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Guideline how to set up and finish chapter 2

Tarkkh

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Alright so after 7 lost playthroughs I have finally got to the point I understand most of the system with ss2 chapter 1/2 new additions!
Let me be clear, first!
Load order and mods you use can get you into several issues!
-My advice:
Stay away from mods that change Workshops or overhaul fallout 4 gameplay/ even quest mods are at this point not recommended if you are mostly going for an ss2 based gameplay.
Unless you know how to fix conflicts and manage them!

-That said I m currently playing with 401 active mods
And by no means I m an expert at fixing or finding conflicts! Using mostly mods that either enhance or do small changes to the base gameplay

SS2 Gamemode
I m playing with the automated mode active » Settlers Build and upgrade by themselves anything (city plans)(plots I place down)
No, I m not using Rise of the Commonwealth (It was causing me some issues on a previous save)

Tinkering with ss2
Make sure you have Resource Complexity as here
These are my choices! You aren't forced to do the same especially if you are going for the realistic option, The issue I had is the Disease system seems to be a bit buggy and I had settlers getting sick / death within the 1st hrs of gameplay! And they didn't get cured in the HQ. At a point, I had the entire HQ Sick and incapacitated!

Skipping to Chapter 2
Just starting a new playthrough? Your prev save broke?
Don't wanna do Chapter 1 all over again?

Np I got you covered with some easy steps

You can use:
Start me up(even tho it might cause issues)
Or use https://www.nexusmods.com/fallout4/mods/57101

-The method I use:
1st grab https://www.nexusmods.com/fallout4/mods/13285
2nd Start the game and get to the vault door sequence
3rd Use the cheat terminal to level up to 30 or 40 (You will need the SPECIAL and Perks if you want to progress properly)
4th Use the Cheat terminal to give you the starter gear you will need
5th Exit the vault!
From here it's up to you! My advice is to do the originally intended route!
Use a Sanctuary blueprint to set your base! (a simple one) So after you can build a sanctuary city using the plot types!

Starting SS2
Build the antenna and initiate SS2 chapter 1
Chapter 1 obligatory quests
1. Laying Foundations
2. Plotting the Future
3. If I Had a Hammer
You will have to complete those or Lilly might not appear ever (experienced myself)
How to skip quests? Pipboy» Holotapes» City manager 2078 Holotape» Tools» Cheats» Quest Skipping» Skip ahead to a specific main quest
13. Who can? ASAM!
Read the ******
14. Picking Up the Pieces
Those are recommended to be also manually done!
Saw people who tried to skip directly to chapter 2 and it would break and never start or like me when I tried and somehow Old Paul was killing Hubbert group!
This way it should avoid these issues and give you full control to start Chapter 2!

*******At this point i advise getting some of the free to take settlements
Sunshine, Hangmans, Zimonja, Coastal cottage, Jamaica, Murkwater
-After taking them use the cheat terminal to add Crafting materials to the workshop! (how much is up to you! i usually add 200 of each crafting material to all workshops, you can select how much its added on the configuration option)

-Recruit some settlers either by the console or by the cheat terminal! (player.placeatme 00020593 5 and them assign them to that settlement in workshop mode)

-Make sure you grabbed all the ASAM BOxes out of the hardware store. Or craft them on a city planners desk

-Build a city planner's desk and assign one of your new settlers to it!

IMPORTANT Build a SS2 Resource STORAGE after the city plan is built (Same goes for Hubbert group settlement)
Make sure they have at least one plot of each »
Machine parts Gathering
Building Materials Gathering
Rare Materials Gathering
Organic
This way you can start chapter 2 fully prepared!
Also while at it you might want to do find or do any SS2 special settlers quests that appeared
And move your F4 main quest at least towards mid-game!(after joining the brotherhood/or not)

Chapter 2
Enjoy the storyline! Also, make sure you do the minutemen the brotherhood or the railroad quest lines! You will need them!
Make sure you do the CPD quest as soon they are available! Don't delay them!
The quest to progress and retake the new CPD HQ requires you to join the CPD after the initial quests!
Jarred will tell you to talk with Simon in order to do so after you got the police robots for him!
Explore all Simon dialog options, It's a bit messy and sometimes you skip his options without thinking.
»I need your help»I m looking for work » CONGRATULATIONS YOU ARE NOW A CPD DETECTIVE
Talk with Lena and travel to BADTFL (don't fast travel directly or it might bug-out)(If fast travel is done go instead to bunker hill)

Time to take the GNN
Once you get the quest to escort Lupe to DC
-1st make a detour and talk with all the factions you befriended /Joined (Misc quest for that under the Misc quests)
After recruiting them you can go to DC with Lupe!

