with the 2 offices and 1 bathroom on the 1st floor turned into 4 man rooms u should have enough room to go for the recruit 15 folks to hq that trigers the we have sick people and need to get a docotor thus unlucking the extra floor!Change jack,Lupe's and Aidan's rooms to living quarters ,that will allow you to get more staff ,they whinge a bit but once you open office floor you can redo their rooms
sorry to see u go personaly i found the way u clean and assign room space and use good just 1 type of room layout seem to bug for me think was the 4 person room on the 1st floor that kept not building up right!After some consideration, I am going back to playing Fallout 4 without SS2.
So two possible solutions here:I'm stuck in a vicious cycle, I need more living space so I clean out rooms and assign them to be living quarters... great.
Then I can't build those living quarters because I lack "facilities energy" so I need more people with the correct stat (annoying to track down in the first place) to boost that energy level but I can't send them to HQ because I need more living space... So I really don't know what to do.
I'm starting to feel like the HQ is not for me, but I really wanted to get the upgrade to double the distance caravan plots will connect because I'm otherwise unable to link The Castle into my network.
Thank you for this reply, it's very much appreciated, I actually didn't even know how to get people to leave the HQ after sending them there. For some reason it didn't occur to me I could reassign them the normal way.So two possible solutions here:
- energy at HQ depends not only on staff count, but how qualified those staff are for those jobs. if you bring in high special people, they can do more work for a department alone then 4 low special people. you should scan your staff with the Vit-o-matic and see if there are folk who's high special scores are low, and just send them back to a settlement using the regular move settler command, and then go out to the settlements and find folk who's special scores are high in the departments you need (facilities = strength, engineering = perception, logistics = endurance, administration = charisma, science = intelligence, security = agility) and recruit them to fill your existing living quarters.
- if all you want is longer caravans, consider IDEK Logistics 2. it's a bit old now, but it was designed to work with SS2 and doesn't respect the limitations on distance that the caravan plots do.
the first answer would be to use the assignment menus. they should show you everyone in one list or the other. i.e. if i am assigning facilities. i should see entries like this:BTW, is there a way to track everyone in HQ?
Oh thank you, that makes sense. I'll admit when I was originally looking at the assignment menus I didn't really grasp all of what it was showing me.in this example, you can see the highlighted settler Christine has 1 Strength, the stat relevant to facilities, is currently assigned to Engineering, and her special for engineering is perception at 14. so she's probably not a good candidate to transfer to facilities.
i personally use the town meeting gavel a lot; it lets you get everyone in a settlement together, and works on GNN just as well. on top of that, the mod Sim Settlements 2 Settlement Management Terminal includes an extended town meeting gavel that will permit you to call settlers one at a time by name or by the closest plot. at GNN, this means you can use the assignment menu to identify people with low specials to send home, use the extended gavel to call them to you by name, and then send them home with the normal build menu move command.
After some consideration, I am going back to playing Fallout 4 without SS2.
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