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[CH3] Some HQ room confusion

yaugie

Well-Known Member
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3,814
So, in the "Hangar" level you get in Chapter 3 once you can 'build' down there, there's another instance of Power and Water rooms, which I've built.
The new Power room doesn't list any upgrades, but the Water one lists FOUR. Are they meant to be buildable out of sequence?
 

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So, in the "Hangar" level you get in Chapter 3 once you can 'build' down there, there's another instance of Power and Water rooms, which I've built.
The new Power room doesn't list any upgrades, but the Water one lists FOUR. Are they meant to be buildable out of sequence?
I did get several upgrades for the power room, just not until one was complete, then the next came available.
 
Extra thing while I'm building down here: There's these upgrades that put GNN Lab craft benches (chemistry, weapons, armor) down here in the Hangar, but they don't seem to work once built. It moves an NPC to me and they animate as if using the bench (as Curie here is demonstrating) but then the actual craft menu never comes up. I checked and that functionality still works at the actual labs on the other floors.
ScreenShot33.pngScreenShot35.png
EDIT: Ok the Chemistry one down here does work. It's the Weapons and Armor ones that aren't.
EDIT2: The Power Armor one is completely non-interactible and already has a static PA Frame standing in the way anyway.

I did get several upgrades for the power room, just not until one was complete, then the next came available.
Hm, ok, they're showing up in a different subcategory of the build menus but they are there after all.
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If you nice people wouldn't mind a brief thread hijack, has HQ building been simplified any? Like they pwooomised? :blum

Okay, they didn't pwoomise, but they did say that was their intent, so I'm curious.
 
If you nice people wouldn't mind a brief thread hijack, has HQ building been simplified any? Like they pwooomised? :blum

Okay, they didn't pwoomise, but they did say that was their intent, so I'm curious.
As of yet, it has not. If anything it's only gotten worse for the people that already don't like it, with the new layer of resources (and a new department) and another new floor to try to memorise the layout of CH3 adds. God I wish we still had at least a compass to tell us which way is North while in Build Mode
At least mechanically that's the case; I didn't go back and check if that "Commonwealth Rising" quest got tweaked in the update to 3.0.
 
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If you nice people wouldn't mind a brief thread hijack, has HQ building been simplified any? Like they pwooomised? :blum

Okay, they didn't pwoomise, but they did say that was their intent, so I'm curious.

HQ really, REALLY needs to be automated. Because I have 2 choices
1). Turn off the time option (rooms are cleaned and built in a few seconds)
2) Leave the time option on, and come back when the timer finished.

The other thing peeving me off right now. I need trained soldiers at HQ to increase the energy of the military department. Seeing as how I have NO trained soldiers, I can't increase the energy of the military department. Which means I can't research anything for the military department. Which means I'm stuck at the quest to research medics. I also believe there's a bug where HQ isn't accessing military supplies, even though I have a supply agreement with at least one outpost.
 
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If you nice people wouldn't mind a brief thread hijack, has HQ building been simplified any? Like they pwooomised? :blum

Okay, they didn't pwoomise, but they did say that was their intent, so I'm curious.
On his stream last night Kinggath did describe part of the new system they are working on, where you will be able to let the department heads take care of cleaning and building out HQ, and handle the various projects. It sounded to me like it will take care of many of the issues people have had with HQ, while letting those who want to take care of it themselves still do so. The features are already included in the holotape/MCM to turn off all/almost all of the costs involved, so that burden is already lifted for those who struggled with the resources involved.
 
As of yet, it has not. If anything it's only gotten worse for the people that already don't like it, with the new layer of resources (and a new department) and another new floor to try to memorise the layout of CH3 adds. God I wish we still had at least a compass to tell us which way is North while in Build Mode
At least mechanically that's the case; I didn't go back and check if that "Commonwealth Rising" quest got tweaked in the update to 3.0.
@yaugie I know you posted on another thread, but I can't find it, did you ever figure out how to get the Armor and Chems to register at HQ?
 
@yaugie I know you posted on another thread, but I can't find it, did you ever figure out how to get the Armor and Chems to register at HQ?
Nope. I see there's a 3.0.0b on Nexus but there's no notes for what it fixed, so I'll queue that and then see. If that's no good, well, tgm is looking like an option.
EDIT: No, 3.0.0b didn't fix it either.
 
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Nope. I see there's a 3.0.0b on Nexus but there's no notes for what it fixed, so I'll queue that and then see. If that's no good, well, tgm is looking like an option.
EDIT: No, 3.0.0b didn't fix it either.

Yeah, and as this is stopping the questline from progressing. This is a mechanic that is required, and will likely be needed further in to the questline.
 
