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My thoughts after completing chapter 2

ThunderboltDragon

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These are my thoughts after completing chapter 2, some issues/things to could be improved and some “wish list items”.

The team behind Chapter 2 have done a fantastic job with the storyline, main quests, the HQ all special characters and their quests, side stories/quest with CPD and the nightingales. This was my second attempt to get through chapter 2 and while I had some problems along the way (probably due to the save file being corrupted) with freeze-CTDs I eventually managed to complete all main quests and most of the SPECIALs quests (without using skip/console command, except the one mentioned below.
The only real main quest bug I encountered was with Jake not being the church (solved it by using "moveto player" console command) but IIRC that has been solved now?

I really love how the HQ management ”build you own HQ” but can understand why some thinks it’s overwhelming and I think a sort of blueprint option like HQ equivalent for city plan would be very useful. You select a blue print and it would be built up automatically over time.

As for HQ command mode itself, while you can use the HQ view to see what rooms you have location/list I managed to build three private quarter for Aiden since that room option didn’t disappear once the first was built. At the same time I was unable to build a private quarter for both Jake and Lupe (never saw the option for any room). So perhaps some sort o guide/map to rooms regarding their locations and possible use(s).

I don’t know if it’s possible but I think it would be logical if we could fortify the HQ a bit more on the outside with some martial plots. As for the inside once you fully upgrade you can have 60-70 people living there and I think it would make sense if you could add a shop or two. If I could make a few more wishes it would be that you would have additional
basement/office lever floor where you could have all the recreational stuff. Have a diner/dining hall at main level but have cafeterias, library, gym, recreational tinkering,
flower/plants room, swimming pool and etc

I also still have the NPCs complaining about the HQ being in a poor state and etc (was supposed to be fixed).
I have most rooms built (every room but the 3-4 under construction). Perh


As for the side quests
Still has some issues with Lena/CPD where her Gunners scalp quest is active (I’ve turned scalps in at least once) but where I can’t hand in more scalps.
Nightingale quest line was completed without any errors or issues and I’ve successfully recruited both Circe and Cassandra to HQ.

This playthrough was started on hotfix h I think and completed on hotfix j (mostly on I though) with mostly god mode on for creativity in settlement building
(not have to worry about resources and etc). Might make a non god mode + non all settlement extended playthrough a bit later on once a bit more content has been added. Perhaps try to do some nice city plans or even start to try to pick up plot construction, but we’ll see. Probably will finish this play through (and screenshot every department staff list for future reference) and then take a break from FO4/SS2 for a few months.

For chapter 3 it would be nice if you continue rebuild the commonwealth and perhaps if not unite all larger factions (minus the gunners) so at least declare cease fire while taking on the gunners. I think that in the end that is fully necessary for the commonwealth to recover.

Anyway a big thanks to the entire team of coders, modelers, voice actors, writers, beta testers, forum members, wiki editors and all who contribute to this awesome mod.
 
These are my thoughts after completing chapter 2, some issues/things to could be improved and some “wish list items”.

The team behind Chapter 2 have done a fantastic job with the storyline, main quests, the HQ all special characters and their quests, side stories/quest with CPD and the nightingales. This was my second attempt to get through chapter 2 and while I had some problems along the way (probably due to the save file being corrupted) with freeze-CTDs I eventually managed to complete all main quests and most of the SPECIALs quests (without using skip/console command, except the one mentioned below.
The only real main quest bug I encountered was with Jake not being the church (solved it by using "moveto player" console command) but IIRC that has been solved now?

I really love how the HQ management ”build you own HQ” but can understand why some thinks it’s overwhelming and I think a sort of blueprint option like HQ equivalent for city plan would be very useful. You select a blue print and it would be built up automatically over time.

As for HQ command mode itself, while you can use the HQ view to see what rooms you have location/list I managed to build three private quarter for Aiden since that room option didn’t disappear once the first was built. At the same time I was unable to build a private quarter for both Jake and Lupe (never saw the option for any room). So perhaps some sort o guide/map to rooms regarding their locations and possible use(s).

