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HQ 2.0 Public Beta available now!

kinggath

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IMPORTANT:

Any of you who tested with one of these builds - highly recommend you roll back to a pre-beta save after you update to the live version of patch 2.2.0 that was released today (07/22/22). There were minimal changes between build 23 and what I released today - so if you were in one of the last couple beta builds it might be fine - but just be wary if things start going off the rails - that might be why.


Update: 07/21/22: Build 23 of the beta is now available!
Update: 07/20/22:
Build 22 of the beta is now available!
Update: 07/19/22:
Build 21 of the beta is now available!
Update: 07/16/22:
Build 20 of the beta is now available!
Update: 07/14/22:
Build 19 of the beta is now available!
Update: 07/13/22:
Build 18 of the beta is now available!
Update: 07/12/22:
Build 17 of the beta is now available!
Update: 07/11/22:
Build 16 of the beta is now available!
Update: 07/10/22:
Build 15 of the beta is now available!
Update: 07/08/22: Build 14 of the beta is now available!
Update: 07/06/22: Build 13 of the beta is now available!

I'm super excited to share the first public beta of the 2.2.0 patch of SS2 which primarily features a big upgrade to the HQ gameplay!

The dream of HQ is for it to play as a management sim where you can live out the fantasy of running your own faction. You decide who to recruit, what your headquarters will look like, what departments to focus on, and what sorts of activities your people will do. The 2.2.0 patch makes that possible, by filling in important missing gameplay elements, but there are a few things we need to complete the vision.

1. Addon authors! We need any of you in the community inspired by the idea of HQ to help flesh out the options for alternate designs so everyone can customize HQ to match their own ultimate headquarters. A beta version of the toolkit is available upon request (just DM me) - with a full release version of the toolkit releasing close to when this patch leaves beta and goes live.
2. Heavy Testing! That's what today's public beta is all about. I want to launch this thing with the major kinks worked out. The system is already so complex, we don't need bugs making it more confusing. Please report anything you find - I can't guarantee I'll be able to solve everything in the short term, but I can only take a crack at the things I've got information on!
3. Chapter 3! Some of the content for HQ is coming in Chapter 3 to help with feeling like you're in control of a faction, so even beyond what you experience in HQ 2.0, we've got more coming!


Before you dive in to playing the beta, please read the following - will hopefully save you some heartache later!

  • This is a beta, so if you use this on your live save for testing, assume you will likely need to roll back to your previous save after this goes live.
  • Includes updates to Workshop Framework, SS2, Chapter 2, and SS2 Extended.
  • Currently PC only, though I will likely post on Xbox in a day or two.
  • Report all issues as responses to this thread, and tag me in them with an @kinggath so I'm sure to get a notification. I want to avoid having threads pop-up all over that are only related to this beta confusing other players.
  • If you have gameplay questions about HQ, please post them here. We'll use that thread to try and flesh out the Wiki some more between now and release of the patch.

Download Public Beta here. (Highly recommend you click "Watch" on this post if you are downloading so you'll see if I update with a replacement build!)
Full patch notes here.

There are a few more things on the wishlist for release with 2.0, some of them will make it in time, others will come out in future patches. So if there's something missing in here you've heard me speak about that aren't here yet, they likely are just on my enhancement list for a future update.

-kinggath
 
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This is not related to "HQ2.0" directly, but it's something new to this update. I had a save parked just after the Battle for GNN, I'm doing the "tutorials" for HQ right now, and I'm up to "go talk to Stodge to set up the first supply line" stage.
When I fast traveled to Sunshine (where I have that group located), Stodge sprinted past me. I've been standing here checking the arrow on my pipboy every few minutes; he ran all the way to Concord and then started heading south, he's now passing by Greygarden. Where the heck is he going? In this save, Hubert was made Mayor of that group - why doesn't it send me to talk to HIM?

EDIT: Ok he stopped about where he was in that screenshot, then turned around and went back along the path he'd taken to get there, running the whole time. And then once he made it back to the Sunshine Workbench, Theresa just appeared next to him. What.
 

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Delicious!!! Yesterday I just broke into Gunners Plaza and decided to wait for the update to come out. I'll be on vacation and having so much fun!
Thanks to the entire team at Sim Settlements. No exaggeration, this is one of the top 10 greatest mods of all time!!:dance2:yahoo
 
I have two previous SS2 Chapters 1 & 2 games with numerous saves that each had a modest amount of game time at/with the HQ. In my second game, I made it part-way through Is There A Doctor In the House before stopping due to various HQ issues. For testing purposes, what would be the best starting point relative to the Main Story quests? @kinggath
 
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Alright I actually have a couple incredibly minor issues already. I haven't gotten stuck into everything properly yet
After completing that new sidequest and using the new thing, my Pipboy's Map tab now has the 'satellite image' behind it showing as incredibly faint. (compare Screenshot43 to the image in my previous post in this same thread; I am being deliberately vague about what that actually is to not spoil it for anyone else just yet because how in the heck did you even pull that off)
Additional note: After a second use of that new functionality outside the 'tutorial', my pipboy's map now looks like ScreenShot44.
Quicksave/Quickload resets the map back to what it's meant to look like.

