the Sim Settlements forums!

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

HQ Supply Agreements Not Working / Resource Window Shows all 0

Jameson1223

New Member
Messages
23
Hey all,
Been having an issue for the past few days of the HQ supply agreements not working, despite having 3 supply agreements set to settlements that have thousands of virtual resources in all categories. While troubleshooting the issue, my resource HUD now shows all 0s, and a ton more info I have never seen before. Before, it at least showed some info, but never increased. Even Scrap Logistics was at -7300 (red) or some wild number. Something seems completely out of whack here. What can I do? My HQ is dead in the water for now.

HQ also does not show supply lines in pip-boy. The closest settlement, Egret Tours, has a caravan plot that shows "Operational: No other caravan services in range"

Things I have tried:
  • Severing supply line agreements and establishing them
  • Reassigning Lupe to Logistics
  • Making sure all cities that are linked have mayors and caravan plots
  • Updating SS2 from 2.x.x to 3.0.0o and WSFW to the current version
  • Restarting "How to HQ" quest from an earlier save with the 3.0.0o update (part of the quest was completed before on version 2.3)
  • Load order checked and correct per the Wiki
  • Recalculating HQ stats in the tools section
  • Recalculating virtual resources in the tools section (This breaks HQ resources and sets them all to 0)
  • Running HQ Reset Fix where the fix claims that waiting after the fix is run should recalculate all HQ virtual resources.
  • Verifying supply agreement settlement surplus production using "Sim Settlements 2 Excess Resource Manager" mod (Each settlement producing thousands upon thousands of excess)
  • Tuning on and off "Supply agreements required for HQ to use excess resources" in MCM (Turning it off still does not allow me to use excess resources)
  • Trying out IDEK Logistics stations in supply agreement-linked settlements
  • Wiaitng more and more in-game days
  • Upping production further in all settlements
  • Disabling all mods except SS2 and its dependencies, reloading save right before "How to HQ" portion of setting up the initial supply line agreement with Stodge

Any help is appreciated!
 

Attachments

  • 20230901114419_1.jpg
    20230901114419_1.jpg
    961.8 KB · Views: 16
  • Screenshot 2023-09-01 114446.png
    Screenshot 2023-09-01 114446.png
    207.7 KB · Views: 14
Last edited:
Have you updated chapters 2 and 3 (and Extended if you have it) as well?
Have you ever used city manager holotape to pick your initial options (automatic/city builder/etc..)?
Do you perhaps have the "global stash" mod installed (it seems there are a few reports so probably not, but Im confident it was the thing that stopped my HQ materials from working before)?
Tuning on and off "Supply agreements required for HQ to use excess resources" in MCM (Turning it off still does not allow me to use excess resources)
You could try doing that in the holotape instead, in case MCM is acting out. Occasionally some settings are broken in MCM but work properly in the holotape.
 
Have you updated chapters 2 and 3 (and Extended if you have it) as well?
Have you ever used city manager holotape to pick your initial options (automatic/city builder/etc..)?
Do you perhaps have the "global stash" mod installed (it seems there are a few reports so probably not, but Im confident it was the thing that stopped my HQ materials from working before)?

You could try doing that in the holotape instead, in case MCM is acting out. Occasionally some settings are broken in MCM but work properly in the holotape.
1. All chapters have been updated to the latest update as of Aug. 25th. Version 3.0.0o. WSFW also is updated to the current version. I have double checked this, and even checked again today to make absolutely sure.
2. I have used the holotape to pick my initial options and set it to the "some involvement" setting. The middle of the road one.
3. No global stash mods, logistics mods, supply line mods, or anything relating to those installed. I can post my load order if needed.
4. I am unable to find that same option in the holotape, searched everywhere. I only see that option in MCM.

Edit: One thing to note, as seen in my post here, the game isn't even registering supply agreements with HQ. No lines.
 
