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How Do I Obtain Scrap for HQ?

RamblinRick

Member
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123
I cannot build Living Quarters because I don't have Scrap. I have Logistical Scrap. I have a Caravan setup in Sanctuary. I have a Supply Agreement setup with Sanctuary. At HQ, when I click the V-key, the upper-right resource icon shows nothing...NOTHING. Everything is 0. Neither the Tutorials nor wiki web-pages indicate that I'm doing something wrong. I've posted the heck out of this. I posted in the Nexus forums. No help there.
How do I obtain scrap for HQ so I can build?
 
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"Now go check your settlement Reports, see what's happening with your resources.":
What anomalies or situations should I be looking for?
I have been reading extensively through the wiki to find answer as to why I'm not getting Sccrap to the HQ. Haven't located the answer.

Here's my plugins.txt and loadorder.txt Thanks for ppinting out where to find it.
 

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Not familiar with a many of your mods.
I'm going to assume you've reviewed them with the Known Issues page I linked earlier. Others may have suggestions or comments regarding them.

You are reviewing Reports > Needs -- to see how your settlements are using their resources, and what they are exporting, or have a surplus of.
Did you find the wiki pages on Headquarters ?
 
Which Needs must be met to increase Scrap? As I mentioned in a previous post:
The Needs show these categories. All, apparently, are deficient. Which category produces Scrap when there is a suplus:
  • Food
  • Water
  • Power
  • Defense
  • Happiness
  • Population
 
Taking a step back here to get a bit of an overview.

So you have something at HQ that says it costs "Scrap" specifically? But going by what you've said about what your HUD is showing, you're playing on "Categories" level for SS2's "resource complexity" difficulty setting, meaning it should be asking for "Building Materials", "Organic Materials", "Machine Parts", and "Rare Materials".
Is everything at HQ asking for "Scrap", or is it just one or two things?

Something else to check again if you just updated from an old version of the mod - does the Logistics Department still have a 'department head'? Go to the desk for it in the room with the Comm Array at HQ and check (by default it should be Lupe, but it doesn't actually matter who it is)
 
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@yaugie, You may have missed a few posts here. I WAS set to CATEGORIES. At the suggestion of somebody here, I changed it to SIMPLE, e.g., Scrap only
Yes, Lupe is still the Logistics Leader.
Here's what every build screen looks like:
 

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Every time I start the game, these messages appear. Are these the cause of my problem with Scrap? I've googled for answers. Based on those answers, I re-installed F4SE acccording to their explicit instructions. Still did not cure problem:

Addon pack registration failed. The registered name in the object config field sAddonFilename: SS2_XPAC_Chapter2.esm does not match the registered forms.
Addon pack registration failed. The registered name in the object config field sAddonFilename: SS2.esm does not match the registered forms.
Addon pack registration failed. The registered name in the object config field sAddonFilename: SS2Extended.esp does not match the registered forms.
 
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When I see the Reports in each settlement, there is nothing that reflects Scrap. How can I determine if excess Scrap is being produced?
This screenshot is from Murkwater. Am I producing excess Scrap? If not, how would I know from this screen or the Reports? If I am, again, how would I know?
Can somebody...anybody...share a screenshot from a Reports or whatever to show me what I am supposed to be seeing? I've search the HQ Wiki and not finding my answer.
 

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Your screenshot shows that your settlement has 1800 Scrap, ya? Not enough really to support HQ.

The reports actually don't provide any information about excess Scrap. I just when into a game to re-check what they were reporting.
My memory fails me from time to time. Please accept my apologies.
It's logical, to me anyways, that if your Needs Reports are showing "deficits" that you likely don't have surplus resources to send.

Re: Error messages in your post above:
When you installed the updates for Workshop Framework, SS2 and SS2-C2, did you use Replace?

If the objective that you have not been able to complete is the Build Living Quarters from the How to HQ quest:
  • I would recommend reloading a save from before you started that quest and trying it again.
  • You should have enough resources at HQ to complete that objective without Supply Agreements.
  • If this is the case, by jumping ahead and cleaning things, assigning people to departments without the objectives coming up in How to HQ, you likely have broken that quest.
  • Quest Guide for How to HQ
 
I did use Replace for those. I am in the Build Living Quarters part of the quest. I can't go back before the quest. That was literally hundreds of hours ago. I folowed the "How to HQ". It stopped before getting to the Living Quarters quest. Given that I couldn't build Living Quarters, I cleaned up everything else in the HQ that I could. Only personnel I assigned were the department heads (I did those when told to do so, not before), and M.A.L.A. assigned to Logistics
 
To answer your question - Build Industrial plots. If you want unspecific junk then make the basic ones.