I don’t know if it’s possible but I think it would be logical if we could fortify the HQ a bit more on the outside with some martial plots. As for the inside once you fully upgrade you can have 60-70 people living there and I think it would make sense if you could add a shop or two. If I could make a few more wishes it would be that you would have additional
basement/office lever floor where you could have all the recreational stuff. Have a diner/dining hall at main level but have cafeterias, library, gym, recreational tinkering,
flower/plants room, swimming pool and etc

I also still have the NPCs complaining about the HQ being in a poor state and etc (was supposed to be fixed).
I have most rooms built (every room but the 3-4 under construction). Perh


As for the side quests
Still has some issues with Lena/CPD where her Gunners scalp quest is active (I’ve turned scalps in at least once) but where I can’t hand in more scalps.
Nightingale quest line was completed without any errors or issues and I’ve successfully recruited both Circe and Cassandra to HQ.

This playthrough was started on hotfix h I think and completed on hotfix j (mostly on I though) with mostly god mode on for creativity in settlement building
(not have to worry about resources and etc). Might make a non god mode + non all settlement extended playthrough a bit later on once a bit more content has been added. Perhaps try to do some nice city plans or even start to try to pick up plot construction, but we’ll see. Probably will finish this play through (and screenshot every department staff list for future reference) and then take a break from FO4/SS2 for a few months.

For chapter 3 it would be nice if you continue rebuild the commonwealth and perhaps if not unite all larger factions (minus the gunners) so at least declare cease fire while taking on the gunners. I think that in the end that is fully necessary for the commonwealth to recover.

Anyway a big thanks to the entire team of coders, modelers, voice actors, writers, beta testers, forum members, wiki editors and all who contribute to this awesome mod.
I'm on a second play-though so I know how I want my base layout.

But going through the first time I disliked that you had to start cleaning a room before you could find out what it could be used for. I worried that I was skipping or duplicating rooms, didn't get a good sence of location from the wireframes.
I think I would really liked to have a simple layout sketch/blueprint for each floor, that outlined the different rooms, with each one having a list of what could be built there.
(Also the hallway decorations have some expectations for a few of the rooms, like I had jake's and lupe's rooms swapped according to the mailboxes)

Come to think of it, Its not too complicated I could probably just make some myself. I wonder if they would include it?

Also Why The F can't we fast travel out of the HQ?
 
I noticed after a while that I had built living quarters where in the only room that Jake's room could be built in. However I do wish that the constructions for department heads' rooms would be removed from available construction projects once you started the construction so one doesn't end up with triplicate rooms.
 
I would like the option to just clean and choose the rooms later, some rooms do in fact clean without popping up a prompt to choose the use; because the player is asked to choose use before knowing what all the options will be.

diziet
 
These are my thoughts after completing chapter 2, some issues/things to could be improved and some “wish list items”.

The team behind Chapter 2 have done a fantastic job with the storyline, main quests, the HQ all special characters and their quests, side stories/quest with CPD and the nightingales. This was my second attempt to get through chapter 2 and while I had some problems along the way (probably due to the save file being corrupted) with freeze-CTDs I eventually managed to complete all main quests and most of the SPECIALs quests (without using skip/console command, except the one mentioned below.
The only real main quest bug I encountered was with Jake not being the church (solved it by using "moveto player" console command) but IIRC that has been solved now?

I really love how the HQ management ”build you own HQ” but can understand why some thinks it’s overwhelming and I think a sort of blueprint option like HQ equivalent for city plan would be very useful. You select a blue print and it would be built up automatically over time.

As for HQ command mode itself, while you can use the HQ view to see what rooms you have location/list I managed to build three private quarter for Aiden since that room option didn’t disappear once the first was built. At the same time I was unable to build a private quarter for both Jake and Lupe (never saw the option for any room). So perhaps some sort o guide/map to rooms regarding their locations and possible use(s).

