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HQ 2.0 Public Beta available now!

Surplus.. would building too many storage crates across the settlements prevent extra from getting to HQ? Thanks!
Though I’m still sure my issue of scrap not showing is a script lag thing (primarily due to other mods) it will eventually start to appear -I’m looking for any other methods to help push this thru.

I tried canceled all existing supply lines & set up 6 new ones with my largest cities, waiting to see if that helps ‘restart’ the script
 
Regarding script lag, @kinggath recommended A while ago that I add below to ini - are these values still recommended? (This was from about 5 years ago, heh)

“[Papyrus]
fUpdateBudgetMS=2.4
fExtraTaskletBudgetMS=2.4
iMinMemoryPageSize=256
iMaxMemoryPageSize=1024
iMaxAllocatedMemoryBytes=307200”

Thanks!
 
Unfortunately your save crashes for me, so must be some mods baked in pretty deep I would need to snag. I might be able to sort out what's going on it if you load up the save, sleep for 24 hours, wait a few minutes and then send me your SS2Empire.0.log and SS2HQManager.0.log files.
OK. I was able to create an ultraclean v22 save that shows the HQ Power Transfer and Robotics Lab issue. See below.

I stripped out all mods except SS2, WSFW, HUD Framework, and MCM. There is probably still some CC content in there (minor cosmetic items). I started up the game using your save, exited the Vault, gave myself a copy of the SS2 holo, and set it to advance to the Commonwealth Rising quest. After letting that process complete, I went to HQ and started building out various rooms. I built the Power Distribution Room and upgraded it. I set Jake's perception very high so he could handle the work. I completed the network project. I set-up power stations at Egret Tours and Starlight (using custom robots after advancing the Automatron quest with console commands), both with over 1000 power and a power transfer plot. I then established supply agreements with those 2 settlements and waited with no results. I tried refreshing various rooms and plot, severing and reestablishing the supply agreements, sleeping for 24 hours and no change. Everything in the quest updates normally except for the final transfer of power. I got the radio message from Theresa thanking me for completing the network project. I also got a radio message from Jake initiating the radio tower quest. Did I miss anything? I am getting some updates to the HQ Power Needs portion of the HUD during this quest in this save unlike my own mid-quest save.

I also built the Robotics Lab and upgraded it with the Scanning Bay. That should give you 2 perks in Robotics Expert when you use the HQ lab but nothing is showing when I try building robot parts like the Robobrain Head or Sentry Torso.

 
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OK. I was able to create an ultraclean v22 save that shows the HQ Power Transfer and Robotics Lab issue. See below.
So you managed to create a scenario I assume will never happen in a real game.

There's a bug in the vanilla game, where when you are away from a settlement, the power needs will always report back as 0. Workshop Framework has a fix for it, but sometimes even that doesn't work.

To detect when that bug is present, the empire code checks if a settlement has zero power required (not zero power missing, just any amount of items that have a power required number on them when you highlight in workshop mode) - if it comes back as 0, it determines this settlement has the bug currently, and ignores any surplus power it claims to have since we can't actually tell how much power the settlement is using.

Since you created these settlements with no workshop items requiring power, it trips that failsafe. As soon as I go to either of those settlements and build something that requires power and then exit workshop mode - the quest updates immediately.
 
Since you created these settlements with no workshop items requiring power, it trips that failsafe. As soon as I go to either of those settlements and build something that requires power and then exit workshop mode - the quest updates immediately.
Promising lead. I can replicate that behavior in my clean save as well. As soon as I build a plot, man it, and connect it to the grid the quest udpates. However, I was experiencing the same issue when I had "real" settlements providing a power transfer to HQ (with plenty of objects/plots drawing power) in my own saves. It may be a more generalized problem than just the stripped down version from the clean save I provided. I will try going to back my real save (after I reload all of the mods) and see if building something that draws power also causes a quest update there.
 