I don't remember this option being a thing either, usually what's in MCM can be found in the holotape too so I assumed it'd be there.
There is a possibility your load order could help, yeah. Even though I have no ideas, someone else might :/
 
I don't remember this option being a thing either, usually what's in MCM can be found in the holotape too so I assumed it'd be there.
There is a possibility your load order could help, yeah. Even though I have no ideas, someone else might :/
# This file was automatically generated by Mod Organizer.
*Unofficial Fallout 4 Patch.esp
*BakaFramework.esm
*HUDFramework.esm
*WorkshopFramework.esm
*SS2.esm
*SS2_XPAC_Chapter2.esm
*SS2_XPAC_Chapter3.esm
*XDI.esm
*SouthOfTheSea.esm
*DCGuard_Overhaul.esp
*CWPointLookoutFO4.esm
*Fallout 4 Fixes.esm
*FFO.esm
*Homemaker.esm
*CanarySaveFileMonitor.esl
*GCM_DLC_Automatron.esl
*GCM_DLC_Far_Harbor.esl
*SetMaxSettlers.esl
*VCM_LibrarySupportPlugin_F-ESL.esl
*Working_Aquariums.esl
*PMWorkshopPack.esl
*QuestTweaks-DLC04MS01.esl
*Legendary, rearmed.esl
*Skb-MinigunsRebirth.esl
*SS2Extended.esp
*SS2_XDI Patch.esp
*WET.esp
*VividFallout - AiO - BestChoice.esp
*Vivid Fallout - Far Harbor LOD.esp
*Vivid Fallout - LOD.esp
*Vivid Fallout - Nuka World LOD.esp
*AWHD4KFull.esp
*FAR.esp
*dD-Enhanced Blood Basic.esp
*dD - Small Splatter Size.esp
*chem redux.esp
*The Eyes Of Beauty.esp
*Wasteland Illumination Shadow.esp
*UltraInteriorLighting.esp
*SunLightAlignment.esp
*AnimatedCandles.esp
*AUR_Rebuild_Shared.esp
*CleanMySettlement.esp
*FFO.esp
*3DNPC_FO4.esp
*3DNPC_FO4Settler.esp
*AtomicRadio.esp
*the library.esp
*Vault4.esp
*GoodneighborExpanded.esp
*SettlementMenuManager.esp
*AlootHomePlate.esp
*GN_Home.esp
*plenty 'o' exploration.esp
*W.A.T.Minutemen.esp
*MaxwellsWorl.esp
*Backpacks of the Commonwealth.esp
*MilitarizedMinutemen.esp
*AES_Bookcases.esp
*Ambient Wasteland.esp
*ArmorTables.esp
*RansackedRelay.esp
*cVc Dead Wasteland 6.esp
*cVc Dead Wasteland 6 DLC2.esp
*cVc Dead Wasteland 6 DLC.esp
*InsideJobs.esp
*InsideJobs_UFO4P.esp
*LimaOutpost.esp
*stumbleuponinteriors.esp
*F4NVServiceRifleRedux.esp
*Skb_MachinegunsRebirth.esp
*M1Garand.esp
*SS2WastelandVenturers.esp
*WilkesEstate.esp
*BetterShackBridges.esp
*M2045MagnumRevolverRifle.esp
*betterstores.esp
*Better_Stores_PC_Fix.esp
*HuntingShotgun.esp
mrp_PointLookoutOrderFix-DunwichBorers.esp
*BAM-BetterArmoryMod.esp
*EveryonesBestFriend.esp
*SCM.esp
*Better Cooking.esp
*Better Power Armor - Redux.esp
*Better_Notes.esp
*BetterCompanions.esp
*BetterGenerators.esp
*BetterJunkFences.esp
*NoLegendaries.esp
Bhaal's Better Sorting Vanilization.esp
*BuildableBurningCampfires.esp
*BulbWire_Shadow.esp
*Campsite.esp
*cartman1975_concrete-glass.esp
*ConditionBoy.esp
*Craftable Fertilizer.esp
*dinoshelf.esp
*EasyHacking.esp
*EferasBetterBeds.esp
*eFFoodPlanters - Basic.esp
*eFFoodPlanters - Extra Plants - Basic.esp
*Eli_PlantPots.esp
*EvilViking13_MinutemenMorale.esp
*EvilViking13_WastelandWalls.esp
*F4CW10mmSMG.esp
*Faster Terminal Displays (2x).esp
*FHLeveledListIntegration.esp
*FlaconOil_BA2_2K_Part1.esp
*FlaconOil_BA2_2K_Part2.esp
*FlaconOil_BA2_2K_Part3.esp
*GCM.esp
*Glowing Animals Emit Light.esp
*Gold Value Fix.esp
*HomemakerMenuFixer.esp
*Insignificant Object Remover.esp