GNN Takeover
Straight forward! Do whatever you want!
(I must say I didn't experience any od issue doing the front door route) Get inside let Lupe do her thing! Blast your way to the elevator talk with the Bastard who killed our old Friend and kill him!) take his card and go back up! Talk with the commander and end them all!

How to HQ
If you did all the steps I recommended you should be in a better position to complete the following quests!
Once you establish your Supply agreement with Hubbert group Theresa does mention you should build Caravan services on all your settlements!
Get to it then! What are you waiting for?
Also, don't forget the Resource STORAGEs while at it! And the power plants!

-Recruiting settlers to the HQ
My advice get all the SS2 settlers you have recruited there 1st! All of them have extra good stats that make for good HQ staff!
If you don't have many then you can just go around your settlements with the vitomatic scanning everyone and choosing that way!

But we are getting ourselves ahead of what we should do!
So just follow the steps in How to HQ! Don't assign staff yet to anywhere! Clear up all rooms or as many as you can! It will take time unless you use the option to Override Timmers
While cleaning there are rooms that give you options on what they will be for(Make sure you don't choose the same option multiple times expt for living quarters)
After clearing all rooms / as many as you could, them built up the living quarters and get to recruit more settlers!

You can ignore Commonwealth Rising at this point! Keep doing How to HQ
Build living quarters and recruit Settlers!
Once you have between 8 to 10 people in facilities then you can assign one or 2 to logistics so you can add some extra Supply agreements!
This way you will get more resources. You can also donate the content or workshops directly to the city desk!

-Build common areas and keep recruiting! Once you recruit 15 settlers How to HQ will be done and the next quest start!

- After this, it's just a matter of following the quest lines! The next quests shouldn't be an issue!

Commonwealth Rising
So you have recruited your science head and you have 30+HQ staff?
Time to advance » Make sure all staff is properly assigned and you have Supply agreements with your managed settlements (settlements where you built extra plots to feed the HQ as I recommended above)
Build the Power distribution room
.
and
Network installation
.
Upgrade the Power distribution room to Level 4 or so!
That should bump the quest to the next phase!

-Remember when I said to Build Power plants at your settlements?
Now that's when that came in handy!
Travel to your settlements that have Supply agreements with the HQ and Build-up a municipal plot » Choose the plan Power Relay Station by Ruineworld

Link it to your grid! Do the same in all settlements. If you want Build up extra Generators! (As long as as you are sure to have 1k energy it should be fine)

Wait a few days

The quest should advance (if it doesn't upgrade the Power distribution room), then it's just a couple more steps for the ending of Chapter 2!

Still, having issues? Read more on the Wikia https://wiki.simsettlements2.com/gameplay/basics/hq

Or post here! But again I must enforce! Many of the current issues players are facing are caused by either load orders/mod conflicts or F4 engine itself
 
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ahh yes but no. i had nightmares with a mod doing similar things! The issue is More Feral Ghouls doesn't have decapitation/members blown off so killing one of those ghouls becomes.... well challenging! Sure I could use an energy gun but meh.....

atm using Random Encounter Manager by SKK - SKKRESystemManager_010
Turn the setting to Ghouls only and it works well
I'm dumb and i apologize, i never used More Feral Ghouls. A zombie mod. I'm using Zombie walkers+Black summer. Zombie walkers simulate Romero's zombies. For full desciption check the mod, it got an update on January '22.Because i've seen it in action it's much fun (and challenging) with the ghouls and not only them.You can dismember them and in case they have still their head they keep moving.Anyway i am sorry again for the misunderstanding. Cheers :drinks
 
