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Allow Robots and Synths to Populate the HQ

What makes you think they aren't?
Two part answer:

1. My First SS2/Chapt 2 Minutemen Game - from an earlier comment of mine:
  • New - attempted to populate GNN HQ with robots - this did not work. Crafted 2 savant strength robots and two savant endurance robots and sent them to GNN. Three problems occurred: (1) from first crafting the robots to their departure, their dialogue was inconsistent and took a considerable amount of time to send them to GNN, (2) the GNN total population level was inaccurate - it stated 9 when there were 10 (6 uniques plus 4 crafted robots/also verified arrival of the four robots), and (3) the GNN workshop mode manage population listing always showed 3 or 4 more robots than present. After several attempts to fix/work-around, went back to npc staffing."
2. A suggest to KG and his merry men/women :grin to either (1) consider this or (b) verify that you can send robots/synths and my problems were due to overall/ongoing HQ staffing issues described in other threads.
 
I've noticed similar issues, although HQ in general does that nonsense seemingly at random to me anyway. I'll make sure that's on the list of things to check once the "HQ 2.0 public beta" kg mentioned recently is out.
 
Some testing notes for you from tinkering with the HQ2.0 Beta:

"Standard" Automatrons, or those enhanced by "pra's Automatron mod" (including ADA and Jezebel) are definitely working fine for me. They always did for me, though, so you might have some other issues going on there? Other than the standard issue that most "animation markers" don't work for most robots, of course, but they're definitely wandering about and assigning to Departments as expected.

The Synths spawned from "SKK50's Multiracial Workshop Actors" do not appear to play nice with HQ - they never even showed up in any of the "assignment menus" for Departments, despite the total Population (and Facilities Dept population/energy) going up by the correct amount. Can still send them to HQ where they definitely show up and wander about, but they'd be forever stuck in the Facilities Department. (Realistically that's where you'd probably put them anyway, but their stats don't really line up with that) I swear this worked in the past, but I've no idea... missing keyword, perhaps?

At the very least the "G1" Synths from "Build Synth Automatrons" work perfectly in HQ. They do have the vanilla Settler dialog though, not the Synth Robo-voice, but that might be an acceptable tradeoff. (These guys appear to get the baseline "All 4s" for SPECIALs)
EDIT: Confirmed all the Synths from this mod work fine in HQ. Will want to provide G2s with clothes yourself, though - as they count as Robots, they dont get autogiven the Department Outfits like generic Settlers do.
 
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Some testing notes for you from tinkering with the HQ2.0 Beta:

"Standard" Automatrons, or those enhanced by "pra's Automatron mod" (including ADA and Jezebel) are definitely working fine for me. They always did for me, though, so you might have some other issues going on there? Other than the standard issue that most "animation markers" don't work for most robots, of course, but they're definitely wandering about and assigning to Departments as expected.

The Synths spawned from "SKK50's Multiracial Workshop Actors" do not appear to play nice with HQ - they never even showed up in any of the "assignment menus" for Departments, despite the total Population (and Facilities Dept population/energy) going up by the correct amount. Can still send them to HQ where they definitely show up and wander about, but they'd be forever stuck in the Facilities Department. (Realistically that's where you'd probably put them anyway, but their stats don't really line up with that) I swear this worked in the past, but I've no idea... missing keyword, perhaps?

At the very least the "G1" Synths from "Build Synth Automatrons" work perfectly in HQ. They do have the vanilla Settler dialog though, not the Synth Robo-voice, but that might be an acceptable tradeoff. (These guys appear to get the baseline "All 4s" for SPECIALs)
I had never even thought of sending Jezebel to HQ. What a great idea!
 
I had never even thought of sending Jezebel to HQ. What a great idea!
I mean, if one were "roleplaying" it, you sure as heck wouldn't even trust her with anything sharp or heavy in case she decides to use it to kill someone, let alone still being fully equipped with Tesla Gun Arms and all (not to mention the ethics of the whole Robobrain thing).
But mechanics-wise, she never does anything wrong, and with that stats mod of pra's Robobrain Heads have like +7 INT...
 
Some testing notes for you from tinkering with the HQ2.0 Beta
Thanks - now that I have installed beta v13 and reached Moving Day in my third game as the The Institute, I hope to populate the HQ with Gen 2 synths. Of the three mods you mentioned, the only one I am using is Build Synth Automatrons which has worked well for me. Also, regarding "headcanon" and roleplaying, plan to use the Special Zapper mod (Nexus #57139) to change synth SPECIAL stats, a software upgrade approach:this
 
I am going to need a Plan B. I was able to assign four Gen 2 synths to HQ, but the HQ labor stats were not accurate and the Zapper and the Vitomatic do not work on them. Try robots next - afterall this is the Institute.
 
I had a similar conversation with Kinggath years ago when I was trying to build a robot settlement. I guess Robots are coded differently and don't follow the same rules as normal settlers. Apparently, this causes a load of problems in the scripting. I don't know anything about coding or whatnot, just adding my experience to the conversation.
 
In my current game as the Institute with the public beta, I have populated 24 settlements with mostly synths unless there were human NPCs originally at the settlement, for example, Sanctuary and County; and populated the HQ with 34 synths. There have been no issues using synths and several benefits - (1) no need for residential plots, (2) no need for recreational plots, (3) no disease, and (4) depending on your "headcanon" the SPECIAL stats are adjustable. For a long winded description, see this thread https://simsettlements.com/site/ind...aga-now-the-institute-update-c-6.22608/page-2.

After the next release, I plan to start a new game and include some robots to "test" the game play.
 

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