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Public Beta - Patch 3.3.0

kinggath

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This is a big one! HQ automation system is finally here!

I'm looking for some more eyeballs on this rather quickly - over the next 24 hours - to look for any showstoppers.

Below is a high-level overview of the new features, and the things you should jump to if you want to help try it out:

  • [SS2 Extended] Shortly after the quest Internal Affairs, a courier will arrive the next time the player travels outdoors in the Commonwealth offering a new quest to say goodbye to an old friend.
    • For existing saves that have finished State of War, but have not yet completed the remainder of the Chapter 3 story, this courier will wait until after the quest Victory Lap is finished.
  • Added new setting to HQ that is enabled by default: Commands Use Task List.
    • While this is enabled, all commands can be triggered for free and are added to a task list. After the player exits command mode, and periodically throughout the day, HQ staff will attempt to complete any tasks on the list they have energy and other resources for.
    • Known issue - you will occasionally be told that a certain project does not yet support the task list, this will be addressed in smaller patches after the release of 3.3.0 as we test out ways to support more complex projects from running with this new system.
  • Added new setting HQ that becomes available during the quest How to HQ: Automated Departments.
    • When automation is enabled, each department can be set to Automated. When this mode is on, that department will set up their own Task List, which they will attempt to complete projects on throughout the day.
    • Automation requires the use of a Department Plan. A default set is applied automatically that will result in all of HQ being cleaned, repaired, and fully built up.
      • Support for community made plans will be added in a future update to the Addon Maker’s Toolkit.
    • Most projects will be automated in the default plan with the exception of:
      • Research Projects (other than disease related, which can be automated)
      • Mission type projects that require staff to exit HQ
      • Administration Policies
  • Added new setting to HQ that is enabled by default: Choose Department On Recruit.
    • When enabled, after recruiting someone to HQ, the player will be prompted to choose a department to send the person to.
  • The quest How to HQ now has a new scene in the middle that explains automation and offers an opportunity to skip some of the construction projects in the middle of the quest.

So two major points to test:
1. On a save just before the quest How to HQ starts, so you can experience the new scene, as well as the full automation system.
2. On a save after the entire main questline is complete, which should immediately trigger the new quest added to extended.


Download Public Beta 3.3.0

Please keep responses to this thread relevant to issues mentioned in the change notes above so we don't derail the focus
. If you have other issues with the mod, please continue to post them in the help section - once one of our team members is able to replicate your issue, they will put it on our internal tracker.

Thanks for checking this out!

-kinggath
 
I told you during the Livestream a bit ago, but I'll write it down here for better documenting.
New quest played through with no issues, apart from a couple of very minor issues in the dialog subtitles.
New plot appears to work fine. Reward cache had a ton of Junk and basically every Ammo in it for me, plus a good half a dozen guns - intended? Bonus 'territory' resource income given to "Capital" functioning correctly.
Spoilertagging this point: Is the "ex-wife" meant to have the same name and spelling as the rifle given earlier in the questline? Margaret (the wife's name) vs Margeret (the rifle's name).

Will have to set up a clean save to test the "HQ3.0", will take me a few hours.
 
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Testing HQ automation now.

Questskipped up to "How to HQ", did the initial bit until Mansfield asked me if I wanted automation. Took "no tutorial, go automated" option. Fast traveled back to Sanctuary to set up the required Caravan Plot (which I notice now correctly unlocks that for you if you somehow didn't have it already), get back to HQ once that's built, and now quest appears stalled at this stage. Lupe has not been automatically put as Head of Logistics, is still in Facilities.
EDIT: Fast traveled back to Vault 111 Entrance, waited about 10 minutes, then fast traveled back to HQ again and now it's working. Must've just been impatient.
 

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Further notes.

"Initial Assign to department" dialogbox working fine. HOWEVER, it didn't check if there was "living space" at the HQ before sending them there (it's set on Automated, obviously), and the two people I sent did not count for the "recruit 15 people" objective of quest "How to HQ" until there was living space for them.
Construction costs of rooms appear to be getting deducted as though manually built, even with "HQ Construction Costs" setting set to OFF. Is that using the Plot Costs setting, or is it just always gonna cost Virtual Resources?

Side note: Scripts in general seem to be running noticably slower to complete since updating to this version. eg 'scaffolding' on an auto-upgrading Plot I was watching took easily twice as long to appear/disappear as I'm used to.
 

