
Fallout 4
Buy GameMonthly Modder: Sirick
Fallout 4
Buy GameThis month we’re talking to Richard J Griffiths, aka Sirick. He’s one of the senior team members working on Sim Settlements 2 (PC, Xbox, Nexus) and served as Head Writer and Story Director for its new chapter, Gunner Outbreak (PC, Xbox, Nexus). The original Sim Settlements was very popular for its new workshop mechanics, and with the sequel the team aimed even higher!
Sim Settlements 2 has a very substantive story, in addition to the workshop system expansion the original mod is best known for. How did you utilize and support the workshop mode with the story?
When I joined the team, Sim Settlement 2’s story was very barebones. Mostly it was just a framing device to explain the ASAM Sensors (ASAMs being the devices we created as an in-universe explanation for the plots you build in Sim Settlements). A voiced tutorial with minimal narrative was provided by an NPC called James. There were only 12 quests planned in total (compared to the current 14 main quests of Chapter 1 alone). The mechanics came first and it was my job to think up a story to explain them.
However, if there’s one thing you can say about Kinggath, it’s that he likes to innovate. So, as he added new mechanics or changed old ones, the story had to grow and evolve to accommodate. As the story grew, we realized we needed more than just a basic tutorial if we were going to hold a player's attention.
And so, I overhauled James to become Jake and expanded and refined his backstory, ASAMs were given more plot relevance, and I constructed an overarching narrative to drive the quests. In the end, the story became just as important as mechanics. I’m really glad that’s the direction we went in, and I think the mod is better off for it.
What was your story focus for Sim Settlements 2, and how did this change for the new chapter, Gunner Outbreak?
Besides teaching players how to use ASAMs, I think Chapter 1’s main focus was on Jake himself. When I took over as Lead Writer, I inherited an early version of the character, but he didn’t yet look or sound like the Jake we know. It was a labor of love crafting his personality and voice, but I’m really happy with how he turned out. And I’m SUPER happy that most players seem to love him!
In Chapter 2, the spotlight is shifted more toward the player. Given the limitations we have to work within, it would be easier to just focus on our new characters and plot. But to me, it’s always been important to respect the base game’s story and protagonist. As much as I can, I want to make SS2 part of the player's story, ensuring that they’re an active participant and not just along for the ride.
What were some of the biggest challenges in writing the story for Sim Settlements 2 and this new chapter?
Hands-down, player voice lines. Early on we decided to stick with the voiced protagonist and, despite the limitations it imposed, I think that was the right call. For the most part, it allowed us to more seamlessly integrate into the base game.
Even with the line restraints, I still wanted the player to be an active participant when speaking with our new characters. Not just vague yeses and nos, but actually reacting to what was said, or being able to direct the conversation. So, the challenge became “how do I write a new and compelling plot that keeps the player involved, all without any new voice lines from the player?”
What I ended up doing was first coming up with a basic outline for each quest, then finding any player lines that could possibly be referencing anything within that outline. I could spend days searching for keywords or phrases, and once I had sourced enough player lines, I’d start writing the NPC’s dialogue around what I’d found.
It’s an interesting way to write, one that definitely challenges your creativity. But I think it was worth the headache in the end.

How strictly did you follow pre-existing Fallout 4 lore and gameplay? Did you take any creative liberties?
Possibly one of the biggest compliments we’ve received is from players who didn't realize SS2 content wasn't from the base game. To me, that means we did a good job integrating everything!
When I wrote the main quest, I did my best to ensure no official Fallout lore was contradicted or radically altered. From writing, quest design, and even to NPC appearances, it all had to be consistent with the base game. I think great care is needed when you’re worldbuilding in a pre-existing franchise. You really have to respect what you’re building off of.
As far as gameplay, I designed SS2’s main questline always with the base game in mind. You can play SS2 at any point in the vanilla story, or ignore it entirely! However, I tried to encourage and reward players who engaged with the base game’s main quests, and designed our quests to be played alongside them.
All that said, we do occasionally take minor liberties, often to deliver a more cinematic experience here and there. But we always do our best to ensure it doesn't stand out too much!
What is your favorite part of modding?
I have a background acting in theatre and film, so it’s safe to say I enjoy putting on a show. There’s a lot I like about modding, but I think my favorite thing has been players' reactions.
I’ve loved watching people from all over the world do let’s plays, make reviews, or just give their general feedback! There’s an odd fulfillment you get having made something that a lot of people enjoy.
On a more personal note, modding has given me a wonderful opportunity to flex my creative muscles. Originally, I joined SS2 only to provide voice over for an NPC. But I quickly fell in love with the project and wanted to do more. I went from providing voice over, to assisting with writing, to becoming co-writer, and then lead writer and designing and directing the entire narrative of the mod! I’ve learnt a lot, and hope to learn a lot more before I’m done.

Other than your own, any mods you'd like to recommend?
Horizon by Zawinul (Nexus)
For all your hardcore survival needs. Can’t do a real playthrough without it!
Anything by Niero (who very kindly did Jake’s and the Nightingale outfits for SS2!) (Bethesda.net, Nexus)
I adore Niero’s guns and outfits. The modular aspect of the outfits is just wonderful.
Lone wanderer fast travel by LoneRaptor (Xbox, Nexus)
My favorite fast travel option to use with survival mode. Balanced and fun!
Classic Holstered Weapons System (CHW) by shavkacagarikia (Nexus)
Wanna see your equipped weapons when not in use? Yes please.
Most textures by SavrenX (Nexus)
Some of the best HD textures out there! Clothing, weapons, creatures, environments and more!
Fallsouls - Unpaused Game Menus by Kassent (Nexus)
No more pausing the game when you check your Pip-Boy. A small change for a more challenging game.
Everyone's Best Friend by Valdacil (PC, Xbox, Nexus)
Take along Dogmeat and a companion at the same time. I like dogs.