What about the unofficial fallout 4 patch? Is that considered an overhaul to stay away from when playing a sim settlements 2 playthrough?
no that's not an overhaul in the sense it's just fixing issues with the base f4!
an overhaul its when base game mechanics are fully changed in a way that mods that depend on then cannot recognise then anymore
 
Hello,
My playthroughs tend to be fairly stable with little or no CTDs. My issue I am working on now is load screen times. If I fast-travel into or near Boston, my load times can be upwards of 5 minutes...sometimes with a black screen (no rotating image).
I use practically ALL of the SS2 add-on mods.
I have several workshop building mods (CVC, Kuro, Thematic, G2M, &c.). I do not think these are causing that issue.
For clothing, I use Grease Rat Garbs, Foxy factions, vulgar villains, and saucy settlers, Long-John replacer, raider leather replacer, Atom Glory threads. I am wondering if these are causing the slowness since I set them up to spawn on individuals in the world. I use CBBE and have the creation club t-shirt pack.As you can tell, I like different outfits.
For weapons, I use Ninas pipe gun replacer, pipe guns are still guns, and institute weapons damage increase.
I do not use World Space changes (that I know of).

Does anyone have any suggestions as to what may cause this issue?
 
Hello,
My playthroughs tend to be fairly stable with little or no CTDs. My issue I am working on now is load screen times. If I fast-travel into or near Boston, my load times can be upwards of 5 minutes...sometimes with a black screen (no rotating image).
I use practically ALL of the SS2 add-on mods.
I have several workshop building mods (CVC, Kuro, Thematic, G2M, &c.). I do not think these are causing that issue.
For clothing, I use Grease Rat Garbs, Foxy factions, vulgar villains, and saucy settlers, Long-John replacer, raider leather replacer, Atom Glory threads. I am wondering if these are causing the slowness since I set them up to spawn on individuals in the world. I use CBBE and have the creation club t-shirt pack.As you can tell, I like different outfits.
For weapons, I use Ninas pipe gun replacer, pipe guns are still guns, and institute weapons damage increase.
I do not use World Space changes (that I know of).

Does anyone have any suggestions as to what may cause this issue?
without a closer look at your load order/modlist its not easy. altho it all depends on your machine.
where do you have f4 installed etc.

For example, if you have a toon of ba2s for texture mods and you have f4 installed in a HDD it will lead to slow load times!
Same can be said for extensive load orders on HDD set up.
The other point is CPU and GPU hardware if you have an old CPU or GPU with a super mod load order with 4k mods etc... ya that won't help!
 
without a closer look at your load order/modlist its not easy. altho it all depends on your machine.
where do you have f4 installed etc.

For example, if you have a toon of ba2s for texture mods and you have f4 installed in a HDD it will lead to slow load times!
Same can be said for extensive load orders on HDD set up.
The other point is CPU and GPU hardware if you have an old CPU or GPU with a super mod load order with 4k mods etc... ya that won't help!
Hello,
I am at work now so I cannot access my load order....it isn't a large list (approx. 100 mods). I can reply with that later...My stats are...
NVIDIA GeForce RTX 2060
Intel core i7-10700F 2.9 gHz
16GB Ram
6GB vRam
Im running this PC through my TV (3840x2160) with game mode ON. Refresh rate is set to 30Hz.

If I recall, I installed FO4 on my D drive....Does Nexus set up on C drive? If this is a problem, how would I fix that?
 
Hello,
I am at work now so I cannot access my load order....it isn't a large list (approx. 100 mods). I can reply with that later...My stats are...
NVIDIA GeForce RTX 2060
Intel core i7-10700F 2.9 gHz
16GB Ram
6GB vRam
Im running this PC through my TV (3840x2160) with game mode ON. Refresh rate is set to 30Hz.

If I recall, I installed FO4 on my D drive....Does Nexus set up on C drive? If this is a problem, how would I fix that?
i mean HDD drive versus SSD. If you have the instal on a HDD it will take longer to load
anyway, with that setup it shouldnt be much of an issue so its either a poorly optimized load order or 2 many hd mods.
 
Hello,
I am at work now so I cannot access my load order....it isn't a large list (approx. 100 mods). I can reply with that later...My stats are...
NVIDIA GeForce RTX 2060
Intel core i7-10700F 2.9 gHz
16GB Ram
6GB vRam
Im running this PC through my TV (3840x2160) with game mode ON. Refresh rate is set to 30Hz.

