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HQ 2.0 Public Beta available now!

i totally forgot about that... their Barracks.. our possible Barracks on the Roof...

there is also a novice Lock on the Door
 
@kinggath
I created a new profile, installed patch 23 and the mods of my choice and loaded the savegame available in the patch and, voilá, the City Planner Table is fully functional, including being able to use the Mage city option and the basic city plans appearing usually.
My question is: As I've been playing the base version of SS@ and Chapter 2, does the amount of updates added since then require a new save game?
If so... I'll lose a level 89 character!!

Edit: Anyway, I just need a confirmation, if any, ok. I'm aware that they would be versions only for testing bugs and maybe a new save would be needed when the release version comes out.
 
Build 22 is up!

The plan is to release on Friday - so only minor fixes will be coming between now and then. The last few things on my radar to investigate tomorrow are:

  • Chemistry Lab not working
  • Why power in HQ sometimes takes a long time to update for some of you
  • The mystery wall that is appearing in the cafeteria for some of you
  • Pipboy map issue after using VR (I actually know what's causing this - have a workaround planned for SS2 Extended - hoping that someone would understand the issue and be able to come up with a better suggestion though - as right now I have no solution for Xbox)

Anything else I'm missing?


Hey, updated to v22 from v21 earlier today and the update fazed my 4 person man lobby room into the ground. Never had an issue with this room till update have tried refreshing changing room. Upgrading which doesn’t let me just says room has no upgrades.
 

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So, I guess I have a third issue. I spent a good amount of time in VR changing all the logistics plots. When I finish, about 30 minutes or so, my companions are gone again and I can't get them back even with console commands. Nick Valentine was the follower. However, the one strange thing is when I used the chemistry station, I got a Valentine tolerates you message.
 
I believe it's v22, I figured to dump all the mods I could and try the latest version to see if it fixed my two issues.
I think I may have misunderstood, the save began on build 14.

BTW, it looks like I don't have the plans for infirmary, and I remember at one point having all these items in MISC that stated rooms and such, and I dumped them all not knowing what they were. Could that have messed this up?
 
Since you created these settlements with no workshop items requiring power, it trips that failsafe. As soon as I go to either of those settlements and build something that requires power and then exit workshop mode - the quest updates immediately.

Did a v22->v23 upgrade and used a save from just after letting all of the SS2 quests advance to Commonwealth Rising. I actually ended up doing a full reinstall of the base game because it started having problems (missing HUD, etc.) when I tried to turn my mods back on. At the moment, I'm back to just SS2, SS2 Chapter 2, WSFW, HUD Framework, and MCM installed. I was planning to reinstall the game anyway before starting a new playthrough, so no real time lost there.

The Robotics Lab is still not unlocking anything requiring perks. I refreshed, rebuilt, etc.

The power transfer doesn't start even if the settlement had some items (I used laser turrets) drawing power from the local power grid before initiating the supply agreement. However, if I add something to the local power grid after that, it does start the power transfer and update the quest. Perhaps the calculation for that failsafe you mentioned is borked and ignoring the settlement until the local power grid is updated.


I'm going to see if I can get an old, non-clean save to work with the power transfer but loading it without my usual mods active seems to be a challenge.
 
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A few b23 notes as I check back through everything I'd found (or thought I found) and/or was explicitly told to look for in this beta:
  • Whatever happened to the Power in the save-tree I'd been using appears to have been 'baked into' the save; will that cause problems when it goes officially live? I'll test on another save that hadn't seen any other Betas in a little while
  • Never did figure out where that "mystery wall" came from, it hasn't happened for me again other than that one time
  • 'Deserter' event only visibly triggered that one time, didn't even see a notification/quest marker for it when it supposedly happened to Jake
  • 'Infestation' and 'Fire' events are less frequently spawning 'outside the playable area' now; it's still happening, but Creation Engine gonna Creation Engine, and the 'autoresolve' does seem to work fine when it eventually triggers
  • Power Transfer To HQ is doing the same "need to go back to the settlements in question and make it recalculate Power at that end before it'll flow through" thing to me - may only need doing in a play session that hadn't been to that settlement yet, so it knows how much Power is meant to be there?
  • Haven't even had time to confirm any of the non-HQ changes in the changelog

Other than those few mostly niggles, it looks to me like we're looking pretty good here.
 
I think I may have misunderstood, the save began on build 14.

BTW, it looks like I don't have the plans for infirmary, and I remember at one point having all these items in MISC that stated rooms and such, and I dumped them all not knowing what they were. Could that have messed this up?
Most of the fixes I've been posting would not work retroactively with other saves that had seen a beta build. A few folks here are troopers and have been constantly spinning up new saves and running through the cheat commands to test each new build which is why different people are seeing different results than you.
 
A few b23 notes as I check back through everything I'd found (or thought I found) and/or was explicitly told to look for in this beta:
  • Whatever happened to the Power in the save-tree I'd been using appears to have been 'baked into' the save; will that cause problems when it goes officially live? I'll test on another save that hadn't seen any other Betas in a little while
  • Never did figure out where that "mystery wall" came from, it hasn't happened for me again other than that one time
  • 'Deserter' event only visibly triggered that one time, didn't even see a notification/quest marker for it when it supposedly happened to Jake
  • 'Infestation' and 'Fire' events are less frequently spawning 'outside the playable area' now; it's still happening, but Creation Engine gonna Creation Engine, and the 'autoresolve' does seem to work fine when it eventually triggers
  • Power Transfer To HQ is doing the same "need to go back to the settlements in question and make it recalculate Power at that end before it'll flow through" thing to me - may only need doing in a play session that hadn't been to that settlement yet, so it knows how much Power is meant to be there?
  • Haven't even had time to confirm any of the non-HQ changes in the changelog

Other than those few mostly niggles, it looks to me like we're looking pretty good here.
Basically when room operating costs is turned off, the room power usage never gets applied to the hq level and the only way to get it to apply is to force all the rooms to refresh. So yeah, sort of save baked but fixable.

