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Regarding The HQ

  • Thread starter Deleted member 10215
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Deleted member 10215

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I've spent the evening tinkering with the new HQ System and taking notes, and I have some questions on the matter.
This will include a lot of "not sure if that's a bug or just me not grasping how to use this system". Ordinarily I'd just sit on a list of my own questions and cross them off as other people ask (just look at my own post history to see how many of my own threads get 0 responses), but I'm getting out in front on this one.
  1. When the construction of a room costs materials that match the categories of the Virtual Storage (I'm on Category level difficulty there), is it meant to actually deduct them out of there? It never has. Alright it just did that time, for the first time ever, once I'm past the point of having completed "Commonwealth Rising" and was doing all the upgrades to the Labs - but it ONLY did it that one time. Along those lines, what's the "Scrap" resource it keeps citing on those costs that I now only have 9 of? Looks to have been a non-repeatable glitch. And why does it sometimes say I have, for example, 0 Rare Materials despite there being about 1000 showing on the Supply Agreements HUD element?
  2. Are settlers meant to be 'reassigned' to the HQ 'settlement' from where they were or not? Sometimes they are, sometimes they still keep counting as a resident of the settlement they were at before being sent to HQ.
  3. All of the "unique settlers" I've moved there are repeatedly saying only their "happiness below 50" type lines as they wander around. Even after having built almost everything in the lists (with by my estimate enough bathrooms for one each) and there being enough Food and Water resources showing up for 2+ each of those too. This is literally the nicest building in all of Massachusetts at this point, if not the entirety of Post War USA, and they're still whining about it being crap. Should be fixed as of 2.0.0g version (but not retroactively to existing saves) - needs reverifying (isn't working for me as of 2.0.0L)
  4. I noticed that sometimes on the Pipboy Map the HQ shows as a settlement (with the population/happiness indicators underneath) but sometimes it doesn't. Related, only one of the two 'supply agreements' I have in place is actually drawing a line to HQ - the one that's required by the quest. What benefit even IS there to setting up multiple supply agreements, if it's just pulling out of the Virtual Storage on the entire network of the target settlement? More Supply Agreements increases the amount of "Scrap Logistics" you have available to build with, at a rate of 500 per Agreement. This feels unnecessarily complex to me, like it's a whole extra step that probably doesn't need to exist, things could just cost "Logistics Energy" instead and achieve the same thing.
  5. Despite having two people now working in "Administration" for over an ingame week, I still have 0 "Admin Energy". What did I miss here? It turns out Theresa hadn't auto-assigned to Head of Admin like the dialog implied she was doing.
  6. Who actually shows up in the "assignment" thing seems very temperamental; more than once I've seen 3 instances of the same person in the list but someone I am looking directly at is not in the list. Supposedly clicking left and right in that "trade window" should resolve this according to kinggath, but that has never done anything whatsoever for me (nervous habit to do that anyway).
  7. A lot of the rooms in here only have one choice for what goes in there; is that by design, is this a system that Addon Packs can hook into? Looks like that's the intent.
  8. I was able to build and assign "Science" jobs before the questline thought I would, and the HUD element for that job didn't show up until I recruited Cassandra - I could build her personal quarters before then too, which names her even though the quest seems to go out of its way to not tell you WHICH Nightingale you'll be recruiting otherwise.
  9. Is Algernon supposed to just be chilling out front with only 'greet' dialog? The Gunner-owned Turrets out front also keep on respawning.
  10. Being able to Fast Travel into the place but not out is getting annoying. On that note, is there an equivalent to the Caravan Fast Travel for Survival players, given the rest of the questline just kind of assumes (going by how characters talk) we're still up in the Concord region? If there is, I can't find it.
  11. On a semi related note, is it intended that most of the questline assumes you're up near Concord, but HQ is far enough away that nothing in that quadrant of the map will be within Hospital range? HQ gets its own Infirmary later in the questline that appears to count for Hospital services.
  12. Do the handful of rooms that look like 'training' rooms (Gym, Library, etc) actually do any "training" in the SS2 SPECIAL Improvement sense? This feels like something that could be used for future content, with that "project" thing that only came up once in the questline where it was optional to even use it.
  13. Does HQ's "Population" cap at 25 no matter how many bedrooms you have? No, the scripts are just getting slower and slower to process once I'm at this level of progress.
  14. A lot of the "just chilling in HQ" idle-dialog appears to have the volume set to about 1/10 what it should be. This has been a recurring thing for about 50% of lines in Chapter 2 for me.
  15. Do the "Supply Agreements" still use the base-mod's range for Caravans to actually link? This APPEARS to be a no, those work over any distance, at least within The Commonwealth - haven't tested any further away yet.
  16. It APPEARS that sometimes people reassigned to HQ are having their SPECIAL stats reset to all 1s. This is probably the root cause of a lot of why people keep getting stuck unable to even finish the "Tutorial" section. Robots in particular seem especially prone to it; Mister Handsy reset to all 1s for me when I sent him there.
  17. The Vit-o-matic reports everyone working at HQ as being "unemployed" - could it be adjusted to show what Department they work for or something?
  18. It seems that 'scrapping' the Blue Man Markers the HQ System uses as part of its processes, before that particular 'order' completes, permanently breaks that particular order (room clean, room build, etc) from ever being doable.
  19. Balance-wise, are the costs on everything meant to be so high that you basically can't do HQ until you have "completed" all of the SS2 Plot Tech Tree? And even then it's another month plus of ingame time to get it all built and upgraded... by which time the game world has long since run out of other things to do.
  20. The options for the HQ HUD ignore what they're set to in MCM and always behave in the "hide everything when you leave Build Mode" manner.
  21. Food and Water? Do the people at HQ rely purely on pulling food/water items out of the Workbenches via the Caravan Link, or do they not even need to eat/drink any more, or what's the story? On closer examination, Food and Water Production is being auto-distributed via the Caravan Link to HQ too.
  22. NEEDS MORE TESTING - it appears the 'unique voiced setters' from mod "Settlers of the Commonwealth" have issues with being assigned to HQ - some sort of quantum state of both being in HQ departments and not being assigned to the 'HQ settlement', and losing all their 'player walked nearby' dialog.
  23. Impassable something invisible in the way on trying to exit the elevator onto the "Office Level" - but not on trying to walk into the elevator?
  24. NEEDS MORE TESTING - Trying to build a room from the not-ASAM by the door when not in 'build mode' always fails for me, saying lack of resources, regardless of how many are available.
  25. The "perk bypass" functionality that makes up a large portion of the purpose of even building the Science Department seems very temperamental as to whether or not it actually works.
  26. Changing a room's "purpose" via the not-ASAM seems to do something odd behind the scenes - the previous 'purpose' stays in the list of rooms you can build too, making it even more of a confusing mess.
  27. Which Diseases I can "research" keeps on changing every time I open "command mode". Chicken Pox is only there about 1/3 of the time, and some diseases I already know exist in my settlements - have had the Vitomatic see them - don't show up at all. Is this time-gated or something?
  28. The "Catwalks" upgrade and one of the rooms in the basement (not sure which) seem to mutually erase each other's progress - building one puts the other back in the list of things to build.
I'll keep on editing this post as I think of more stuff and/or get answers.
 