If I recall, I installed FO4 on my D drive....Does Nexus set up on C drive? If this is a problem, how would I fix that?
If you installed FO4 on your D drive and you're unsure of if you're using a SSD or HDD (pre-built machine), most likely ur using a HDD, which has slower load times
 
Просто на голову!
Я уверен, что многие увидят, как Crime And Punishment и Gun For Hire от FlashyJoer были переизданы на Nexus!
Пистолет по найму . При использовании с дверным патчем, найденным на Нексусе, не должно быть так много проблем, если они вообще будут!
С другой стороны, Crime And Punishment — мод с очень тяжелым сценарием. очень похоже на сс2! Тем не менее, в какой-то момент это вызовет узкие места в сценариях даже при небольших порядках загрузки! Вы можете использовать Buffout и Baka Scrapheap , чтобы попытаться немного помочь движку F4, но я не советую устанавливать их вместе, если вы хотите иметь длительное прохождение!
Advanced Needs 76 , по словам Джо, этот мод гораздо менее эффективен, чем Crime and Punishment , поэтому он должен нормально работать вместе с SS2!
Тем не менее, еще раз, все зависит от вашего текущего порядка загрузки!


[Хорошие моды для запуска вместе с SS2]

С его помощью вы можете нанимать поселенцев, охранников, отряды, которыми вы можете командовать, чтобы защищать или выполнять квесты поселений за вас!

Мой список модов по запросу
https://docs.google.com/document/d/1xB9Lt44EVb7ZUNFaOA5PtUzMQzenws99JWfgOhl0xHM/edit?usp=sharing

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Не подскажете, как можно убрать (разобрать) анимационные маркеры (стучащие молотки) возле одного дома в Святилище? Кошмар какой-то, лом несовместим с сим 2, чисто и просто не совместим, отключение прекомбайнов несовместимо. Как убрать забивку (маркеры анимации работают)?
 
I'm having trouble with the How to HQ quest. I've gotten to the point where I need to start a cleaning project. I follow the prompts in the workshop and try to place down a command to start work, like I've seen people in walkthroughs do. But the issue I'm having is that it seems like the project is not registering, if I exit the workshop and reopen it the energy used has been refunded and nothing happens. If I spam many projects in the same place I occasionally get a prompt menu asked where to clean, which does nothing.

I've tried troubleshooting this on my own throughout the week, I've cleaned out alot of mods that seemed script heavy and I've also tried to deactivate mods to try and find the cause of the issue, but I haven't been able to find it. I have also struggled to find anyone with a similar problem to this but this thread seemed like the most relevant place to get suggestions.
 
I'm having trouble with the How to HQ quest. I've gotten to the point where I need to start a cleaning project. I follow the prompts in the workshop and try to place down a command to start work, like I've seen people in walkthroughs do. But the issue I'm having is that it seems like the project is not registering, if I exit the workshop and reopen it the energy used has been refunded and nothing happens. If I spam many projects in the same place I occasionally get a prompt menu asked where to clean, which does nothing.

I've tried troubleshooting this on my own throughout the week, I've cleaned out alot of mods that seemed script heavy and I've also tried to deactivate mods to try and find the cause of the issue, but I haven't been able to find it. I have also struggled to find anyone with a similar problem to this but this thread seemed like the most relevant place to get suggestions.
Are you sure its not cleaning it? I was also confused the 1st time around. i m currently unable to look it up but look it up here https://wiki.simsettlements2.com/gameplay/main-story/chapter2/How-to-HQ

If you don't manage to get it working upload your save here so me or someone else take a look
 
Are you sure its not cleaning it? I was also confused the 1st time around. i m currently unable to look it up but look it up here https://wiki.simsettlements2.com/gameplay/main-story/chapter2/How-to-HQ

If you don't manage to get it working upload your save here so me or someone else take a look
I am fairly certain it wasn't cleaning or progressing in any way during the tutorial. Unlike what I saw in some walkthroughs the quest didn't progress and the hologram cleaning dude eventually disappears.

I can report that I fixed it. It was either a full uninstall of campsite or updating SS2 from 2.0.2a to 2.0.2c.