*K9TacticalHarness.esp
*KURO.esp
*Locksmith.esp
*Locky Bastard.esp
*LongerPowerLines3x.esp
*MagazineExt.esp
*ManufacturingExtended.esp
*ManufacturingExtendedFH.esp
*More Scavenging Stations.esp
*MoreAmmoAtVednors.esp
*SS2-Jampads2.esp
*NaiRaeCozyScavver.esp
*SoundOfSilence-BE.esp
*NirShor-MusicalLore.esp
*Northland Diggers New.esp
*Northland Diggers.esp
*NukaVimRack.esp
*OCDecorator.esp
*OCDecoratorDLC.esp
*OCDispenser.esp
*Plants Unlocked - All In One (Normal Menus Version).esp
*Project Reality Footsteps FO4.esp
*Publick Occurrences Expanded.esp
*rbi_pack.esp
*Realistic Death Physics - ALL DLC.esp
*RRTV_MyFirstInfirmary.esp
*SalvageBeacons.esp
*SCM_EBF_GMTB.esp
*Smoke-able Cigars.esp
*Snappable Clutter and Display.esp
*SPTFIRE-ALLDLC.esp
*SS2_CityPlanPack_RiseOfTheCommonwealth.esp
*SSEX.esp
*SurvivalSaving_Holotapes.esp
*SurvivalSaving_Holotapes-Craftable.esp
*UnlimitedSettlementBudget.esp
*VendorCaps.esp
*ExpandedSettlementBuildings.esp
*Weapon Rack Extended.esp
*WeaponDisplays.esp
*whisperExtraPieces.esp
*SouthOfTheSea[Previs].esp
*Stm_DiamondCityExpansion.esp
*Eli_Display Shelves.esp
*dinomore.esp
*Fallout New Vegas Posters.esp
*Bullet Impact Overhaul Lowered Sound.esp
*Snappy_HouseK.esp
*AutoDoors.esp
*RRTV_OverbossHideaway.esp
*Business Settlements.esp
*Business Settlements Categorized.esp
*ZerasPaintings.esp
*mso_sms.esp
*BarnAdd.esp
*BarnAdd_AutoDoorPatch.esp
*Eli_DLC Paintings.esp
*BrighterSettlementLights_LongAndSoft.esp
*Pip-Boy Flashlight.esp
*OldTimeReligion.esp
*ShelteredBeds.esp
*Reverb and Ambiance Overhaul.esp
*3DNPC_FO4_DLC.esp
*Keep Radiants In Commonwealth.esp
*Keep Radiants In Commonwealth - UFO4P Patch.esp
*Dank_ArmorOverrides.esp
*Dank_ArmorOverrides_DLCCoast.esp
*Dank_ArmorOverrides_DLCNukaWorld.esp
*Dank_ArmorOverrides_DLCRobot.esp
*Dank_INNRoverride.esp
*Rsiyo'sLocationPack.esp
*OldTimeReligion-Legendary.esp
*moreXplore.esp
*SS2 moreXplore Patch.esp
*SkipKelloggMemories.esp
*M8rDisablePipboyEffects.esp
*90sgame.esp
*Pip-Boy CC Fix.esp
*FIS-Naming-Weap-Armo-EN.esp
*ImmersiveAnimationFramework.esp
*IAF - Far Harbor & Nuka World.esp
*BetterOpenSeason.esp
*ChinaLakeandHolorifle.esp
*Vivid Weathers - FO4 - Far Harbor.esp
*Vivid Weathers - FO4 - Summer.esp
*Vivid Weathers - FO4.esp
*Vivid Weathers - Nuka World.esp
*Sarcastic Sneak.esp
*The Deliverer should be More.esp
*Wetness Shader Fix.esp
*Give Me That Bottle.esp
*NPC Accuracy Revised.esp
*NVR_FIX.esp
*3dscopes.esp
*3dscopes-servicerifle.esp
*3dscopes-holorifle.esp
*A Forest.esp
*EgretTours_DCnR_F-ESL.esp
*AUR_RebuildCastle.esp
*HangmansCleanUp.esp
*HAIA With Crafting.esp
*SatelliteWorldMap.esp
*SCOURGE - Vanilla.esp
*SCOURGE - Automatron.esp
*SCOURGE - Far Harbor.esp
*SCOURGE - Nuka World.esp
*NAC-FH.esp
*NAC-NW.esp
*NAC.esp
*MAIM Distributor.esp
*MAIM 2.esp
*MAIM 2 - Lite.esp
*MAIM 2 - Point Lookout.esp
*MAIM 2 - Dismemberment Patch.esp
*True Damage.esp
*True Damage - DLC.esp
*True Damage - Adrenaline Module.esp
*True Damage - Vehicle Module.esp
*TD - 300. AP Project.esp
*TD - Machineguns Rebirth ESP.esp
*TD - Skb-MinigunsRebirth ESL.esp
*TD - ChinaLakeandHolorifle.esp
*True Damage - Perk Module.esp
*True Damage - Perk Module DLC.esp
*WorkshopFramework_ScriptOverride.esp
 
