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HOT TAKE, HQ is too much for casual players

Russ0612

Active Member
Messages
318
I thought adding the ASAM was meant to make me as a relatively casual and lore-focusing player a bit easier on building settlements to I have to build each wall. With a nice touch of having different and cool settlers in your settlement and with a well-made questline backing up the legitimacy of the ASAM.

Now with this GNN HQ design, it is 10 times more complicating than the vanilla game, I think this defiles the original purpose of this mod to the point all we see in this forum is basically players teaching others how to get some basic things with the HQ.
However I love the CPD concept added in though, it gives more quest and more interesting things happening in the Commonwealth indeed. I also still love chapter 2's story with the gunners making them not only just a "stronger" raider just like the super mutants.

But yes, my hot take please don't flame me too hard guys, what do you guys think both the player and the modders?
 
Now with this GNN HQ design, it is 10 times more complicating than the vanilla game,
I have to agree with this. Just trying to figure out How to HQ and Commonwealth Rising, I get confused on what I am supposed to do. The instructions to "Start Network Installation project from Engineering Department in Command Mode" makes absolutely no sense. I go into Command Mode go to Engineering and the only thing there is Manage and Upgrades. NOWHERE does it say anything about Network Installation.

** I am really starting to HATE all of this HQ BS!
The tutorial or instructions need to be more clear.
 
I'm so frustrated with the non-working HQ (no option to build living quarters is available and I don't have enough living quarters for more people) that I'm close to just killing everyone in HQ, Jake included. What the heck were you people thinking with this fiddly thing that's 180 degrees counter to what SS2 claims to be, freeing the player up for the game and not fiddling with settlements.

Nope, sorry, got to sweep out 23 rooms and then sit and wait while I get enough facilities energy (wtf is that?) to set something up. Gah.
 
I'm so frustrated with the non-working HQ (no option to build living quarters is available and I don't have enough living quarters for more people) that I'm close to just killing everyone in HQ, Jake included. What the heck were you people thinking with this fiddly thing that's 180 degrees counter to what SS2 claims to be, freeing the player up for the game and not fiddling with settlements.

Nope, sorry, got to sweep out 23 rooms and then sit and wait while I get enough facilities energy (wtf is that?) to set something up. Gah.
Agreed! @kinggath was worried about the long saves being an end to SS. I fear that for me it is this HQ nonsense..."Hated it!"
 
If you don't like it the HQ don't use it. It's not mandatory so you could roam around building settlements using ASAMs never ever touching the HQ or the Nightingales/sickness mechanic (turn it off). I also don't see how incorporating the HQ is doing a 180 degree turn. It is part of rebuilding the commonwealth to have somewhere to lead your operations from. All of the other factions (MM, RR, BoS and in the institute) have their own HQ.

If you decide to use the HQ there is an option that lets you change building speed from 24 in game hours to a few seconds so you don't have to wait so much.
 
Saying "dont use it" is all well and good, but it is MANDATORY to use it to complete the questline, whereas you can get away with barely even using the Settlement building mechanics at all despite the mod's fkn name - until you get up to HQ where it's just assumed you already mastered settlement building to the level of having 100+ surplus Food/Water and 1000+ excess Power.
 
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Saying "dont use it" is all well and good, but it is MANDATORY to use it to complete the questline.
True but is the quest line mandatory? One can unlock all plot types , bilding types and building plans via tools and thus never have to bother with the quest line at all.
 
True but is the quest line mandatory? One can unlock all plot types , bilding types and building plans via tools and thus never have to bother with the quest line at all.
Of course it isn't, but HQ is also the only way to research new diseases so your Disease Cure Items and your Hospitals can cure them, and you can only access HQ through doing the story, so not doing it makes your game harder.
 
Of course it isn't, but HQ is also the only way to research new diseases so your Disease Cure Items and your Hospitals can cure them, and you can only access HQ through doing the story, so not doing it makes your game harder.

That is true too, but you turn diseases off in the settings as well. So for those who only want the settlement building part with SS2 plots and don't want to mess with HQ and the quest line it is still entirely possible.I too can sometimes be frustrated with the HQ and it's quirks/bugs but given the complexity of the mod/the HQ it's something one have to expect as an early adopter.
 