Also, the "Vitomatic shows people's departments in HQ" is working, however... it's showing everyone as living in Sunshine Tidings for some reason, as Aiden is demonstrating in ScreenShot41. That isn't my "main" settlement nor is it the one I was at immediately prior to taking that screenshot, however it is the one Stodge And Company are at and thus the one that was used for the Supply Agreement Tutorial...

Tagging @kinggath as requested.
 

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Went back to before I captured GNN, downloaded and sintalled the beta and am doing a fresh playthrough. Just about to start recruiting more staff, but I've hit a minor bug. My new quarters have been fitted, but not cleaned (see screeenshot). They were fine in the previous playthrough.ScreenShot3.png
 
This is not related to "HQ2.0" directly, but it's something new to this update. I had a save parked just after the Battle for GNN, I'm doing the "tutorials" for HQ right now, and I'm up to "go talk to Stodge to set up the first supply line" stage.
When I fast traveled to Sunshine (where I have that group located), Stodge sprinted past me. I've been standing here checking the arrow on my pipboy every few minutes; he ran all the way to Concord and then started heading south, he's now passing by Greygarden. Where the heck is he going? In this save, Hubert was made Mayor of that group - why doesn't it send me to talk to HIM?

EDIT: Ok he stopped about where he was in that screenshot, then turned around and went back along the path he'd taken to get there, running the whole time. And then once he made it back to the Sunshine Workbench, Theresa just appeared next to him. What.
I've not tried this update, but I have seen Stodge bolt away from me when I show up to talk about supply lines. It may not be related to this beta.
 
Hi! Downloading now - good timing. Finished almost every quest and other mods in current game, finally started up Jake's initial quests. I'll see what might be broken after playing through everything
 
I have two previous SS2 Chapters 1 & 2 games with numerous saves that each had a modest amount of game time at/with the HQ. In my second game, I made it part-way through Is There A Doctor In the House before stopping due to various HQ issues. For testing purposes, what would be the best starting point relative to the Main Story quests? @kinggath
I don't know if it works for you but one of the team members advised me to start the new update after the end of "End of the Beginning"
 
I don't know if it works for you but one of the team members advised me to start the new update after the end of "End of the Beginning"
Thanks - I can do that with my second game (BoS). Need to find the correct save.

PS: found a BoS save at the beginning of Moving Day where I need to enlist Mansfield.
 
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An additional note: the new "repeatable task" in the Facilities Department says it will auto-rerun every day until canceled, but it only ran once then didn't auto-restart. There was definitely sufficient resources to pay for it to run again.

And unrelated, just praise/somewhat of a tip: I'm glad one of the "Policies" you can set Admin Department to do is to actually pay your dudes, with both a baseline and a "scaling based off stats" option (the scaling one adds +20% to the Energy of every Department too! Strategic decisions! Plus the irony that the best paid worker in my HQ right now is STRONG is amusing.)
 
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Loving the new additions to the HQ system, particularly building up the exterior defenses and the admin projects making the staff more productive (training days, etc.). Encountered a couple of bugs so far:

Recruiting - One of more of the HQ projects appears to be disabling the ability to assign people to HQ. I can initiate the dialog to send them there from one of my settlements ("How would you like to come work for me?" etc) but when the selection menu pops up, there is nowhere to send them (usually says GNN). I believe it is one of the HQ exterior defense upgrades but haven't narrowed down which one specifically yet.

Additional Info: Having trouble recreating this one with the exterior defense projects as I initially indicated. However, I am able to recreate it by starting the Security project "Patrol Eastern Perimeter". After starting that project, I am unable to assign people to HQ from my settlements and in some cases the Logistics and Facility energy counts change for no apparent reason.

GNN Selection Missing.png

Rear Dome - The rear dome (south end) of the GNN building is now transparent and most of the GNN building is missing when looking through it. This happens before creating any of the rooftop defenses.

Rear Dome.png

Ladder - The ladder to the Power Armor station on top of the rooftop barracks is not functional. It appears to have the wrong activation attached to it (says "Open" or "Close"). The ladder in the front the GNN building (created by one of the new facilities projects) does function properly.