I don't suppose it's cause of Salvage beacons? The limited forum search I did says you should fully be able to use them with SS2 (the mod has its own version of salvage beacons) but idk.
 
I don't suppose it's cause of Salvage beacons? The limited forum search I did says you should fully be able to use them with SS2 (the mod has its own version of salvage beacons) but idk.
Im not sure why it would as it doesn't alter supply lines, or anything of the sort.

Edit: From another post, someone said "SalvageBeacons.esp. you don't want this in your load order. Salvage beacons are a native feature of SS2 communications and caravan plots, and the two versions step on each other. other then that, I don't see any problems in your load order."

I will remove and report back.
 
If you do remove it, only do it for testing - you should start a new game after you're done removing and rearranging. And mod conflicts, if there is one, are very weird. Apparently if a mod scraps Jake's gatling as he's changing weapons, you get stuck 2 quests later.
 
I don't recognise anything in that load order that would be causing problems, although there's quite a few mods in there I'm not 100% on what they're doing.
Almost certainly unrelated to this issue but you probably don't need the "ShelteredBeds.esp" and "UnlimitedSettlementBudget.esp" I spot in there - Workshop Framework has functionality in it to cover those needs anyway, and two mods trying to alter the same thing is never a good idea.

I was hoping my own current game would be up to HQ by now so I could verify some of the issues I'm seeing posted a lot this past week, but I keep getting side-tracked running into other issues - I'm only just up to clearing Vault 75 with Aiden
 
Last edited:
I don't recognise anything in that load order that would be causing problems, although there's quite a few mods in there I'm not 100% on what they're doing.
Almost certainly unrelated to this issue but you probably don't need the "ShelteredBeds.esp" and "UnlimitedSettlementBudget.esp" I spot in there - Workshop Framework has functionality in it to cover those needs anyway, and two mods trying to alter the same thing is never a good idea.

I was hoping my own current game would be up to HQ by now so I could verify some of the issues I'm seeing posted a lot this past week, but I keep getting side-tracked running into other issues - I'm only just up to clearing Vault 75 with Aiden
Thank you for the suggestions. The sheltered beds system didn't work, so I was forced to download the mods which did in fact make it work. Unlimited settlement budget mod is indeed redundant, I can remove that.