That is true too, but you turn diseases off in the settings as well. So for those who only want the settlement building part with SS2 plots and don't want to mess with HQ and the quest line it is still entirely possible.I too can sometimes be frustrated with the HQ and it's quirks/bugs but given the complexity of the mod/the HQ it's something one have to expect as an early adopter.
Quirks and bugs I can forgive as they are to be expected but my dislike for HQ is a result of the complexity. I didn't ask for it, didn't expect it, don't like it and quite frankly don't want or need it. As a matter of fact I might just go back to SS1 because of the simplicity...but I do enjoy the NPC interaction of SS2 and that will be missed.
 
That is true too, but you turn diseases off in the settings as well. So for those who only want the settlement building part with SS2 plots and don't want to mess with HQ and the quest line it is still entirely possible.I too can sometimes be frustrated with the HQ and it's quirks/bugs but given the complexity of the mod/the HQ it's something one have to expect as an early adopter.
If you're turning Disease off, and not doing the questline, that's approaching "why even install Chapter 2" levels.
 
If you're turning Disease off, and not doing the questline, that's approaching "why even install Chapter 2" levels.
That is the ultimate conclusion that I am coming to for my load order...just don't install Chapter 2. I tried to use the cheat to skip to the end but it just put me at Commonwealth Rising...right where all my frustration came to a head originally. I think that they bit off more than they could chew with the HQ design and function. I tried to take my time to figure it out but it just irritated me to the point I shut off the game. A game is supposed to be fun NOT frustrating.
 
If you're turning Disease off, and not doing the questline, that's approaching "why even install Chapter 2" levels.

To kill gunners, obviously. What I (and a lot of other people apparently) are doing is trying to enjoy the mod while getting through the idiotic changes added to Chapter 2 that frankly, jump the shark on what Sim Settlements 2 was portrayed to be by Kinggath.
 
For me the HQ is confusing, the layout, what I need to do in which room, how often it crashed.
In the tutorial for example you need to assign Jake to the engineers department, you get send to a closet, have to clean it then "build" a maintenance room.
Next thing you need to do is to assign Jake, no indication as where I need to assign him. I tried to "reassign" menu, but that's not the way to do it.
Finally I discovered a desk where I could assing Jake.
Next step, cleaning some room for Security, assign Aiden as head of security. I was not able to find the spot where I could assign Aiden. The little office space in the entrace
with the computer was not showing the option anyway. At that point it was also placing something down, instant CTD.
I cleaned up an earlier save file and same grinding stuff again, only managed to make it to the basement now (with cheat)
Apperently the basement is divided in 20 segments each has to be cleaned each has to be assigned and I have no clue which part is what, node-west, mid-floor, catwalk, south-pod.
The 3d map you can view is not very helpful either, it shows a room but since you have no idea where you are actual standing at that moment, you still have to guess.
I like the concept of building a HQ, but this is to much, to grinding.
It was funny that when I wanted to Fast Travell back to Sanctuary I couldn't, since I had not "discovered" yet. Why it rains inside the HQ is also kinda funny.
But than I saw different "repair" options in the menu and thought okay.. this is really to much. Bye HQ for now.
 
I like the concept of the HQ and find it a reasonable continuation of the thematic underpinning of SS2. It's just that right now it seems unstable enough that it can be hard to figure out which bits are unintuitive or oddly balanced, and which bits look unintuitive or oddly balanced because they're bugged.
 
Why does the HQ build platform have to so seemingly different from settlement building? Since it is basically building with interior plots then why not keep it all looking and acting the same. Maybe have an option where we could build an HQ out of Outpost Zimonja, the Castle etc., just using the standard building plots. That way we players aren't taken so far away from a platform we have been used to...AND SIMPLIFY THE PROCESS!! OMG!...all the steps...clean, wait, assign, wait, build, wait, assign, wait....or at least give us an option to make everything automatic like with standard settlements.
 
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Why its needed to clean HQ at all, just place all these monitors from begging and let players assign room purpose from available selections..
Its not clear which area you cleaning from the hologram.
Another thing waiting for days to finish construction, is it another mechanics then plot building?

And whats the purpose for HQ how it's benefits player or settlements?
 
And whats the purpose for HQ how it's benefits player or settlements?
At present, the only mechanical 'reward' (if it actually works) is you can use special crafting benches (weapons, armor, power armor, chemistry) at HQ that let you bypass the perk requirements like Gun Nut, Armorer etc. and use the Virtual Resources instead of 'real' ones. But by the time you have unlocked and fully upgraded those rooms, you probably don't even need any more upgrading...

And it doesn't actually work properly anyway. The "perk bypass" doesn't recognise that you've built the relevant 'upgrades' about half the time.
 
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