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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’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.
Have you updated WSFW, SS2, and SS2 Chapter 2?
 
Have you updated WSFW, SS2, and SS2 Chapter 2?
Yes everything was updated to the latest hot fix.
as a side note since it was related to the collective NPC strength value of the facilities team. I found MALA and used the setav strength console command to bump her strength to something more befitting a robot capable of lifting all the ju… I mean resources she had to carry in chapter one. I was able to continue after that.
 
Wait, is MALA is supposed to be in the HQ around the same time as Mansfield arrives?
Yes, MALA should be your default "laborer" working in that department. Her STRENGTH stat is (supposed to be) quite good so she's good in that department.
 
Yes, MALA should be your default "laborer" working in that department. Her STRENGTH stat is (supposed to be) quite good so she's good in that department.
Speaking of MALA, it got this weird T-posing when I first met it before activated, is that only me or everyone else?
 
Just finished Chapter 2 and I agree that the HQ just ruined my mood for the last few days because of how grindy and complex it was. I didn't realize that you needed the HQ to finish the Chapter 2 storyline and thought it was optional at first. Found out that wasn't the case, so I've done nothing but work on the HQ for two (IRL) days straight.

Part of the irritation was because of how glitchy it was at times, but that's to be expected with how new the Chapter is. But even when it wasn't glitchy, it was irritating to all high heck.

The storyline itself and the characters are amazing, which is why I kept pushing through the "Commonwealth Rising" quest line at all. But if the storyline and characters weren't as good as they are, I'd probably have stopped playing at all till Chapter 3 or completely avoided the HQ like a plague.

A few of the primary issues, I felt that make the HQ feel as grindy as it is are;
  • It's not very user friendly, even with the tutorial you end up stuck with trial and error, which results in you inflating your HQ with bad settlers.
  • Devs do their best, but forums aren't very reliant question wise, so you can get stumped for days at a time because of the complexity.
  • The S.P.E.C.I.A.L. system is cool on paper, but for casual people it makes it extremely hard to progress the story.
  • Adding onto the last point, even if you do every side story to get S.P.E.C.I.A.L. settlers it's no guarantee they'll have the stats you need, adding to the grind.
These are just the four I have off the top of my head and are the big issues that I had personally when trying to finish the quest.

[EDIT]:
An idea for a possible fix in Chapter 3 or something, but maybe having an option for your character to hand off production in the HQ to one of the other characters? It'd probably be difficult to code, but having it so if you hand it off, then the HQ would instead progress with your quest progression would be cool and if you need to do something with the HQ for the story, have an occasional thing like that. Then if you do take control of the HQ still via another dialogue option, players who enjoy the HQ things can still work on the HQ off to the side.
 
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Just finished Chapter 2 and I agree that the HQ just ruined my mood for the last few days because of how grindy and complex it was. I didn't realize that you needed the HQ to finish the Chapter 2 storyline and thought it was optional at first. Found out that wasn't the case, so I've done nothing but work on the HQ for two (IRL) days straight.

Part of the irritation was because of how glitchy it was at times, but that's to be expected with how new the Chapter is. But even when it wasn't glitchy, it was irritating to all high heck.

The storyline itself and the characters are amazing, which is why I kept pushing through the "Commonwealth Rising" quest line at all. But if the storyline and characters weren't as good as they are, I'd probably have stopped playing at all till Chapter 3 or completely avoided the HQ like a plague.

A few of the primary issues, I felt that make the HQ feel as grindy as it is are;
  • It's not very user friendly, even with the tutorial you end up stuck with trial and error, which results in you inflating your HQ with bad settlers.
  • Devs do their best, but forums aren't very reliant question wise, so you can get stumped for days at a time because of the complexity.
  • The S.P.E.C.I.A.L. system is cool on paper, but for casual people it makes it extremely hard to progress the story.
  • Adding onto the last point, even if you do every side story to get S.P.E.C.I.A.L. settlers it's no guarantee they'll have the stats you need, adding to the grind.
These are just the four I have off the top of my head and are the big issues that I had personally when trying to finish the quest.

[EDIT]:
An idea for a possible fix in Chapter 3 or something, but maybe having an option for your character to hand off production in the HQ to one of the other characters? It'd probably be difficult to code, but having it so if you hand it off, then the HQ would instead progress with your quest progression would be cool and if you need to do something with the HQ for the story, have an occasional thing like that. Then if you do take control of the HQ still via another dialogue option, players who enjoy the HQ things can still work on the HQ off to the side.
yea it is a pretty common experience for all of us man
 
Just finished Chapter 2 and I agree that the HQ just ruined my mood for the last few days because of how grindy and complex it was. I didn't realize that you needed the HQ to finish the Chapter 2 storyline and thought it was optional at first. Found out that wasn't the case, so I've done nothing but work on the HQ for two (IRL) days straight.

Part of the irritation was because of how glitchy it was at times, but that's to be expected with how new the Chapter is. But even when it wasn't glitchy, it was irritating to all high heck.

