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HOT TAKE, HQ is too much for casual players

Russ0612

Active Member
Messages
318
I thought adding the ASAM was meant to make me as a relatively casual and lore-focusing player a bit easier on building settlements to I have to build each wall. With a nice touch of having different and cool settlers in your settlement and with a well-made questline backing up the legitimacy of the ASAM.

Now with this GNN HQ design, it is 10 times more complicating than the vanilla game, I think this defiles the original purpose of this mod to the point all we see in this forum is basically players teaching others how to get some basic things with the HQ.
However I love the CPD concept added in though, it gives more quest and more interesting things happening in the Commonwealth indeed. I also still love chapter 2's story with the gunners making them not only just a "stronger" raider just like the super mutants.

But yes, my hot take please don't flame me too hard guys, what do you guys think both the player and the modders?
 
I agree. I'm not sure if it was the bugs or actually hard though. It became very grindy to be honest. The benefits i guess to doing it will be in chapter 3?
 
I do like the idea of the HQ system on paper, but I have to admit, in practice it can be pretty unintuitive and even a bit frustrating. I think I would have preferred it if the gunners plaza was more of a normal settlement, just with some unique build pieces to make it the HQ.
 
I think one of the reasons is because you cant actually interact with it much after or change anything once it's done. To me, it looks more like a hotel than a HQ for the most part with way too many people wandering around. It's not very useful though.
 
I think one of the reasons is because you cant actually interact with it much after or change anything once it's done. To me, it looks more like a hotel than a HQ for the most part with way too many people wandering around. It's not very useful though.
I'm currently stuck with the build a living quarters without enough facility energy, do you know how to fix that? and is there any more quest after that? also I would love to know how to skip the thing, I'm bumping my head to the wall at this point
 
I do like the idea of the HQ system on paper, but I have to admit, in practice it can be pretty unintuitive and even a bit frustrating. I think I would have preferred it if the gunners plaza was more of a normal settlement, just with some unique build pieces to make it the HQ.
I would rather have it like an automatically upgrading HQ like whenever you go back to the place (since they know how to do it with the ASAM already, I don't see why they can't do the same), also how to erase gunner marking all over the place.
 
I think one of the reasons is because you cant actually interact with it much after or change anything once it's done. To me, it looks more like a hotel than a HQ for the most part with way too many people wandering around. It's not very useful though.
come to think about it, wait that's actually a PRETTY cool idea! just to make it a place where you can get a lot of caps, and a place where you have the special settlers gathers at. Make like 5-10 NPCs for the registry, cleaning and guarding the place, with a caravan service help to collect scrap using Mark I beacons
 
I'm currently stuck with the build a living quarters without enough facility energy, do you know how to fix that? and is there any more quest after that? also I would love to know how to skip the thing, I'm bumping my head to the wall at this point
I am currently training up two settlers to 10 STR, putting 5 pieces of Fortified armor on them for 5 more, then sending them to HQ to get enough Facilities Energy. Cleaning up the HQ to pass the time
 
I am currently training up two settlers to 10 STR, putting 5 pieces of Fortified armor on them for 5 more, then sending them to HQ to get enough Facilities Energy. Cleaning up the HQ to pass the time
wait how to send settlers to the place? can you teach me? I pressed "R" for sending to settlements and yet I can't find the option of GNN
 
You just activate the settlers. The dialogue options will include Work at HQ?
 
Should be getting the following dialogue options:
  • SOMETHING ELSE
  • WORK AT HQ
  • NEVERMIND
  • TRADE
 
Should be getting the following dialogue options:
  • SOMETHING ELSE
  • WORK AT HQ
  • NEVERMIND
  • TRADE
mine is still the same as the vanilla game, and I don't want to lose my 3 days long save file, AND that basically sums up the reason I post this thread that this thing is too complicated, now my save is basically dead with anything related to this mod? CPD and Concord and main HQ all three of them I cannot proceed
 
If you have completed the How to HQ tutorial quest, and have the objective recruit 15 settlers for HQ, then you should have the Work at HQ.
if you are past the tutorial, and you don't have that dialogue option, then I suspect a mod conflict.
 
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If you have completed the How to HQ tutorial quest, and have the objective recruit 15 settlers for HQ, then you should the Work at HQ.
if you are past the tutorial, and you don't have that dialogue option, then I suspect a mod conflict.
oh, I see, but my question is during "building a living quarter" I have facility power of only 47/60, so I'm stuck with that tutorial already and I don't know how to proceed? you can see one of them suggest finding a settler but yea I can't since I'm not even finishing my tutorial, that's why I said I have zero clue how to continue the quest.
 
oh, I see, but my question is during "building a living quarter" I have facility power of only 47/60, so I'm stuck with that tutorial already and I don't know how to proceed? you can see one of them suggest finding a settler but yea I can't since I'm not even finishing my tutorial, that's why I said I have zero clue how to continue the quest.
I’m in the exact same predicament. Facilities Energy (which I gather is the total str of all facilities personnel) adds up to 47 and 60 is needed. Personally I think MALA should have a str of 7 to 10 but only has 1 for me.
 
I’m in the exact same predicament. Facilities Energy (which I gather is the total str of all facilities personnel) adds up to 47 and 60 is needed. Personally I think MALA should have a str of 7 to 10 but only has 1 for me.
yup, IDENTICAL to my problem, even though this was meant to be a suggestion thread but, this now all comes together as I mentioned at first, just everyone teaching each other how to use the HQ with spending a REDICULOUS time on it.
 
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