I wouldnt go any bigger with your pop. This Settlement, Red Rocket, and Abernathy are so close they stay in memory. It can be a real pain get get close when the population gets too high.

I tend to focus production in a town - Sanctuary I end up as Industrial/power with the quest to build x industrial plots. I use Starlight Drive in as my Industrial center. It can reach the other Settlements pretty easily to draw in any food or whatever they need.

Food production is a bit high for your pop. You might try dropping a few farms and if things dont end up terrible reassigning the folks to more industry.

Note industry on large scale triggers the need for Sanitation (Municipal), Medic (Commercial), and Hospital (Municipal) buildings. Questing for the Nightingales unlocks the Hospital and sanitation plots.
 
@Skywise. Thanks. I'll increase Industrial. I'm moving my operations aways from Sanctuary. Whenever I'm there, I CTD. In another thread, I was told this is a common problem if I have Abernathy and Sanctuary built up. I removed all SS2 assets from Abernathy. I'm building up Sunshine Tidings and Murkwater. No crashes when at those.
 
I did use Replace for those. I am in the Build Living Quarters part of the quest. I can't go back before the quest. That was literally hundreds of hours ago. I folowed the "How to HQ". It stopped before getting to the Living Quarters quest. Given that I couldn't build Living Quarters, I cleaned up everything else in the HQ that I could. Only personnel I assigned were the department heads (I did those when told to do so, not before), and M.A.L.A. assigned to Logistics
So, I'm obviously not understanding how you got the quest to progress to assigning department heads without completing the objective to "Build Living Quarters".
What's your quest say is the next objective?
The quest doesn't give you the objectives of assigning Lupe to Logistics, and Theresa to Administration until you complete Build Living Quarters.
Your screenshot of HQ showed that you had 10 people, 6 assigned. If you had completed How to HQ, you would only have Jake, Aiden, Mansfield, M.A.L.A., Lupe and Theresa at HQ.

At this point, it might be easier for you just to use the City Manager Holotape, and use Tools > Cheats > Quest Skipping and skip to "Water Under the Bridge".
 
Here are my two active SS2CC2 quests
a) How to HQ --> Use the HQ System to setup additional Living Quarters
b) Commonwealth Rising -->
---- Start Computer Upgrade project from Engineering Department in Command mode
---- Build a Power Distirbution room
I've already provided Theresa and Lupe with their quarters and offices
I used the Cheat menu to complete "How to HQ". I still need Scrap to build other projects at HQ, including building additional Living Quarters so I can hire additional personnel. So, I'm still stuck...
I'm trying to make Starlight and Sunshine Tidings major Industrial settlements to get more Scrap.
 
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Generally, yeah, you need way more industrial plots (any of them if playing on simple but building mats would still probably be the fastest). That's the only thing that determines materials (though other stuff like food and water may come useful later). Build like 10 of them, level them up, drop a strength training plot or 2 so settlers actually train it and get more stuff. All that, of course, applies if you want to invest in HQ that much - if not, use god mode and go all out.
I'm slightly worried that it says "10 people" on your HUD bar for HQ population but you only have 6. And that "registration failed" message I guess. But it could be nothing.
 
So, as an experiment, I began a new playthrough. I disabled EVERY mod except those speccifically called out for SS2/SS2C2. I did not get the "failed registration" messages. To further the experiment, I enabled a few SS2 Add-Ons. Again, no error messages. I shall now add mods, a few at a time. When the error messages appear again, I can then, hopefully, determine the miscreant mods and remove them from my current playthrough. We shall see...
sidebar: so strange to open my map on the Pipboy and see NOTHING

@Antoine, thanks for the info. I'll keep building up my Industrial plots and giving settlers that training.
 
So, as an experiment, I began a new playthrough. I disabled EVERY mod except those speccifically called out for SS2/SS2C2. I did not get the "failed registration" messages. To further the experiment, I enabled a few SS2 Add-Ons. Again, no error messages. I shall now add mods, a few at a time. When the error messages appear again, I can then, hopefully, determine the miscreant mods and remove them from my current playthrough. We shall see...
sidebar: so strange to open my map on the Pipboy and see NOTHING

@Antoine, thanks for the info. I'll keep building up my Industrial plots and giving settlers that training.
Another suggestion would be to let your settlements build supply lines between them. Then when you set up one from HQ it will give you all the resources from your linked settlements.
 
The mod causing all the Add-On Registration errors was Flyable Personal Vertibirds. Who would have thought that two ccompletely unrelated mods would cause so negative an impact?.
EDIT: I was able to load the savegame without the registration errors. But, ya know what?! I think I'll keep the new playthrough. It has fewer mods. And, as has been stated, removing mods from a playthrough has potential pitfalls. I've removed a LOT of mods.
 
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