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Ahhh I see, thanks guys, so "scrap logistics" required for a task is basically "the total number of scrap". And you get more scrap logistics from the logistics department, dependent on endurance stats.
@Betty you mentioned food and power. Does a lack of food / power directly impact your...
Hi everyone. I'm still getting used to understanding how the HQ works so apologies if this is really obvious... I'm basically trying to increase the number of people at the HQ, but to do that, I seem to need to change some of my living quarters to 4 person.
I've read that I need 10 people in...
Oh really! So if all my settlements are connected already, then I connect to a single settlement in that network, the HQ basically just gets added and uses the overall virtual shared storage from all?
If so, I'm guessing there isn't any point in creating additional supply agreements with other...
Hi everyone. Hopefully this is a quick question.
When setting up supply agreements with settlements, is it that the HQ receives the surplus generated per day, or that it gets access to what's currently in that settlement's storage?
Essentially I feel a bit nervous about setting up supply...
Just tried something else: the cheat to unlock all plot classes/types etc. Interestingly, this unlocked most plot types for all ASAMs, but not all (it didn't unlock high tech agriculture for instance). Bit of a mystery this one.
It's actually in settlements that I've built myself, can't seem to find any rhyme or reason for which plots do work vs which don't. In some cases, a small selection of the plot options appear, sometimes they all appear, and sometimes only the bare bones ones appear (basic power, water, etc)...
Hi. I've never had this before but the upshot is that I've unlocked advanced power and water, but they're only randomly showing up as options on certain ASAMs, and not showing at all on others.
Here's one ASAM in Sanctuary:
And here's one right next to it:
As you can see, advanced power is an...
Hi folks,
I've had this issue persist for a few days now and I'm not sure what's going on. Basically, I have one municipal power plant which is fully operational (no disease or issues like that). Its daily operating costs are being met, and the plot itself is showing as producing 25 power...
Ah yes I had this the other day. You're using Extended Dialogue Interface right? You need a patch for that. I believe this is the link (you'll also see the pics of the same issue in the mod description): https://www.nexusmods.com/fallout4/mods/48254
I've generally found that a lot of city plans don't have caravan services set up by default, so I tend to change one of them straight away to make up for that since yeah, having everything connected is the way to go.
Loving your work my friend, this is a saviour for Hangman's Alley (especially when combined with the mod that opens up the buildings). Feel like I have loads of space now and don't need to rely on expanded settlement areas!
Just confirming that I ran into this same issue, and that YaugieLC's workaround does work.
Yeah I feel you, it's been a bit confusing and I've had the issue whereby all of my caravan services seemed to shut down because I ran out of caps... which only happened because all of my municipal plots...
Hi folks,
I've been using SS2 for a while on a new save, but it took me a while to realise that basically all the resources generated there only go into virtual storage. So if I'm understanding this correctly, it means that building up settlements using SS2 isn't actually going to aid my...
Hi folks, sorry I know I'm reviving an old thread here but just to clarify: if only the junk types of industrial actually produce workbench scrap items, are there absolutely no options for specialising in a specific type of item like there was in SS1? For instance if I needed oil, i built one of...
You mentioned this earlier and I think I've just come across the same problem. I tried searching Corvega Assembly Plant and got hit with a "Can't do this because there's no Caravan Services with Communications available" (when there clearly is). I tested this by going to Arcjet Systems and...
Thanks so much also for the Nick Valentine trick: I've found that you can essentially dispatch a team, see where they're dispatched from, then go and move Nick Valentine as the leader of that settlement before they come back. Tested this several times now, and yipee, it's resulted in another...
Ah right. Yeah I've started my own little list now as well based on what I've come across, but didn't realise that there's a "chance" factor involved with sending out the beacon teams. This essentially means that I could have the right location and not realise it, because I lucked out right...