The storyline itself and the characters are amazing, which is why I kept pushing through the "Commonwealth Rising" quest line at all. But if the storyline and characters weren't as good as they are, I'd probably have stopped playing at all till Chapter 3 or completely avoided the HQ like a plague.

A few of the primary issues, I felt that make the HQ feel as grindy as it is are;
  • It's not very user friendly, even with the tutorial you end up stuck with trial and error, which results in you inflating your HQ with bad settlers.
  • Devs do their best, but forums aren't very reliant question wise, so you can get stumped for days at a time because of the complexity.
  • The S.P.E.C.I.A.L. system is cool on paper, but for casual people it makes it extremely hard to progress the story.
  • Adding onto the last point, even if you do every side story to get S.P.E.C.I.A.L. settlers it's no guarantee they'll have the stats you need, adding to the grind.
These are just the four I have off the top of my head and are the big issues that I had personally when trying to finish the quest.

[EDIT]:
An idea for a possible fix in Chapter 3 or something, but maybe having an option for your character to hand off production in the HQ to one of the other characters?
It'd probably be difficult to code, but having it so if you hand it off, then the HQ would instead progress with your quest progression would be cool and if you need to do something with the HQ for the story, have an occasional thing like that. Then if you do take control of the HQ still via another dialogue option, players who enjoy the HQ things can still work on the HQ off to the side.
Yeah sort of like a city plan but for HQ so an HQ-plan?
 
My biggest gripe with the HQ is that upgrades take only a single day at first and we can't schedule tasks in advance, then come back a week later. Things progress at the rate we manage to visit the HQ rather than depending on the size and skill of the workforce, it makes the leadership of every department seem rather useless. We do have this two-way radio upgrade which doesn't seem to do anything yet, at least I haven't found any use for it.
 
We do have this two-way radio upgrade which doesn't seem to do anything yet, at least I haven't found any use for it.
I have been wondering the same thing; it didnt even work for me for the points in the questline where its like "call Jake on the radio or just go talk to him". The dialog with your Department Heads is otherwise just fluff.
Feels like "for future use" stuff, like the one optional objective to send the Security department to kill those ghouls (or just do it yourself) - that entire sub mechanic is otherwise unused.
 
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I have been wondering the same thing; it didnt even work for me for the points in the questline where its like "call Jake on the radio or just go talk to him". Feels like "for future use" stuff, like the one optional objective to send the Security department to kill those ghouls (or just do it yourself) - that entire sub mechanic is otherwise unused.
I do wish they can do the skip the tutorial again? just like ASAM (that tutorial is buggy too)
 
My biggest gripe with the HQ is that upgrades take only a single day at first and we can't schedule tasks in advance, then come back a week later. Things progress at the rate we manage to visit the HQ rather than depending on the size and skill of the workforce, it makes the leadership of every department seem rather useless. We do have this two-way radio upgrade which doesn't seem to do anything yet, at least I haven't found any use for it.

Agreed there, one of the things I was thinking for that. Is similar to the Settlements, having a notification that tells us when upgrades are done in advance and being able to set up things so they'll get done once work force space is available. Similar to the ASAM plots that start building once you have materials at your disposal.

It'd make things way smoother.
 
My biggest gripe with the HQ is that upgrades take only a single day at first and we can't schedule tasks in advance, then come back a week later. Things progress at the rate we manage to visit the HQ rather than depending on the size and skill of the workforce, it makes the leadership of every department seem rather useless. We do have this two-way radio upgrade which doesn't seem to do anything yet, at least I haven't found any use for it.
Especially since we went on a
to a vault
to hire an experience 'right hand man' Administrator for our new HQ.
 
This mod may fix the MALA bug for some. https://www.nexusmods.com/fallout4/mods/50277 Or you can 'setav strength 20' via console...or whatever stat you want.

Pretty sure MALA's default strength is either 14 or 15. If MALA is getting weak 1 stats, that would explain why facility energy isn't enough for people despite there being the proper amount of staff.
 
My HQ shows zero scrap and zero scrap
Logistics. I can’t build anything. I am unsure how to resolve these issues.
 
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Once the HQ is working properly I’m sure I’ll love it, I would agree with a simple or auto option for players that don’t want to mess with it, but I like the facility management and all that stuff (when it works.) if they removed it or simplified it I would be very disappointed.
 
Once the HQ is working properly I’m sure I’ll love it, I would agree with a simple or auto option for players that don’t want to mess with it, but I like the facility management and all that stuff (when it works.) if they removed it or simplified it I would be very disappointed.
^^^^ this, please ^^^^
 
Once the HQ is working properly I’m sure I’ll love it, I would agree with a simple or auto option for players that don’t want to mess with it, but I like the facility management and all that stuff (when it works.) if they removed it or simplified it I would be very disappointed.
Oh I do love it. It’s an amazing mod. I started another fallout 4 play though just because of this update. Basically it’s a DLC. Does anyone know where or how to increase scrap logistics?
 
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