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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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I re-registered purely to bump this thread, and point out that only the "can't fast travel out of HQ" and "building rooms don't actually deduct their costs from V.Storage" have been fixed as of time of writing.
 
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.
What do you mean by “shipping”?
 
What do you mean by “shipping”?
Shipping (derived from the word relationship) is the desire by followers of a fandom for two or more people, either real-life people or fictional characters (in film, literature, television series, etc.) to be in a romantic and/or sexual relationship.
 
Shipping (derived from the word relationship) is the desire by followers of a fandom for two or more people, either real-life people or fictional characters (in film, literature, television series, etc.) to be in a romantic and/or sexual relationship.
Why do you feel like they’re choosing one over the other?
 
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.
 
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 meant in general, not HQ specifically - I could do a post the size of the OP of this thread on multiple topics easily. Maybe I'm just still cranky from seeing threads of people trying to turn the mod into a 5-dimensional relationship dodecahedron getting praise from multiple team members, in the same week as a thread of people wanting mechanics to actually work got told to shut up and then got thread-locked.
 
I meant in general, not HQ specifically - I could do a post the size of the OP of this thread on multiple topics easily. Maybe I'm just still cranky from seeing threads of people trying to turn the mod into a 5-dimensional relationship dodecahedron getting praise from multiple team members, in the same week as a thread of people wanting mechanics to actually work got told to shut up and then got thread-locked.
To be fair, there was one thread in particular that got locked because people couldn't be civil. I understand your frustrations, but there's nothing wrong with people wanting to ship characters and talk about it.
 
there's nothing wrong with people wanting to ship characters and talk about it.
Of course there isn't, you can do whatever you want as long as you don't expect me to be involved in any way. (hint: the "covid restriction" of "stay 6 feet apart" actually reduced my personal space)
I'm just saying that from an outside perspective, it sure looks like that's where the team itself is prioritising, and if that's the case, maybe I shouldn't have bothered re-registering for this place.
 
Of course there isn't, you can do whatever you want as long as you don't expect me to be involved in any way. (hint: the "covid restriction" of "stay 6 feet apart" actually reduced my personal space)
I'm just saying that from an outside perspective, it sure looks like that's where the team itself is prioritising, and if that's the case, maybe I shouldn't have bothered re-registering for this place.
I don't expect you to be involved in it if you don't want to be. But Kinggath is the one who does the HQ and bug fixing and such, and he's been putting out fixes. Sirick is the one who does the writing, so it would make sense that he would be engaging with people who talk about the characters he wrote. There are plenty of threads here of people talking about bugs. Kinggath has been responding to people in the hotfix/patch threads.
 
Tried out SS2 again to try HQ, but got problems with stats on people there when disease hit HQ in story to introduce labs.
I ran this with diseases set to be off, since it was kind of annoying to run around all to all settlements and check all settlers for disease all the time (I have a lot of settlers).
Everything worked perfectly until the HQ was hit by the disease, and then every robot's stats went bonkers.

I assume that robots should not be affected by disease at all, since they are robots. And a wild guess is that that causes problems, since the story line need to reduce effectiveness of all personal to represent the problem in HQ. And robots just keep getting reduced stats since they can not recover. The humans seem to recover better once we get the doctor.

That is of course just a wild guess from the symptoms I see in the play through.
 
Has #12 ever been addressed? Do we know whether or not settlers gain SPECIAL stats over time while working at the HQ, or do they only gain these stats by using Recreation plots at a settlement?
 
Has #12 ever been addressed? Do we know whether or not settlers gain SPECIAL stats over time while working at the HQ, or do they only gain these stats by using Recreation plots at a settlement?
I actually did get answers on that! There is not any way to "train" stats in HQ, and it's not planned that there ever will be. However, those rooms are for "future content", HQ as it is at present is basically only the most barebones of the systems. There will supposedly be some sort of "unlock two stats counting for each job" - example given was "Security now uses STR+AGI", presumably that's what the Gym specifically is for - and "Random Events" functionalities added to it eventually, and they'll be used in that. That extra functionality will also give Security and Administration departments something to actually DO, and explains why there's some pretty odd room choices hidden away in there (I found a therapy sub-room in one of the Admin rooms).

If you want your dudes to have better stats, you'd have to send them back to a settlement to Train that way. This is apparently a deliberate choice, they don't want to make settlements obsolete.
 
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I actually did get answers on that! There is not any way to "train" stats in HQ, and it's not planned that there ever will be. However, those rooms are for "future content", HQ as it is at present is basically only the most barebones of the systems. There will supposedly be some sort of "unlock two stats counting for each job" - example given was "Security now uses STR+AGI", presumably that's what the Gym specifically is for - and "Random Events" functionalities added to it eventually, and they'll be used in that. That extra functionality will also give Security and Administration departments something to actually DO.

If you want your dudes to have better stats, you'd have to send them back to a settlement to Train that way. This is apparently a deliberate choice, they don't want to make settlements obsolete.
Back at it again with the stellar memory.
Did we get an answer on how to dismiss people from HQ? I can't remember if KG said that will be added in later/if it's a bug/etc etc.
 
Back at it again with the stellar memory.
Did we get an answer on how to dismiss people from HQ? I can't remember if KG said that will be added in later/if it's a bug/etc etc.
It's supposed to be that you can just 'move' them back out of it with the vanilla method, like Codsworth is demonstrating for me here.
It seems that it's a bit temperamental and slow, though.
ScreenShot16.jpg
I just realised I forgot to give him his snazzy hat in that save
 
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Hey there,
I have troubles with the "How to HQ" quest. Just after I have build the living quarters as part of the tutorial I was asked to build rooms for the departments.
It seems like that I don't have enough Facilities Energy and I have no clue how to fix or solve that problem. I reloaded an older save, tried sleeping for a week but nothing work. Furthermore, I have no idea if there is something borked with the savegame or scripts, or if I simply didn't understand something and doing something wrong. Any help would be appreciated.

I am on PC with SS2 2.1.1 (that is what vortex is telling me)

I attached 2 screenshot to show the problem. Any help would be appreciated.

EDIT:
I updated to Hotfix 2.1.3a on both SS2 and Chapter 2 and the issue is persisting

EDIT2: I was sitting around in the HQ while for a few minutes while doing something else and after I came back I could "clean up" the rooms.
Do the scripts had to catch up with something? Nevertheless, I am happy that I can continue with the mod. I really enjoy playing it.
 

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EDIT2: I was sitting around in the HQ while for a few minutes while doing something else and after I came back I could "clean up" the rooms.
Do the scripts had to catch up with something?
That is often the case, SS2 is doing an absolute truckload of "behind the scenes calculations", and the only feasible 'fix' for them not working in 99% of cases is to just give the game more time. It's good to get in the habit of each time your character arrives at a new location, just stop and do nothing for a bit, to make sure everything's good to go - personally I just imagine my character's as bad a chain smoker as I am.
Glad you got it working though.
 
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