I don’t know if it’s possible but I think it would be logical if we could fortify the HQ a bit more on the outside with some martial plots. As for the inside once you fully upgrade you can have 60-70 people living there and I think it would make sense if you could add a shop or two. If I could make a few more wishes it would be that you would have additional
basement/office lever floor where you could have all the recreational stuff. Have a diner/dining hall at main level but have cafeterias, library, gym, recreational tinkering,
flower/plants room, swimming pool and etc

I also still have the NPCs complaining about the HQ being in a poor state and etc (was supposed to be fixed).
I have most rooms built (every room but the 3-4 under construction). Perh


As for the side quests
Still has some issues with Lena/CPD where her Gunners scalp quest is active (I’ve turned scalps in at least once) but where I can’t hand in more scalps.
Nightingale quest line was completed without any errors or issues and I’ve successfully recruited both Circe and Cassandra to HQ.

This playthrough was started on hotfix h I think and completed on hotfix j (mostly on I though) with mostly god mode on for creativity in settlement building
(not have to worry about resources and etc). Might make a non god mode + non all settlement extended playthrough a bit later on once a bit more content has been added. Perhaps try to do some nice city plans or even start to try to pick up plot construction, but we’ll see. Probably will finish this play through (and screenshot every department staff list for future reference) and then take a break from FO4/SS2 for a few months.

For chapter 3 it would be nice if you continue rebuild the commonwealth and perhaps if not unite all larger factions (minus the gunners) so at least declare cease fire while taking on the gunners. I think that in the end that is fully necessary for the commonwealth to recover.

Anyway a big thanks to the entire team of coders, modelers, voice actors, writers, beta testers, forum members, wiki editors and all who contribute to this awesome mod.
I don't know the cease-fire part since they have totally different agendas?
Same with you I really like the CPD line but sad their line was quite short and buggy and doesn't have much of an impact on the main chapter 2 story nor the Commonwealth itself.
I was thinking, since we now have the Burial plot option, we can bury our spouse?
this could be a fun little end quest for if you finish the final main quest(The nuclear option), You build a cemetery plot, then your spouse will be buried depending on the faction. (Best the speech is given by Jake since his line will be more versatile and all I can think for others will be saying is like "For the minutemen" or "Ad Victory" things like that).

I forgot who said such from previous threads, make some Super Mutants as your settlers? That would've been cool. :cool:
 
I've spent some time trying to sum up my own thoughts on Chapter 2. I think the best I can come up with is "was this only half finished?"
So many of the questlines, mechanics, etc feel like they're only partially there, and I'm not even sure which are bugged and which are left for Chapter 3 and which are "yeah the addon packs will fill those gaps".

Examples:
I didn't even the CPD questline has more than the initial batch of missions from each person until I saw people mentioning quests with them I hadn't seen myself, nothing else has ever triggered for me after taking BADTFL.
Nightingales have an obvious unfinished plot thread (but that one's almost certainly Chapter 3 stuff)
HQ is a mass of "not even sure if this is a bug or not" for functionality - the mere fact that I feel like one of the only people for whom it "worked basically perfectly" makes me wonder if it was me that it was broken for - and even then I still found over a screen worth of dot points to query. Not to mention how it's clearly been designed with "Addon Packs will make more room options for this" - which to be honest I wonder if that'll end up like all the other systems in SS2 that Addons have used barely if at all. Plus the whole thing needs multiple bugfix and numbers-balance passes.
Disease System is a nice enough idea, but locking the ability to actually research more Cures behind HQ - which you can only access by completing the storyline - feels like a bit too much.

And this is without going into my still-standing issue of wondering where the mechanical reward for all of this is. Sure sure, HQ lets you (if it works) do crafting using the V.Storage resources and bypassing player perks, but that comes so late it's basically pointless at that stage - and the one time I got up to there, doing so broke the Virtual Storage back to doing the "numbers make no sense and don't add up" bug.

Maybe I'm just exhausted from still trying to bugtest/verify for something where I have no idea what is even a bug or what the intended functionality was.
 
I've spent some time trying to sum up my own thoughts on Chapter 2. I think the best I can come up with is "was this only half finished?"
So many of the questlines, mechanics, etc feel like they're only partially there, and I'm not even sure which are bugged and which are left for Chapter 3 and which are "yeah the addon packs will fill those gaps".

