this post was submitted on 10 Nov 2025
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Computer RPG Games

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[โ€“] justOnePersistentKbinPlease@fedia.io 10 points 6 days ago (1 children)
  1. The default options often did not match up with the simplistic descriptions provided.
  2. The world itself was empty and void without mods until you built out all of the settlements and had the supply line perk.

It took the sim settlements 1 mod to fix this by building out the empty settlements into places you could work with or take over.

  1. Too much of the game was left on the cutting room floor.
    3.1 the psuedo-implemented bandit hierarchy ending with the forged that was hinted at. 3.2 Cait and the arena was criminal. 3.3 that it sets up a fairly interesting synth and human dilemma a few times but outside of the one kid/family vs Justin Ayo in the Institute it just drops it for no reason. 3.4 it likes to pretend you have choices but rarely actually did.
[โ€“] tal@lemmy.today 2 points 6 days ago* (last edited 6 days ago)

I wanted to customize one or two settlements. Sim Settlements reduced the drudge work of building up fleshed-out settlements, which was nice.

I still feel like the bigger changes were cosmetic, though. And while the questline (IIRC Sim Settlements 2 only) was long and good for a mod, I felt that it wasn't as good as the base game.

I still feel like the building feature went so underused. Like, they had one level, the fight wirh the Mirelurk Queen in the Castle that really let one set up defenses. Just not a lot of gameplay around it. It was mostly "shield some critical stuff in settlements and make things pretty". Every game since Fallout 4, including Starfield, has had building, and I still feel like they haven't really used the potential there for gameplay.

Cait and the arena was criminal.

https://www.nexusmods.com/fallout4/mods/21498

Why did Bethesda cut this?

  • Because almost nothing worked the way it was supposed to work.