Yeah, and as this is stopping the questline from progressing. This is a mechanic that is required, and will likely be needed further in to the questline.
True, pretty obvious that there'll be more than one option under that "Military R&D" mechanic, so it does need to work.
I'm just going to leave a hardsave at that point to doublecheck the inevitable fix and tgm past it.
 
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Another issue down here in the Hangar level:
Changed the Room Purpose of the southeast section of the big open area from an Infirmary to a "Troop Training". Even after multiple room Refreshes, these two pillows from the Infirmary are still floating in the air. They're non-interactible. (ScreenShot53)
Also, absolutely trivial, but I somehow get the impression this room (ScreenShot54) was made by Cap'n Laserbeam.

Still kinda bugging me that 99% of the dialog from the Generic Workers down here has no audio btw
 

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Also, absolutely trivial, but I somehow get the impression this room (ScreenShot54) was made by Cap'n Laserbeam.
:rofl:rofl
Changed the Room Purpose of the southeast section of the big open area from an Infirmary to a "Troop Training". Even after multiple room Refreshes, these two pillows from the Infirmary are still floating in the air. They're non-interactible. (ScreenShot53)
Also, absolutely trivial, but I somehow get the impression this room (ScreenShot54) was made by Cap'n Laserbeam.
Reported an issue for those.

Still kinda bugging me that 99% of the dialog from the Generic Workers down here has no audio btw

Idle lines in HQ, they know about this one.
 
This "Power armor" section (Hangar level, NW corner of big open room).
I couldn't build any of the upgrades from the Build Mode menus, it'd tell me no valid room was available, but I could build them from the Upgrade menu at the Room Control.
Also, that weapons workbench over there in the corner says it counts as Lab Services, but the two interactible PA stations to the left there do not, despite the room's supposed point being power armor work. Yes I have a fully upgraded PA Lab elsewhere in the HQ.

QOL note: I haven't yet seen a single actual member of my staff other than Salvador and the one Soldier-Settler in the Military Department down here outside of quest moments forcing them to be, and inversely I've never seen my Military Department people on other floors.

Not even going to bother pointing out floating objects or the like any more, since some of the ones I posted about before even "HQ2.0" are still present
 

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Another one: This room was called something like "Southwest Closet". +1 workers to what? I don't have the Military Department on my HUD there yet, so that maybe? I counted the numbers before and after building it and none of the Departments I do have went up.
(also the "REMOVE ME" is still there in the build menus for that one corridor)
 

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HQ really, REALLY needs to be automated. Because I have 2 choices
1). Turn off the time option (rooms are cleaned and built in a few seconds)
2) Leave the time option on, and come back when the timer finished.

The other thing peeving me off right now. I need trained soldiers at HQ to increase the energy of the military department. Seeing as how I have NO trained soldiers, I can't increase the energy of the military department. Which means I can't research anything for the military department. Which means I'm stuck at the quest to research medics. I also believe there's a bug where HQ isn't accessing military supplies, even though I have a supply agreement with at least one outpost.
Bit late with this reply but a while ago "override timers" was made the default option for normal game difficulty. Meaning, it's intended for the average player to use that. And no matter how hardcore I went with mechanics, I never ever enjoyed the slow building ones. I'd think a very small % of people does, everyone else does it cause "it's the intended way" but it's not.
 
Another one. This room was called something like "North Storage Room - East", I'm technically standing in the room that becomes the Embassy in this screenshot.
It let me clean and designate it as "Holding Cells", which is what the Room Control says in the Details screen, but when I go to "construct" there's no options coming up, and it's not in the Build Menu either.
 

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Bumping my own thread because I can, and because I found another issue that might actually be a bad one.

In the cafeteria of the Hangar level, in the specific subsection I'm showing the Room Details for in ScreenShot334, is a Nuka Mixer Station... which still has its Transfer alt-activation, allowing access to the "Workbench Storage" of the HQ. I know I won't be the only one tempted to take stuff out of it... And if one were playing on Components level, whooboy...
Interestingly, the amount of Caps it says are in there doesn't match what the V.Storage says...

Extra notes:
Still practically never seeing anybody sandbox outside of the Main Floor (even with now 42 people working here), and the "ambient audio" which I presume to be a variant of Dynamic Soundscape only plays on the Main Floor too.
 

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Trivial but odd issue today.
New character here, still only on "How To HQ" in Chapter 2. Building these two rooms here into Barracks-type as I usually do, and I notice this... I can build the Military Department Head's Room despite the fact that in-story this character shouldn't even know there is a Military Department yet.
I am not 100% on what that room's called, it's the one I have the Build Silhouette in the doorway of. Something like "Main Floor Lower Bathroom Womens".
 

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