Examples:
I didn't even the CPD questline has more than the initial batch of missions from each person until I saw people mentioning quests with them I hadn't seen myself, nothing else has ever triggered for me after taking BADTFL.
Nightingales have an obvious unfinished plot thread (but that one's almost certainly Chapter 3 stuff)
HQ is a mass of "not even sure if this is a bug or not" for functionality - the mere fact that I feel like one of the only people for whom it "worked basically perfectly" makes me wonder if it was me that it was broken for - and even then I still found over a screen worth of dot points to query. Not to mention how it's clearly been designed with "Addon Packs will make more room options for this" - which to be honest I wonder if that'll end up like all the other systems in SS2 that Addons have used barely if at all. Plus the whole thing needs multiple bugfix and numbers-balance passes.
Disease System is a nice enough idea, but locking the ability to actually research more Cures behind HQ - which you can only access by completing the storyline - feels like a bit too much.

And this is without going into my still-standing issue of wondering where the mechanical reward for all of this is. Sure sure, HQ lets you (if it works) do crafting using the V.Storage resources and bypassing player perks, but that comes so late it's basically pointless at that stage - and the one time I got up to there, doing so broke the Virtual Storage back to doing the "numbers make no sense and don't add up" bug.

Maybe I'm just exhausted from still trying to bugtest/verify for something where I have no idea what is even a bug or what the intended functionality was.
By the way, even after you "take the BADTFL office" the place is still not hijacked like the rest of CPD places and will still spawn raiders, now my place is just full of dead CPD officers and a bunch of raiders
 
I've spent some time trying to sum up my own thoughts on Chapter 2. I think the best I can come up with is "was this only half finished?"
So many of the questlines, mechanics, etc feel like they're only partially there, and I'm not even sure which are bugged and which are left for Chapter 3 and which are "yeah the addon packs will fill those gaps".

Examples:
I didn't even the CPD questline has more than the initial batch of missions from each person until I saw people mentioning quests with them I hadn't seen myself, nothing else has ever triggered for me after taking BADTFL.
Nightingales have an obvious unfinished plot thread (but that one's almost certainly Chapter 3 stuff)
HQ is a mass of "not even sure if this is a bug or not" for functionality - the mere fact that I feel like one of the only people for whom it "worked basically perfectly" makes me wonder if it was me that it was broken for - and even then I still found over a screen worth of dot points to query. Not to mention how it's clearly been designed with "Addon Packs will make more room options for this" - which to be honest I wonder if that'll end up like all the other systems in SS2 that Addons have used barely if at all. Plus the whole thing needs multiple bugfix and numbers-balance passes.
Disease System is a nice enough idea, but locking the ability to actually research more Cures behind HQ - which you can only access by completing the storyline - feels like a bit too much.

And this is without going into my still-standing issue of wondering where the mechanical reward for all of this is. Sure sure, HQ lets you (if it works) do crafting using the V.Storage resources and bypassing player perks, but that comes so late it's basically pointless at that stage - and the one time I got up to there, doing so broke the Virtual Storage back to doing the "numbers make no sense and don't add up" bug.

Maybe I'm just exhausted from still trying to bugtest/verify for something where I have no idea what is even a bug or what the intended functionality was.
I also have never watched the cinematic where Jake is in Vault 75 until I was watching Kinggath's youtube video
 
I've spent some time trying to sum up my own thoughts on Chapter 2. I think the best I can come up with is "was this only half finished?"
So many of the questlines, mechanics, etc feel like they're only partially there, and I'm not even sure which are bugged and which are left for Chapter 3 and which are "yeah the addon packs will fill those gaps".

Examples:
I didn't even the CPD questline has more than the initial batch of missions from each person until I saw people mentioning quests with them I hadn't seen myself, nothing else has ever triggered for me after taking BADTFL.
Nightingales have an obvious unfinished plot thread (but that one's almost certainly Chapter 3 stuff)
HQ is a mass of "not even sure if this is a bug or not" for functionality - the mere fact that I feel like one of the only people for whom it "worked basically perfectly" makes me wonder if it was me that it was broken for - and even then I still found over a screen worth of dot points to query. Not to mention how it's clearly been designed with "Addon Packs will make more room options for this" - which to be honest I wonder if that'll end up like all the other systems in SS2 that Addons have used barely if at all. Plus the whole thing needs multiple bugfix and numbers-balance passes.
Disease System is a nice enough idea, but locking the ability to actually research more Cures behind HQ - which you can only access by completing the storyline - feels like a bit too much.