For anyone coming from an existing pre 2.2.0 playthrough, Operating costs for rooms should be enabled by default - so shouldn't be an issue.
 
The Robotics Lab is still not unlocking anything requiring perks. I refreshed, rebuilt, etc.
Hmm - I did all my tests in that save you sent me before and it worked well.
 
Most of the fixes I've been posting would not work retroactively with other saves that had seen a beta build. A few folks here are troopers and have been constantly spinning up new saves and running through the cheat commands to test each new build which is why different people are seeing different results than you.
Makes sense, I'll back up to my save before all of this, I was planning on doing that for the final release anyway.

EDIT: This did fix my 0 food and water issue!! However, I'm still struggling with the Infirmary, but I'm going to try several things first.
EDIT 2: YAY!! I finally got what was missing. The Clinical Infirmary and ER Infirmary!!

That should be all my issues gone.

  • Never did figure out where that "mystery wall" came from, it hasn't happened for me again other than that one time
Same, mine just disappeared, I figured it could have been the video card, but at least it's gone.
 

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I think it's a bug in patch 22... I built two Argicultural plots and their base is invisible.

On a side note, no matter what I do (take control of the Settlement through the Manage option from the Workshop, through WFramework) I can't assign anyone to the City Planning Table.
did you try picking them then releasing so they reset? that normally works for me with weird plot stuff.
 
Ah I see the problem - my changes to the Robotics lab were destroyed during the merge. Might have to do them again in Xedit.
 
A few b23 notes as I check back through everything I'd found (or thought I found) and/or was explicitly told to look for in this beta:
  • Whatever happened to the Power in the save-tree I'd been using appears to have been 'baked into' the save; will that cause problems when it goes officially live? I'll test on another save that hadn't seen any other Betas in a little while
  • 'Deserter' event only visibly triggered that one time, didn't even see a notification/quest marker for it when it supposedly happened to Jake
I probably under-tuned several of the disasters but while we're still discovering little mystery issues, would rather it be tame anyway. I can slowly tune it in future patches until we get numbers that feel good long-term.
  • Power Transfer To HQ is doing the same "need to go back to the settlements in question and make it recalculate Power at that end before it'll flow through" thing to me - may only need doing in a play session that hadn't been to that settlement yet, so it knows how much Power is meant to be there?
It may be that I need to come up with some new way to deal with power across the board. It does seem like you have to visit the settlements periodically to get that number to update correctly - which is not ideal.
 
It may be that I need to come up with some new way to deal with power across the board. It does seem like you have to visit the settlements periodically to get that number to update correctly - which is not ideal.
I can't speak for anyone else, but at that point in the 'gameplay loop', I'm generally also wanting to run around to at least my decently built-up settlements regularly to play Gotta Catch Em All with the Unique Settlers (Get down to HQ and fix this plumbing for us already Ventilator), so it's not that huge a deal.
 
I can't speak for anyone else, but at that point in the 'gameplay loop', I'm generally also wanting to run around to at least my decently built-up settlements regularly to play Gotta Catch Em All with the Unique Settlers (Get down to HQ and fix this plumbing for us already Ventilator), so it's not that huge a deal.
I have visions of being able to play the game from my glorious tower above the Commonwealth ruling from on high without ever getting my feet muddy in those filthy peasant villages... ahem... I just want perfect data. As a programmer, it makes me very uncomfortable when the math doesn't play out correctly.
 
I can't speak for anyone else, but at that point in the 'gameplay loop', I'm generally also wanting to run around to at least my decently built-up settlements regularly to play Gotta Catch Em All with the Unique Settlers (Get down to HQ and fix this plumbing for us already Ventilator), so it's not that huge a deal.
Agreed. Visiting the big settlements from time to time is part of the fun so I'm not too worried about it.

Also, when the power transfer for the quest finally does activate I think it recalculates the power draw in every settlement with a power transfer plot, not just the one settlement - presumably since they are interconnected with the power transfer plots. I wonder if the same might be true in general every time a plot upgrades or the power draw changes in some other way in any connected settlement.
 
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I have visions of being able to play the game from my glorious tower above the Commonwealth ruling from on high without ever getting my feet muddy in those filthy peasant villages... ahem... I just want perfect data. As a programmer, it makes me very uncomfortable when the math doesn't play out correctly.
Well, with the new VR tool your/our dreams of being a distant (but hopefully benevolent) dictator are almost a reality. If you can add some sort of VR personnel management tool in HQ 3.0 you can spend your days munching on grapes on the settee instead of marching through the radiated wasteland.
 
Well, with the new VR tool your/our dreams of being a distant (but hopefully benevolent) dictator are almost a reality. If you can add some sort of VR personnel management tool in HQ 3.0 you can spend your days munching on grapes on the settee instead of marching through the radiated wasteland.
I mean we do have the assignment Optimization tool in the Comm Array terminal now...
 
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