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Guideline how to set up and finish chapter 2

Tarkkh

Well-Known Member
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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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Minutement (Radiant) Squads looks interesting but 17 bug reports is a bit off-putting (plus it looks like it's discontinued). I don't know if that's just people not installing the mod properly. Since you've recommended it, I'm guessing you're not experiencing any bugs with it?
 
Nice guide, thanks for it, it may come in handy for me, as it has been useful for others already! Also, same thought about the difficulty of diseases and stuff at the beginning, it's really painful.
Though I disagreed with one thing here:
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.
I use Subversion mod and I ended Fallout 4's main quests with an alternate end, because I feel like vanilla ends are worse than unsatisfying and this is about the only proper way to end that story lol, and it seems like it does work fine with Sim Settlements 2! Except Subversion, I don't have mods that have a big impact on the game. But I must say Subversion is totally okay, so far I didn't see any conflict with SS2.
 
Nice guide, thanks for it, it may come in handy for me, as it has been useful for others already! Also, same thought about the difficulty of diseases and stuff at the beginning, it's really painful.
Though I disagreed with one thing here:

I use Subversion mod and I ended Fallout 4's main quests with an alternate end, because I feel like vanilla ends are worse than unsatisfying and this is about the only proper way to end that story lol, and it seems like it does work fine with Sim Settlements 2! Except Subversion, I don't have mods that have a big impact on the game. But I must say Subversion is totally okay, so far I didn't see any conflict with SS2.
Thank you for your feedback!
Yes Subversion shouldn't be of an issue currently!..... and Currently is the word!
From what I hear chapter 3 will be also linked to end game so.... will see how it goes ^^


Minutement (Radiant) Squads looks interesting but 17 bug reports is a bit off-putting (plus it looks like it's discontinued). I don't know if that's just people not installing the mod properly. Since you've recommended it, I'm guessing you're not experiencing any bugs with it?
There's def some things you must do (set them as essential from their SL menu is one of the things. even if that breaks immersion!
If you have a squad always with you ... them that squad can be mortal for immersion proposes!
Other than that... i didn't had other issues (there's the voice ones some times males have female voices)

But ya overall its a great mod
 
Also, make sure you do the minutemen the brotherhood or the railroad quest lines!
Restarted FO4/SS2 at Chapter 1 and have had very few problems. (Thanks as always to KG et al) After some research, it appears factional allies are helpful to the Chapter 2 assault on GNN (End of the Beginning quest). Regarding, the "recruit some allies (if you have joined other factions)" in the War is Good for Business quest, several threads discuss problems with various factions showing-up for the assault. Any suggestions regarding the "least bugged" faction to join?
Thank you.
 
Restarted FO4/SS2 at Chapter 1 and have had very few problems. (Thanks as always to KG et al) After some research, it appears factional allies are helpful to the Chapter 2 assault on GNN (End of the Beginning quest). Regarding, the "recruit some allies (if you have joined other factions)" in the War is Good for Business quest, several threads discuss problems with various factions showing-up for the assault. Any suggestions regarding the "least bugged" faction to join?
Thank you.
i did it once with Brotherhood/MM and CPD the other times I did just with MM and CPD
 
Have you tried starting a new save and checking from there or you are still using the same save?
UPDATE" What I found out that the beacon was not transmitting. So Jake is not hearing the broadcast, so he will not spawn. Found a SS2 add on pack hiding in my Load Order that was incompatible with SS2. Too tired(burned out) for the moment to try a 4th attempt at a playthrough to see if it was it. I will update you when I get back on. But do check if you are broadcasting via your pip boy.
 
UPDATE" What I found out that the beacon was not transmitting. So Jake is not hearing the broadcast, so he will not spawn. Found a SS2 add on pack hiding in my Load Order that was incompatible with SS2. Too tired(burned out) for the moment to try a 4th attempt at a playthrough to see if it was it. I will update you when I get back on. But do check if you are broadcasting via your pip boy.
all ss2 addon packs should be compatible with ss2
Do you mean ss1?

Glad you found out but give us all info so we can add it to our notes and help further individuals who might run across the same issue
 
are you sure the plugins are enabled
Are you using all the req mods
Send us your plugins and load order
All was required was on, however in my plugin there was one highlighted there for SS2 expended.
"SS2_XPAC-Chapter2.esm plugin is missing Masters(?)"
Please tell me this is not the issue...
 
can anyone explain to me how does "scrap logistics" works? and how to increase it? I literally don't understand what it is

Logistics Department​


  • The Logistics Department is in charge of coordinating supplies for HQ, maintaining relationships with traders, and keeping communications running.
  • In addition, Logistics manages caravans for HQ, so the more Logistics staff HQ has, the more scrap and food can be used each day by HQ for various projects.
  • The Logistics Department uses the combined Endurance of its staff to determine how much work it can do each day.

    coordinate.png
    Coordinate​

    • The Logistics Department can set up a Supply Agreement with an allied settlement that has Caravan Services or Power Transfer available.
    • A Supply Agreement allows HQ access to the surplus resources of that settlement. In addition, each Supply Agreement increases the HQ's maximum capacity of Scrap and Supplies that can be handled by Logistics staff.
    • Under Coordinate, you can:
      a. Create a Supply Agreement
      b. Sever a Supply Agreement

 

Logistics Department​

  • The Logistics Department uses the combined Endurance of its staff to determine how much work it can do each day.

I only experience losing scrap logistics after construction, but never refreshing any, is there something wrong with it?
 
Sorry if this is the wrong place to ask this but how does one get the CPD to join the battle? I've gone through their storyline up to, and including, dealing with the Butcher. Everyone is enjoying their new HQ but aside from remarking on how awesome it is there's no new dialogue. I had to use a console command to get the Judge there, so that may have had an effect, but ya. Am I missing something?
 
Sorry if this is the wrong place to ask this but how does one get the CPD to join the battle? I've gone through their storyline up to, and including, dealing with the Butcher. Everyone is enjoying their new HQ but aside from remarking on how awesome it is there's no new dialogue. I had to use a console command to get the Judge there, so that may have had an effect, but ya. Am I missing something?
you have to do all their quests. once you do then you can do the base storyline https://wiki.simsettlements2.com/gameplay/main-story/chapter2/War-is-Good-for-Business
Once you get this quest go to Simon and ask him for help
 
you have to do all their quests. once you do then you can do the base storyline https://wiki.simsettlements2.com/gameplay/main-story/chapter2/War-is-Good-for-Business
Once you get this quest go to Simon and ask him for help
I've gotten the quest to recruit my allies and have already recruited the RR, the Minutemen, and the Nightingales. But I made the mistake of not becoming a detective until after that miscellaneous quest had popped. So it was a few more IRL days of CPD quests before I got the quest line done. Meanwhile, my other allies are just handing out waiting for me to get there.

To be clear, I haven't met my allies yet prior to the battle starting. I went and checked to make sure they were there, then reloaded so I didn't screw with everything. The CPD is the only one that I'm missing and can't even get the dialogue to ask. Do I need to do their fetch quests as well (the skull, etc)?
 
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