Rear Barracks Ladder.png
 
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This is not related to "HQ2.0" directly, but it's something new to this update. I had a save parked just after the Battle for GNN, I'm doing the "tutorials" for HQ right now, and I'm up to "go talk to Stodge to set up the first supply line" stage.
When I fast traveled to Sunshine (where I have that group located), Stodge sprinted past me. I've been standing here checking the arrow on my pipboy every few minutes; he ran all the way to Concord and then started heading south, he's now passing by Greygarden. Where the heck is he going? In this save, Hubert was made Mayor of that group - why doesn't it send me to talk to HIM?

EDIT: Ok he stopped about where he was in that screenshot, then turned around and went back along the path he'd taken to get there, running the whole time. And then once he made it back to the Sunshine Workbench, Theresa just appeared next to him. What.
So this is a side effect of a fix I put in for sometimes Stodge wasn't speaking to folks. I made it so now Theresa and Stodge run towards each other and then head to the workbench in whatever settlement Stodge was in. That way they would be together for the moment the player needed to trigger the conversation. I should probably just switch to teleporting them both since the AI is so janky in this game....
 
I have two previous SS2 Chapters 1 & 2 games with numerous saves that each had a modest amount of game time at/with the HQ. In my second game, I made it part-way through Is There A Doctor In the House before stopping due to various HQ issues. For testing purposes, what would be the best starting point relative to the Main Story quests? @kinggath
If you were going to spin up a new save, or find an old one, I'd say best spot would be right after you take Gunner's Plaza, but before Jake calls you back and shows you the Comm Array.
 
Alright I actually have a couple incredibly minor issues already. I haven't gotten stuck into everything properly yet
After completing that new sidequest and using the new thing, my Pipboy's Map tab now has the 'satellite image' behind it showing as incredibly faint. (compare Screenshot43 to the image in my previous post in this same thread; I am being deliberately vague about what that actually is to not spoil it for anyone else just yet because how in the heck did you even pull that off)
Additional note: After a second use of that new functionality outside the 'tutorial', my pipboy's map now looks like ScreenShot44.
Quicksave/Quickload resets the map back to what it's meant to look like.

Also, the "Vitomatic shows people's departments in HQ" is working, however... it's showing everyone as living in Sunshine Tidings for some reason, as Aiden is demonstrating in ScreenShot41. That isn't my "main" settlement nor is it the one I was at immediately prior to taking that screenshot, however it is the one Stodge And Company are at and thus the one that was used for the Supply Agreement Tutorial...

Tagging @kinggath as requested.
Fixed the Vitomatic issue for next build.

The map is very odd, and I haven't replicated it yet. Guessing the game doesn't like the teleporting you out of that cell when your map is showing, but it's odd that I can't replicate it. Do you have any pipboy altering mods? Or perhaps a mod altering the swf files the pipboy uses?
 
Went back to before I captured GNN, downloaded and sintalled the beta and am doing a fresh playthrough. Just about to start recruiting more staff, but I've hit a minor bug. My new quarters have been fitted, but not cleaned (see screeenshot). They were fine in the previous playthrough.View attachment 17380
I think I know what may have caused this and fixed it for next update. Will not be a retroactive fix, but should avoid it for anyone running into it when this goes live.
 
An additional note: the new "repeatable task" in the Facilities Department says it will auto-rerun every day until canceled, but it only ran once then didn't auto-restart. There was definitely sufficient resources to pay for it to run again.

And unrelated, just praise/somewhat of a tip: I'm glad one of the "Policies" you can set Admin Department to do is to actually pay your dudes, with both a baseline and a "scaling based off stats" option (the scaling one adds +20% to the Energy of every Department too! Strategic decisions! Plus the irony that the best paid worker in my HQ right now is STRONG is amusing.)
Do you recall which it was? I believe Facilities has two of them: Deep Cleaning and Clean Up Mess (or something similar to that)
 
Rear Dome - The rear dome (south end) of the GNN building is now transparent and most of the GNN building is missing when looking through it. This happens before creating any of the rooftop defenses.

View attachment 17393

Ladder - The ladder to the Power Armor station on top of the rooftop barracks is not functional. It appears to have the wrong activation attached to it (says "Open" or "Close"). The ladder in the front the GNN building (created by one of the new facilities projects) does function properly.

View attachment 17395
Will try messing with that patrol issue messing up assignment, my gut says the issues are unrelated directly - and it's some sort of script lag - might need to see your save file.

RE: The dome, could you grab the mod Better Console F4SE and click the dome in console to and send me a screenshot of the results? That looks like you have a mesh replacer, but it could also be just broken precombines.

RE: The ladder - fixed for next version!
 
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