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Well that's fairly sub optimal, I'm gonna try and maybe dump the stuff somewhere else maybe, otherwise I'll loose like a days worth of work
Yeah I know it's not exactly a great "solution", but as I said, it's a glitch that has been known for literal years at this point. If there was any better way to deal with it, I'm sure someone would've found it by now.

just, remove this from the mod and make it a standalone at this point, I am kinda disliking the mod at this point solely due to this one and only issue, which should never be the case for this such well-made mod though.
I partially agree. It's a LOT of complex mechanics, even assuming everything magically works perfectly - which it clearly doesn't, the forums are overloaded with people that can't even finish the "tutorial" section of it.
 
Yeah it’s either gunners or raiders and the turrets come back every once in a while.
Yes Gunners gun turrets, and gunners
Yeah it’s either gunners or raiders and the turrets come back every once in a while.

on the roof of HQ and that room up there locked with supplies responed in containers, was nice to get 3 more power cores but...
just, remove this from the mod and make it a standalone at this point, I am kinda disliking the mod at this point solely due to this one and only issue, which should never be the case for this such well-made mod though.
Bump
 
I like the idea of it but it has zero purpose in its current form other than being grindy (and i lived through FO76) so i know grindy when i see it.

Thats a heavily scripted monster that sounds good on paper but just isnt playable or fun right now.
 
There was a promise to release Chapter 2.
Personally, I would have liked a few more months of testing to be honest.
That being said, there are so many things that can happen with different mods, systems even that change how things work. I know this from testing at work. We use dev environments, build environments, a certification environment and then production. We test new releases of the applications in each environment diligently and there are still things that show up once it was implemented in production.
I'm confident that HQ functionality will improve as new releases are made, and we have Chapter 3 in development. Looking forward to that.
 
