentioned this but I'm playing SS2 as well. I almost missed it, but there's a Master locked terminal in Vault 75 that reveals who the benefactor could be
If its anything like every other Fallout 4 story mod.. I'm going to guess the Enclave. And that's fine, it's not a far leap to make, hence why it's so common. Or maybe SS2 will surprise me and it'll be Vault Tec, the second choice :P
@@EtherealHaunting I was afraid of folks getting upset about possible spoilers which is why I didn't say anything further 😁
Anyways, yes, the terminal is following up on that the vaults were able to communicate with each other but it never worked. In 2279, a message was sent to the vaults in the Commonwealth asking for a status update. Unsurprisingly, they didn't get any response from anyone. A Gunner responded saying they had taken over the vault and the person responded that they had an offer for them.
So yes, it definitely comes off as the Enclave, especially with how the messages supposedly from Vault-Tec seems a little off. But it could definitely be just someone from Vault-Tec!
Can we please get a new Crusader Kings III playthrough?
"why people might misinterpret you as cocking evil"
misinterpret what?
3:55 Is it just me or do her legs appear to be missing while she's wearing that power armour?
Yeah that's why she uses an unarmoured power armour frame to walk.
@@wreth662 Good point.
Ye Ingram doesn't have legs, hence why you always see her in the power armour frame
Jhon is starting to sound like bud's bud's 😮i think we have a problem
Mayor pronounced mare
Gonna be honest, with the HQ feature, the mod kinda fell apart for me. It is, granted, very ambitious, but the sheer jankiness making it work in the FO4 engine and the mictomanaginess that requires you to wait for upgrades far too long and all the travelling around finding good settlers is just way too much for basically no rewards. Maybe there were changes an recent patches, but whenever I played it (pre chapter 3 and at the chapter 3 release), I lost interest from all the micromanaging.
I think if it unlocked far earlier it would be okay because you could do it alongside other, but the Gunner HQ quest requires you to be quite high level, so you'll probably be done with a majority of exploration and you, basically just spam the wait button until everything is very slowly upgraded.
And frankly, it only gets worse with the chapter 3 main feature, which is even more janky and just as micromanagy.
These features just don't have anything to do with the original idea of the mod and it's a shame you have to do all this waste of time if you want to finish the interesting story of this mod.
If you asked me when I first tried it I would have agreed with you, but once I found the option to set the timer to use real-world minutes rather than in-game days (so a 3 day project takes 3 minutes), it quickly lived up to its potential. That, and as far as “good settlers” go, the full suite of companions can run the HQ with a little juggling. Hell, Strong can run the entire facilities department single-handed. Once I figured that out, I enjoyed it immensely.
…until chapter 3. But that has its own issues.
How are the mods doing?
God King Jon? I'm sure that'll work out just fine, and I'm not being sarcastic in any way, definitel not.
hello jon :D
looking forward to see how Jon copes with the horrible HQ management tutorial.
The mechanics are cool, just the Tutorial is extremely confusing. Mainly because it turns said mechanics on and off all the time without explanation.
Turning the pipboy into a phone is exactly the sort of thing Bethesda NEED to do for the next fallout game. Bethesda's back and forth missions are consistently the worst thing about all their games.
Not slavery, communism!
Entry 26 of requesting Jon play Okami HD