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HQ 2.0 Public Beta available now!

I mean we do have the assignment Optimization tool in the Comm Array terminal now...
True, and from what I've seen of the results it is certainly better than the basic auto assignment. However, I'd appreciate something a little more flexible and powerful that doesn't require chasing people around settlements and scanning them repeatedly. There are also different kinds of "optimal" especially when it comes to training the ignorant pleebs to actually do something useful and earn their keep....errr, I mean "educating our precious citizens so they achieve true satisfaction in their professions".
 
Oh, speaking of all the 'remote management' stuff, this is an incredibly minor thing - so minor I forgot all about it until now.
I noticed when tinkering with the Memory Lounger thing, that I wasn't getting the corner-messages like [Citizen at Sanctuary Hills has finished building recreation] or whatever while I was in there. It might've just been coincidence, those corner-messages have always been pretty flaky for me.
 
Oh, speaking of all the 'remote management' stuff, this is an incredibly minor thing - so minor I forgot all about it until now.
I noticed when tinkering with the Memory Lounger thing, that I wasn't getting the corner-messages like [Citizen at Sanctuary Hills has finished building recreation] or whatever while I was in there. It might've just been coincidence, those corner-messages have always been pretty flaky for me.
They definitely aren't disabled while you're in there, so probably coincidence.
 
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.
Still having this issue after your last post? I thought I had this issue fixed in one of the builds.
 
True, and from what I've seen of the results it is certainly better than the basic auto assignment. However, I'd appreciate something a little more flexible and powerful that doesn't require chasing people around settlements and scanning them repeatedly. There are also different kinds of "optimal" especially when it comes to training the ignorant pleebs to actually do something useful and earn their keep....errr, I mean "educating our precious citizens so they achieve true satisfaction in their professions".
pra and I discussed adding assignment like HQ to settlements. It's definitely possible - but as you've seen with HQ - it's a little too sluggish. I have some ideas we're experimenting with Chapter 3 mechanics to cache settler records - if that works out, we'll have a model to copy for a future "settler assignment via menu" type system.
 
They definitely aren't disabled while you're in there, so probably coincidence.
I figured as much. I'm actually going to take a couple of mods out of my 'standard loadout' when I go back to a non-testing playthrough due to having figured out they 'break' that subsystem - something about it getting too many messages to display in too short a time makes it stop showing them for the rest of that play session.
("Critical Hits Outside of VATS" being the big offender, for anyone wondering)
 
For the hardcore among you still following along, here's a build 24 that should fix the Chemistry and Robotic labs.
Appears to be partial success on the Robot Lab perks. When I load a save with the Lab built I now have access to at least some of the robot mods requiring certain perks. However, some of the perks unlocks appear to be missing (e.g. Blacksmith 2/3 and Gun Nut 1). Is a fully upgraded Lab supposed to unlock everything? When I tried refreshing the lab to see if I could all of the perk unlocks working it seemed to take a very long time and some lab upgrades appeared to be missing.

So, then I tried loading an earlier save and rebuilding the lab from scratch but I had a very hard time getting it to build. I could build other rooms at HQ normally but kept running into problems with the 2 labs spaces in the north rotunda. The system reported it had completed cleaning the NE quadrant but nothing happened visually. I tried refreshing it and still nothing. I then swapped the lab plans in the NE and NW quadrants and was able to partially build the Robot Lab in the NW, but it refused to build the research wing. The pieces that did build seemed to work when it came to perk unlocks. Then I went back to the NE quadrant and was able to build a little more of the robotics lab there (after switching back the Room Purpose). Anyway, I realize all of that is a little hard to follow. I need to go back and do a more systematic check and upload a good save to demonstrate but need to head to bed for now.

Also, very oddly, the PA system wouldn't turn off in the latest build. I double-checked the HQ settings to make sure it was switched off but it kept playing its funny little messages anyway.
 
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.
Sorry disregard this, I hadn’t seen v23. Update fixed my issue with rooms
 
Is a fully upgraded Lab supposed to unlock everything?
I was actually wondering about that myself, especially with Robotics having a couple of mutually exclusive upgrade choices...

I mean, I personally will still be making robots back in settlements not HQ (since there is no Perk Skip Upgrades for things like Nuclear Physicist that "pras automatron mod" uses) but still.

... Does it still count perks the Player Character already has in those screens? I never even thought to check that, somehow assumed it was ONLY the Upgrades' Perks.
 
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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. - So in other words you have to do everything instead of exploring the Commonwealth, or another way to look at SS2 is Fallout 4 Vanilla version. Where the player has to decide and do everything. Build plots, build this, customize that, instead of venturing out into the Commonwealth...sigh...
 
At the request of @veelynnlove I have just spent some time testing something that was brought to my attention.
(I dispute the claim that my 'word' has more weight, but that's another story)

The part that's not specifically HQ2.0 related but might be causing problems: The "Claim All Workshops" function of WorkshopFramework includes HQ. Doing so forever puts it on your Pipboy Map like any other settlement with the mouseover for population/happiness, like so:
ScreenShot115.png
Could HQ's "workbench" even be given an exemption from that "Claim All Workshops" tool? Does it break anything per se if it's Claimed in that way? It does appear to make "GNN" a valid target for the vanilla 'move settler' function...