It's the level of feedback/analysis yaugieLC could've been providing all along, but it was made quite clear that "shipping" was more important than actually making the mod work, so we gave up.
You do know that people can work on more then one thing at a time right? And considering how big the HQ is, that's not something where all the issues can be ironed out quickly.
 
I've spent the evening tinkering with the new HQ System and taking notes, and I have some questions on the matter.
This will include a lot of "not sure if that's a bug or just me not grasping how to use this system". Ordinarily I'd just sit on a list of my own questions and cross them off as other people ask (just look at my own post history to see how many of my own threads get 0 responses), but I'm getting out in front on this one.
  1. When the construction of a room costs materials that match the categories of the Virtual Storage (I'm on Category level difficulty there), is it meant to actually deduct them out of there? It never has. Along those lines, what's the "Scrap" resource it keeps citing on those costs that I now only have 9 of? And why does it sometimes say I have, for example, 0 Rare Materials despite there being about 1000 showing on the Supply Agreements HUD element?
  2. Are settlers meant to be 'reassigned' to the HQ 'settlement' from where they were or not? Sometimes they are, sometimes they still keep counting as a resident of the settlement they were at before being sent to HQ.
  3. All of the "unique settlers" I've moved there are repeatedly saying only their "happiness below 50" type lines as they wander around. Do I have to build all the 'recreation' type rooms (i spotted a Bar in the list of things to build) to make them shut up?
  4. I noticed that sometimes on the Pipboy Map the HQ shows as a settlement (with the population/happiness indicators underneath) but sometimes it doesn't. Related, only one of the two 'supply agreements' I have in place is actually drawing a line to HQ - the one that's required by the quest. What benefit even IS there to setting up multiple supply agreements, if it's just pulling out of the Virtual Storage on the entire network of the target settlement?
  5. Despite having two people now working in "Administration" for over an ingame week, I still have 0 "Admin Energy". What did I miss here?
  6. Who actually shows up in the "assignment" thing seems very temperamental; more than once I've seen 3 instances of the same person in the list but someone I am looking directly at is not in the list.
  7. A lot of the rooms in here only have one choice for what goes in there; is that by design, is this a system that Addon Packs can hook into?
  8. I was able to build and assign "Science" jobs before the questline thought I would, and the HUD element for that job isn't showing up yet. (still haven't got enough people in Engineering to complete the 'need X Power' objective)
  9. Is Algernon supposed to just be standing out front with only 'greet' dialog?
  10. Being able to Fast Travel into the place but not out is getting annoying. On that note, is there an equivalent to the Caravan Fast Travel for Survival players, given the rest of the questline just kind of assumes (going by how characters talk) we're still up in the Concord region?
I'm going to poke you since you are the resident guide maker for the Wiki. I assume that Commonwealth Rising is the current endpoint for Chapter 2? I've completed all the objectives for it but it doesn't complete. :(
 
I'm going to poke you since you are the resident guide maker for the Wiki. I assume that Commonwealth Rising is the current endpoint for Chapter 2? I've completed all the objectives for it but it doesn't complete. :(
I've got nothing to do with the wiki, actually. But from what I've seen others say, that's where Chapter 2 ends. Could probably do with a TO BE CONTINUED message or something like Chapter 1 had bolted on there...
 
Who actually shows up in the "assignment" thing seems very temperamental; more than once I've seen 3 instances of the same person in the list but someone I am looking directly at is not in the list.
20211221050124_1.jpg
In this instance I was trying to assign MALA as leader. As you can see there are 2 of her. When I transfer one over and have MALA on each side, it assigns theresa as facilities leader. When I go a second time and choose Mala (again there are 2) it assigns cedric as leader.
 
View attachment 14481
In this instance I was trying to assign MALA as leader. As you can see there are 2 of her. When I transfer one over and have MALA on each side, it assigns theresa as facilities leader. When I go a second time and choose Mala (again there are 2) it assigns cedric as leader.
I've had that one too, but I meant more like this. See in "My Inventory", STRENGTHBOT is listed twice, under separate departments? (he's only ever been on Facilities)
ScreenShot191.png
 
What’s your population cap? I’m stuck at 10 despite having 2 living quarters and lupes quarters
Here's a screenshot with the full HUD turned on then. Cap of 17 apparently. I know I still had a couple 4-person dorms left to build.
(I notice the "auto hide" setting for the Full HQ Info doesn't care what it's on, it auto hides once you leave Build Mode no matter what)
ScreenShot192.png
 
Here, more proof of what I meant about the duplicate entries. I'm pretty sure there isn't three clones of Cola all working in different departments. (Although she does seem to always manage to get in Aiden's way, so maybe there is more than one of her...)
ScreenShot195.png
 
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