u/2gtandknives

I was one of the testers BTW.

This mod changes Fallout 4, adding real faction-oriented gameplay. This is like a big game-play overhaul, but doesn't weigh-down the actual game. The mod mostly uses existing systems, especially the supply / provisioner system, and makes those existing systems matter more. AND at the same time doesn’t over-write vanilla records.

With FWM2, Provisioners and supply lines matter a lot for defense but create trade-offs because settlers of beefier factions don't make enough food. So if you have a settlement that has 3 minutemen faction settlers, and say, 6 settlers from Settlers of the Commonwealth, the minutemen faction settlers will reduce food production by -6. You need to add 2 extra settlers to be self-sufficient (1 for the -6, and basically +1 more to cover the 3 minutemen’s needs).

The soldiers they provide much better results for protection during auto-calculations. By default those calculations don’t include turret defense. I played with a custom-made Robco mod that removed defense from turrets, so the defense would show accurately, however, that might negatively affect other considerations, such as defense needed to ward off ghouls in SKK Feral Nights. Gameplay – wise, you have actually hire defenders, making defense an important calculation. Turrets are still important for when you are actually in a battle at the settlement.

Settlers become mortal, so they are getting recycled. This doesn’t effect settlers from from Settlers of the Commonwealth and other named NPCs... which makes those mods better too.

The pre-populated settlement feature is really awesome BTW. It’s better if you can make pre-build settlements though.

This is just such a game changer, and it really works. It’s a little complicated at first, but it just fits with regular play.

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u/2gtandknives — 11 days ago