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I told you during the Livestream a bit ago, but I'll write it down here for better documenting.
New quest played through with no issues, apart from a couple of very minor issues in the dialog subtitles.
New plot appears to work fine. Reward cache had a ton of Junk and basically every Ammo in it for me, plus a good half a dozen guns - intended? Bonus 'territory' resource income given to "Capital" functioning correctly.
Spoilertagging this point: Is the "ex-wife" meant to have the same name and spelling as the rifle given earlier in the questline? Margaret (the wife's name) vs Margeret (the rifle's name).

Will have to set up a clean save to test the "HQ3.0", will take me a few hours.
Yeah the cache reward is supposed to be massive. Revenge from the grave!

Will check on the spelling thing....
 
Further notes.

"Initial Assign to department" dialogbox working fine. HOWEVER, it didn't check if there was "living space" at the HQ before sending them there (it's set on Automated, obviously), and the two people I sent did not count for the "recruit 15 people" objective of quest "How to HQ" until there was living space for them.
Construction costs of rooms appear to be getting deducted as though manually built, even with "HQ Construction Costs" setting set to OFF. Is that using the Plot Costs setting, or is it just always gonna cost Virtual Resources?
Will take a look at those tonight - the cost thing should be an easy fix. Living Space might be a matter of undocumented "feature", we actually give you a little leeway to send people when you're short on space so that you don't immediately run into a wall with recruitment.
Side note: Scripts in general seem to be running noticably slower to complete since updating to this version. eg 'scaffolding' on an auto-upgrading Plot I was watching took easily twice as long to appear/disappear as I'm used to.
If you want to post a couple save files when this appears to be happening, I can check them in Fallrim to see what sort of things are backing up the scripts.
 
If you want to post a couple save files when this appears to be happening, I can check them in Fallrim to see what sort of things are backing up the scripts.
It may just be me being impatient; I haven't spent much time in FO4 lately so my sense of the timing may be a little uncalibrated.
But here's one:
Save is at Outpost Zimonja (empty), having sent Macready to work in HQ Security a good 2 realtime minutes prior but the quest still having not updated.
This is with what counts for my 'full' load order - although most of it's just weapon mods which I can't imagine causing script issues.
 
Additional prodding notes:

Just tried to send Vault Tec Rep to HQ, and it actually told me I didn't have enough living space this time. Suspect this odd script-delay I'm getting meant the variable for that hadn't updated yet - I let my game sit idle for a good 15 minutes before doing anything this session.
With HQ on "Automated mode" but with the "Override Timers" setting switched ON and "Override Automation Timers" to OFF, even orders you personally give still take the non-overridden time. Imagine that'd be a pain to special-case though.
The "Managing a Staff" holotape only shows this when activated (attached pic), even after giving it time in case scripts had to run.
 

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Another thought:
After 3 and a half ingame months on this save (which was made specifically for this testing, and questskipped straight to "How to HQ" - been doing a lot of passtime 24 ), the Automated HQ is only now building any living space beyond the bedrooms for the Department Heads - and this is only after I removed the few generic dudes I'd sent, and went and got Strong to work Facilities. It doesn't exactly "feel great" to be required for your first few guys to be high-STR Facilities workers.
On the plus side, I only just now changed it to the setting so the Auto Mode can Override Timers, and that works just fine.

Also, was the amount of "Scrap Logistics" you get per Supply Agreement deliberately changed to be 5 times as high? (if I'm not mistaken, that'd mean the one the questline makes you do would be enough to build any individual room)
 
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Another thought:
After 3 and a half ingame months on this save (which was made specifically for this testing, and questskipped straight to "How to HQ" - been doing a lot of passtime 24 ), the Automated HQ is only now building any living space beyond the bedrooms for the Department Heads - and this is only after I removed the few generic dudes I'd sent, and went and got Strong to work Facilities. It doesn't exactly "feel great" to be required for your first few guys to be high-STR Facilities workers.
On the plus side, I only just now changed it to the setting so the Auto Mode can Override Timers, and that works just fine.

Also, was the amount of "Scrap Logistics" you get per Supply Agreement deliberately changed to be 5 times as high? (if I'm not mistaken, that'd mean the one the questline makes you do would be enough to build any individual room)
The base max scrap logistics value was increased significantly yes. The mechanic is a constant sore spot for new people, so this was my way of effectively sunsetting it without having to dismantle all the code around it, or updating thousands of records to remove those figures from them.

For hardcore people who enjoyed the extra challenge, they will still have the limiter of Logistics staff to maintain the limitations of that system as staff max logistics was not increased (since that options is disabled by default - it won't affect most players).
 
The "Managing a Staff" holotape only shows this when activated (attached pic), even after giving it time in case scripts had to run.

That will be filled out for next patch, I have some tutorials sketched out for it, but they didn't get any testing time, so I opted to just blank the holotape for now.
 
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