I have now encountered the GNN entrance plot spawning bug that I've seen around in other threads, I'm still in the process of troubleshooting it. To be fair to the mod, I do have a large modlist.
 
Have you tried starting a new save and checking from there or you are still using the same save?
Well I have found the issue, the settlement beacon is not broadcasting( and yes there was power), so no message no Jake. Trying find out where the problem lies. I have tried a new game, reloaded SS2 and all the requirements from nexus, then deleted when this did not help, and loaded it again with the same issue when I got it from the Mod page. The journey continues.
 
Well I have found the issue, the settlement beacon is not broadcasting( and yes there was power), so no message no Jake. Trying find out where the problem lies. I have tried a new game, reloaded SS2 and all the requirements from nexus, then deleted when this did not help, and loaded it again with the same issue when I got it from the Mod page. The journey continues.
disable all other mods and try just with the base ss2 required mods. if even that doesn't work then the problem lies somewhere within the load order
 
MM Squads didn't cause me issues so far! Altho sadly you cant send the Squads to deal with the Gunner-specific attacks when you reach that point in the SS2 storyline!
Lima detachment I haven't found any issue yet but to be honest I haven't started the questline on an ss2 save. (but since almost localizations are added by the mod/outside the commonwealth) from what I saw on Fo4EDIT it seems safe
Two notes here.First MM squads are awesome as long as you have a minimum number of the Alpha squad following you,i preferrably have 3 and that's because it's frustrating in interior areas (and i'm using "move (get out of the way)" mod for this).As for the attack on the Gunners Plaza why you're saying you can't attack with the squad ? The quest doen't let you or you can't finish it ? I also noticed that you can't finish the Vault 88 quest with the Vault cure when you have the squad with you,i've tried 3-4 times to say the least,i always freeze in the elevator when i'm going to give the cure.Just keep that in mind.
And second i want to start Lima detachment mod after i'm done with the "How to HQ" but in the description of the mod it says after you finish the quests you get a bunker next to Sanctuary,isn't that an issue if you've built a city plan there (according to the forums tips)?
 
Two notes here.First MM squads are awesome as long as you have a minimum number of the Alpha squad following you,i preferrably have 3 and that's because it's frustrating in interior areas (and i'm using "move (get out of the way)" mod for this).As for the attack on the Gunners Plaza why you're saying you can't attack with the squad ? The quest doen't let you or you can't finish it ? I also noticed that you can't finish the Vault 88 quest with the Vault cure when you have the squad with you,i've tried 3-4 times to say the least,i always freeze in the elevator when i'm going to give the cure.Just keep that in mind.
And second i want to start Lima detachment mod after i'm done with the "How to HQ" but in the description of the mod it says after you finish the quests you get a bunker next to Sanctuary,isn't that an issue if you've built a city plan there (according to the forums tips)?
Good feedback.
I personally don't use them as companions except for the big fights.
Since I always have piper/ada and dogmeat with me they are enough.

As for them getting in the way you can use https://www.nexusmods.com/fallout4/mods/20353 and https://www.nexusmods.com/fallout4/mods/4062

As for attacking the plaza with them ... did I said that? anyway, you can at least I did once and worked. I might have found a bug or issue afterwards that I m not recalling now

The bunker is by the river so it should be safe(don't quote me on that)
 
Good feedback.
I personally don't use them as companions except for the big fights.
Since I always have piper/ada and dogmeat with me they are enough.

As for them getting in the way you can use https://www.nexusmods.com/fallout4/mods/20353 and https://www.nexusmods.com/fallout4/mods/4062

As for attacking the plaza with them ... did I said that? anyway, you can at least I did once and worked. I might have found a bug or issue afterwards that I m not recalling now

The bunker is by the river so it should be safe(don't quote me on that)
"Altho sadly you cant send the Squads to deal with the Gunner-specific attacks when you reach that point in the SS2 storyline!" I thought you meant the attack on Gunners Plaza to take over. The mod you recommended i have my doubts about the bugs they say so i will skip it for now since i already have the other mod i mentioned about. As for the Lima Detachment i will let you know about the bunker. Through trial and error :suicide2.Anyway thank you for the reply, really appreciate it :good
 
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