The part that might be HQ2.0 related: doing so appears to break at least a couple of behind the scenes calculations.
In my particular case, the Supply Network Resources HUD now looks like this, on a "vanilla as possible" save with no Supply Agreements set up (those resources were already somehow in Virtual Storage, this save shouldn't even have any):
hqresourceswut.jpg
veelyn reported that it was breaking Disasters, although in the time it took me to speedbuild 4 rooms, I had an Infestation and about a dozen Fires, so I suspect that may have been something else - maybe a 'tagging'/'sorting' mod? I did see in the few minutes of that livestream I caught that you were running one of those...

And something else I noticed while dashing around in this save: the Fire Extinguishers that you use as a 'weapon' for Disasters in HQ are Scrappable. Not sure what can be done about that, but I can imagine someone will do it eventually. (ScreenShot117)

Here is the save I'd been testing that on. It's a 'fresh' save made New on b24, I did use msalaba's Skip Prewar thing but I doubt not having that would break anything trying to load it. Not sure what you can even do with it, but hey, at this point I have this routine down.

I really don't know if this is a 'major' thing or not, frankly.
 

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Still having this issue after your last post? I thought I had this issue fixed in one of the builds.

Nope all good... had to spend some time in there, but Valentine was visible when I came out.

Yeah, sorry about that. I didn't think about the retro stuff. In the future I will build a save with only SS2 related mods and keep going back to that one each build. I'm a learnin... :)
 
idea... the usable extingusiher and clipboard...

Mansfield and Theresa should eventually "reward" the player with one as an alternative to just picking them up... to make it 100% impossible to not get the recipe for crafting one.
 
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. - So in other words you have to do everything instead of exploring the Commonwealth, or another way to look at SS2 is Fallout 4 Vanilla version. Where the player has to decide and do everything. Build plots, build this, customize that, instead of venturing out into the Commonwealth...sigh...
Had your comment stopped at "Fallout 4 Vanilla version", I had some commentary on HQ itself and the fact that it was an optional system (once our quest line goes beyond it, we will have skip mechanics for it) - but in your last sentence you mention build plots in your list of negatives. If that's how you feel, you are definitely playing the wrong mod.
 
idea... the usable extingusiher and clipboard...

Mansfield and Theresa should eventually "reward" the player with one as an alternative to just picking them up... to make it 100% impossible to not get the recipe for crafting one.
We do have it on our list to make the department heads introduce each disaster at some point - but uncertain if that will come to fruition... unlimited things we want to do, limited time to do them.
 
Appears to be partial success on the Robot Lab perks. When I load a save with the Lab built I now have access to at least some of the robot mods requiring certain perks. However, some of the perks unlocks appear to be missing (e.g. Blacksmith 2/3 and Gun Nut 1). Is a fully upgraded Lab supposed to unlock everything? When I tried refreshing the lab to see if I could all of the perk unlocks working it seemed to take a very long time and some lab upgrades appeared to be missing.
I believe there are two sections of the robotics lab which share a slot, and depending on which you build you get access to slightly different perks. Depending on the order, and how quickly you build upgrades you can actually end up with multiple things overlapping physically - so we may need to change how those upgrades are structured.
 
At the request of @veelynnlove I have just spent some time testing something that was brought to my attention.
(I dispute the claim that my 'word' has more weight, but that's another story)

The part that's not specifically HQ2.0 related but might be causing problems: The "Claim All Workshops" function of WorkshopFramework includes HQ. Doing so forever puts it on your Pipboy Map like any other settlement with the mouseover for population/happiness, like so:
View attachment 17643
Could HQ's "workbench" even be given an exemption from that "Claim All Workshops" tool? Does it break anything per se if it's Claimed in that way? It does appear to make "GNN" a valid target for the vanilla 'move settler' function...
I'll have to put that on the list to sort out. Claim All Workshops was a vanilla function I exposed to that tool. Will need to write up a new version that allows for exceptions. It will definitely break HQ to claim it that way.
 
I'll have to put that on the list to sort out. Claim All Workshops was a vanilla function I exposed to that tool. Will need to write up a new version that allows for exceptions. It will definitely break HQ to claim it that way.
That's about what I thought. I can't imagine many people have run that "Claim All" tool, but I'm sure it's a non-zero amount. I'll keep an eye out for it now that I kind of know what to look for.

Barring anything catastrophic I find in the next 10-15 that I'd somehow overlooked until now after this last Quest Skip Cheat finishes running and I poke a few things, I think I've done about all I can think of to turn this over.
 
... aaaaand I spoke too soon.

Even on a save that didn't do the "Claim All" thing, HQ after the cheats finished running is reporting as having a good few thousand more resources than it should - I suspect the ones that would've been used for the tutorial-mandatory plots. I think this might be something that'd only affect people who cheated straight through past the Tutorial part? I've never seen it do that before.

Also... it appears that doing the topmost "HQ Disasters" setting to OFF in MCM doesn't actually blanket disable them all - I'm still getting Fires. The individual toggles do work, though. this was the one thing I hadn't checked until now
 

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