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Stuck on "Commonwealth Rising" quest

GrimJack56

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13
Hey everyone, I'm currently having an issue with the Commonwealth rising quest where I'm stuck on the part "Continue recruiting staff and working with HQ". I've been on this part for roughly 8 real life hours. Idk if this helps but I saw something about this quest being glitched with the Remote Management quest, but I already completed that, too. I'm currently running 188 mods and everything has been working fine up until this point. I've also worked on my HQ quite a bit since I first got that objective (as shown in screenshot) and I tested bringing in up to 54 people total, and the quest still didn't progress. Any ideas how to fix this without just skipping the quest? I play on PC.
 

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I don't remember the specifics, but there was some technical reason why it's done this way. Something to do with dynamically changing the amount of power being produced/consumed not technically being supported by FO4 itself?

And you're right, more data available to the player would definitely be useful.
Some is in there - if you build a City Planner's Desk at a settlement and then use the computer on it yourself, there's a "reports" screen in there that tells you the production, demand, and excess/deficit for that location.
And one of the HUD settings is meant to let you get a view while you're in HQ so the meters bit on the bottom left looks like this:
View attachment 22343
It's being very finicky for me about how to get that to actually show up at the moment, though. Only seems to expand out like that to show me the numbers about 1/3 of the time.

Trust me though, the mod doing a poor job of actually telling you anything about how to use it is something I have literally brought up direct to the king himself. It's on the "once everything actually works we'll go back through and do another pass of that" list, as I understand it.
I've avoided using that expanded screen because again, there's no explanation as to what each column means (yes you can try to figure it out) and that doesn't help knowing which settlement is producing the most or which one's share can be increased most efficiently. Like I said, micro-micromanagement and if getting the HQ to work correctly just leads to a forced war/military situation, I'm willing to leave it as it is.
 
When I'm not into micromanagement I just use god mode. HQ becomes the quickest part of the entire mod. The only part when it doesn't completely bypass something is the power transfer part but you should be able to do it now with the power pylon and all that. And recruitment but you can also spawn some settlers and cheat their stats.
About the military thing, it's your choice and it's fair, war's a terrible thing in real life. In games it's usually exciting and rewarding. It's not as forced as most of vanilla main quest though.
 
When I'm not into micromanagement I just use god mode. HQ becomes the quickest part of the entire mod. The only part when it doesn't completely bypass something is the power transfer part but you should be able to do it now with the power pylon and all that. And recruitment but you can also spawn some settlers and cheat their stats.
About the military thing, it's your choice and it's fair, war's a terrible thing in real life. In games it's usually exciting and rewarding. It's not as forced as most of vanilla main quest though.
I don't want to be forced to lose, retake and then rebuild settlements, change other functioning settlements into armed camps or war production sites, and have to train an army. SS3 looks to require all of that to happen; if it appears I will finish the SS2 HQ missions I'll probably disable SS3 just so it won't jump into all of that.
 
I don't want to be forced to lose, retake and then rebuild settlements, change other functioning settlements into armed camps or war production sites, and have to train an army. SS3 looks to require all of that to happen; if it appears I will finish the SS2 HQ missions I'll probably disable SS3 just so it won't jump into all of that.
You might lose some settlements and have to retake, yes. Don't have to rebuild them though. Some settlements do have to be outposts (I think only Egret is mandatory), but as long as you haven't built up literally every settlement on the map, shouldn't be much of a problem with that. And if you don't want them completely converted to "military camps" I'd suggest to use the holotape option to allow for other types of plots in outposts. Otherwise many plots will get destroyed and changed to martial. Training happens automatically so it's not as bad.
oh and don't disable chapter 3 (or any mods) if you're already playing, that will probably brick your save.
 
Yeah, for Chapter 3 you do have to use the new "war" mechanics, but honestly, the soldiers are so crap that it'd be easier, quicker, and cheaper to not even bother recruiting them and do it all yourself if it let you (not to mention less buggy) - like how it makes you recruit allies and go through this whole planning sequence to take over GNN during Chapter 2 when you could solo it just fine, except for 50% of quests for the chapter.
 
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Eh, it's a matter of preference I guess. Some people outfit their companions in top-tier gear and expect them to wipe out everything in sight. I consider it more of an atmosphere/immersion kinda thing. Like, this seems to be a big event so why not bring an army to it? Why not make Railroad useful for once? Ask Maxson for some dudes? Make Preston and the minutemen fight for you if you're their general? Get CPD involved cause they hate gunners too, get Nightingales cause you need medical aid. And sure you could do it all by yourself (if the quest allows it, yea, and depends how developed your character is I guess) but would it really be more fun to just get a quest marker "clear GNN", do it and come back?
Same here kind of. I wouldn't expect too much of the soldiers, it's just fun to get them involved and fight for the greater good and all that. If they could use some proper gear and not fall over it'd be even better.
 
Ok, there is nothing anywhere that says "thou must have a Municipal Power Pylon" until a Municipal Power Station is constructed. Then it says in order to tie it to the grid you need one, so that is the only time I've been building them. I figured the "grid" the program was talking about was the settlement power distribution grid, not some invisible Commonwealth-wide power system.

I will plop some power pylons down at all my settlements and see what happens.
it actually says you need to place the Municipal Power Pylon during the quest where you place a Municipal Power plot in the popup about the plot it self
 
You might lose some settlements and have to retake, yes. Don't have to rebuild them though. Some settlements do have to be outposts (I think only Egret is mandatory), but as long as you haven't built up literally every settlement on the map, shouldn't be much of a problem with that. And if you don't want them completely converted to "military camps" I'd suggest to use the holotape option to allow for other types of plots in outposts. Otherwise many plots will get destroyed and changed to martial. Training happens automatically so it's not as bad.
oh and don't disable chapter 3 (or any mods) if you're already playing, that will probably brick your save.
Sounds like I'll be perfectly happy never finishing Commonwealth Rising, then. Yes, I've built out all the settlements (currently level 170). Yes I could probably take on the Gunners solo with the weaponry and stats I already have (I soloed the retaking of GNN from the Gunners), and I don't want to go into new military mechanics and building martial structures since it would mean blowing up stuff I spent hours getting where I wanted them. Thanks for the update.
 
it actually says you need to place the Municipal Power Pylon during the quest where you place a Municipal Power plot in the popup about the plot it self
Yes it does. Nowhere does it say you need Power Pylons to transfer non-Municipal energy to the HQ though, or that they are necessary to transfer energy from Municipal sources to the HQ for that matter.
 
ok so dont listen and do what you want
Right.

I went back to half a dozen settlements, all with trade agreements with the HQ, some with power transfer stations, some without, some with Municipal power stations, some without. All of them had surplus power, some over 150 surplus power. Placed power transfer pylons next to the transfer stations if there were some, next to the power plant if there weren't.

Waited a while, went back to the HQ, checked the "Power" rating to see if it had moved off of 0/50.

Nope. Nothing changed. The subrequirement for Commonwealth Rising still shows 0/1000 for transferred power too.

I'm not worrying about it any more. Thanks for all the (non) help.
 
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