Your comment prompted me to reload my last save, right before I established the supply agreement with Stodge in "How to HQ", with all mods except SS2 and its dependencies disabled. Still the same issue, and it's confirmed by no supply lines showing to HQ like in my fully-modded game. So unsure if it is a mod conflict.

I will update the main post with the attempt at fixing it.
 
Your comment prompted me to reload my last save, right before I established the supply agreement with Stodge in "How to HQ", with all mods except SS2 and its dependencies disabled. Still the same issue, and it's confirmed by no supply lines showing to HQ like in my fully-modded game. So unsure if it is a mod conflict.
If you removed mods from a savegame in progress and went back in on that save, any changes the removed mods might've done are probably still in effect, due to how FO4 (and all Bethesda games, really) actually save data. Can't really rely on doing that for testing purposes.
I'll be up to HQ on my own current game in probably a few hours (I'm just finishing up yelling at the Gunners that tried to capture Vault 81) so I'll see what my game does once I'm there.
 
If you removed mods from a savegame in progress and went back in on that save, any changes the removed mods might've done are probably still in effect, due to how FO4 (and all Bethesda games, really) actually save data. Can't really rely on doing that for testing purposes.
I'll be up to HQ on my own current game in probably a few hours (I'm just finishing up yelling at the Gunners that tried to capture Vault 81) so I'll see what my game does once I'm there.
If you could possibly save your .fos file for me right before you get to the "How to HQ" quest, I suppose I could test on it too? I am not sure if that would help isolate. I am still up and testing, bringing the total testing time to over 40+ hours of tinkering. I don't know, someone mentioned in the Collective Modding Discord that it is "Caravan collapse" and I should be worried about my 500 hour save permanently being borked.

Currently on a save that has "How to HQ" started on the newest update of SS2, but things are not looking so good. No caravan link lines from HQ, and Egret Tours still shows "No caravan services in area" despite having it, and RR with Stodge, linked.
 
If you could possibly save your .fos file for me right before you get to the "How to HQ" quest, I suppose I could test on it too? I am not sure if that would help isolate. I am still up and testing, bringing the total testing time to over 40+ hours of tinkering. I don't know, someone mentioned in the Collective Modding Discord that it is "Caravan collapse" and I should be worried about my 500 hour save permanently being borked.

Currently on a save that has "How to HQ" started on the newest update of SS2, but things are not looking so good. No caravan link lines from HQ, and Egret Tours still shows "No caravan services in area" despite having it, and RR with Stodge, linked.
I could, but I'm playing with my own 'full load order' here (I've got a literal page worth of stuff I'm taking notes on on my way through the questline to track down conflicts etc) so it wouldn't be much use for you - I know I run some stuff nobody else on these forums has ever even mentioned.
 
I could, but I'm playing with my own 'full load order' here (I've got a literal page worth of stuff I'm taking notes on on my way through the questline) so it wouldn't be much use for you - I know I run some stuff nobody else on these forums has ever even mentioned.
Sounds good. I look forward to hearing how this goes.
 
Alright, just finished the "tutorial" part of 'How to HQ'. My Pipboy's map tab looks like what I'd expected to see - drawing lines to every settlement even though the only active Supply Agreement is with Taffington Boathouse. Amount of resources I have access to appears to be correct.
That confirms it at least works properly for me...
 

Attachments

  • ScreenShot251.png
    ScreenShot251.png
    1.6 MB · Views: 10
Alright, just finished the "tutorial" part of 'How to HQ'. My Pipboy's map tab looks like what I'd expected to see - drawing lines to every settlement even though the only active Supply Agreement is with Taffington Boathouse. Amount of resources I have access to appears to be correct.
That confirms it at least works properly for me...
That's what I feared. I have tried everything I can think of and cannot, for the life of me, figure this out without more profound knowledge of the game. Seems like my 400-hour save (almost 500 at this point due to just troubleshooting) might be halted because of this.

One thing I didn't try is removing all of the vanilla supply lines? Worth a shot?
 
Top