I got the quest 'Start a cleanup project in Command Mode' but when I enter Command Mode and try to select the corresponding option, the 'Install Energy' display shows '4/5'... and I don't know how to proceed.
Does anybody know how to solve this?
Screenshot_6.png
 
i do not know if it has been reported or if it is known...

i noticed that in the Courtyard and on the GNN Roof the Machine Turrets and 2 Gunners will respawn regularily... after around an ingame week.

those are vanilla spawns and they don't make sense... GNN is mine... no Gunner should be able to sneak up, place two turrets that face away from the Enterance... and even dare to stay on the roof.


unrelated from this... the two Large Living Quarters on Office Level can still be assigned as Player Quarters, Player Quarter Extension and Living Quarters.

only requirement to reproduce that is to upgrade the initial Player Room and all 3 Rooms of the same shape can be assigned as PQEx

current game was started with the latest stable version and HQ attack was halted since, it is however unlikely to be of any use... too many other unrelated mods.
 
i noticed that in the Courtyard and on the GNN Roof the Machine Turrets and 2 Gunners will respanw regularily... after around an ingame week.
I noticed something similar but assumed they were leftovers from taking over GNN that I forgot to clean out. However, now that you mention, they also spawned fresh turrets (right next to my new laser turrets) in the front just as you said.
 
i do not know if it has been reported or if it is known...

i noticed that in the Courtyard and on the GNN Roof the Machine Turrets and 2 Gunners will respanw regularily... after around an ingame week.

those are vanilla spawns and they don't make sense... GNN is mine... no Gunner should be able to sneak up, place two turrets that face away from the Enterance... and even dare to stay on the roof.
That is an unfortunate engine limitation. We have no way to disable respawns from occurring without F4SE solutions.
unrelated from this... the two Large Living Quarters on Office Level can still be assigned as Player Quarters, Player Quarter Extension and Living Quarters.

only requirement to reproduce that is to upgrade the initial Player Room and all 3 Rooms of the same shape can be assigned as PQEx
Likely is not going to be fixable with our current framework. I will put it on the list for a future solution. For now will just have to be community knowledge that the player apartment expansion only works if you replace the NPC living quarters built during the tutorial.
 
I got the quest 'Start a cleanup project in Command Mode' but when I enter Command Mode and try to select the corresponding option, the 'Install Energy' display shows '4/5'... and I don't know how to proceed.
Does anybody know how to solve this?
View attachment 17626
Try reassigning your staff to the department, then exit command mode and wait a bit - then pop-in and try again.
 
That is an unfortunate engine limitation. We have no way to disable respawns from occurring without F4SE solutions.
Is this something that could be a side patch for those that have f4se?

I mean I dont care, I know like in Concord raiders re-spawn occasionally but they are dealt with fast. same here
 
Is this something that could be a side patch for those that have f4se?

I mean I dont care, I know like in Concord raiders re-spawn occasionally but they are dealt with fast. same here
If someone wants to write such a thing - that is outside of anyone on the team's skillset.
 
That is an unfortunate engine limitation. We have no way to disable respawns from occurring without F4SE solutions.

Likely is not going to be fixable with our current framework. I will put it on the list for a future solution. For now will just have to be community knowledge that the player apartment expansion only works if you replace the NPC living quarters built during the tutorial.

fair enough... let them be immersive saboteurs... that do not know how to position a trap into the right direction ;)

maybe make an inside PA joke about them if the PA voice is up for it?
 
If someone wants to write such a thing - that is outside of anyone on the team's skillset.
Actually I just thought of a way that might work as a simple patch. Changing the Encounter Zone for GNN to Never Resets might do it...
 
I think it's a bug in patch 22... I built two Argicultural plots and their base is invisible.

On a side note, no matter what I do (take control of the Settlement through the Manage option from the Workshop, through WFramework) I can't assign anyone to the City Planning Table.
 

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Is this something that could be a side patch for those that have f4se?

I mean I dont care, I know like in Concord raiders re-spawn occasionally but they are dealt with fast. same here
I’ll be highly amused to see them respawn only to die from the intense radiation still present from when I nuked GNN in Depravity
 
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