And this is without going into my still-standing issue of wondering where the mechanical reward for all of this is. Sure sure, HQ lets you (if it works) do crafting using the V.Storage resources and bypassing player perks, but that comes so late it's basically pointless at that stage - and the one time I got up to there, doing so broke the Virtual Storage back to doing the "numbers make no sense and don't add up" bug.

Maybe I'm just exhausted from still trying to bugtest/verify for something where I have no idea what is even a bug or what the intended functionality was.
The vanilla game lacks distributing the raiders like gunners, triggermen, or DLC trappers, now even the super mutants
it's not a "Fallout 4 problem" but the entire series are like this
so I think it would be nice if we just go one by one of these raiders I guess.
 
The vanilla game lacks distributing the raiders like gunners, triggermen, or DLC trappers, now even the super mutants
it's not a "Fallout 4 problem" but the entire series are like this
so I think it would be nice if we just go one by one of these raiders I guess.
I'm not sure what you're even talking about here. That doesn't sound like anything I or anyone else mentioned in this thread.
 
It seems to me that SS2 has jumped the shark with the HQ. The whole point of Sim Settlements was to make it so the player didn't have to fiddle with settlements to the detriment of the game. Now I as the player have to assign janitors to sweep every room in the GNN Plaza?

Is there a way to skip that entire tedious HQ building section? I've got to the point where I've got Aidan, Jake, Lupe, and Mansfield assigned as department heads but they take zero action in actually running their departments so the player has to do it? This doesn't make sense and I find myself avoiding the HQ.
 
I would really like the option of turning over finishing the HQ to Cedric. Wait a bit - do a quest. Get notified when Cedric is ready to invite the General (player) tour the COMPLETED HQ.
 
Now I as the player have to assign janitors to sweep every room in the GNN Plaza?
As someone who plays in a very micromanagey way, with as much automation/randomness turned off as the mod will let me even if i have to add other mods to do it, I didn't even think of how obnoxious that must look to people who WANT all the automation - or how it makes it so suddenly none of these characters that'd been built up into actual people with personalities and goals of their own, actually DO ANYTHING. In retrospect that is quite the 'tonal' shift.
 
One thing I would like to see in this is that rooms that have been cleaned and assigned are displayed in a different color so that you don't clean a room thats already been assigned.
 
One thing I would like to see in this is that rooms that have been cleaned and assigned are displayed in a different color so that you don't clean a room thats already been assigned.
CAN you do that? the clean project disappears once the room is no longer junked and has a purpose. i have never seen a cleaning project for a room that has a purpose or construction.

lots of rooms have similar floor plans, however. it is possible you are seeing a project cleaning the 5th semi-circular office, thinking it's the semi-circular offices you've already cleaned? this gets even worse once the office level is opened up.
 
Must be going nuts. I'm convinced I re=cleaned a room by mistake. Must have been a similarly named room.
There is definitely a cleaning job in the studio. Isn't that the first room that gets setup.
Thanks
 
Must be going nuts. I'm convinced I re=cleaned a room by mistake. Must have been a similarly named room.
There is definitely a cleaning job in the studio. Isn't that the first room that gets setup.
Thanks
there's a lot of "SW 2nd floor semi-circular office" vs "SE 2nd floor semi-circular office". i find in this map (that i am unilaterally crediting to the wiki staff and not kinggath who made all the pictures, shut up) is super useful locating rooms and navigating around the HQ.

setting up the comm hub is part of the HQ quest line (possibly Moving Day?) and not really part of the HQ, but there is a step to clean up the comm hub studio, which swaps some of that junk for crafting benches and bunks.
 
The whole GNN Plaza micromanagement BS is a game killer for me. It's too bad, because I like Sim Settlements. The GNN garbage is like a separate poorly done mod tacked onto SS2.

I never finished Chapter 2 because of this. I will plan to try Chapter 3 if the tedious garbage can be automated or bypassed entirely.
 
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