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HQ 2.0 Public Beta available now!

kinggath

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... 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?

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
I think that's related to a similar issue I have in my own save where my category amounts don't add up to my resource amounts. It's a deep bug that is going to take untold hours to find - maybe next patch.

Will check into the disasters thing.
 

kinggath

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I think that's related to a similar issue I have in my own save where my category amounts don't add up to my resource amounts. It's a deep bug that is going to take untold hours to find - maybe next patch.

Will check into the disasters thing.
Hmm - I cannot replicate the disaster thing. If I turn it off at the top level, all of the attempts to start disasters show in the logs as:

"HQ Disasters disabled for this location."
 

yaugie

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Hmm - I cannot replicate the disaster thing. If I turn it off at the top level, all of the attempts to start disasters show in the logs as:

"HQ Disasters disabled for this location."
According to my own logfile, and correlating with the timestamp on a Fast Travel Autosave, I have this:

[07/23/2022 - 12:02:28AM] Settlement Disasters disabled for this location.
[07/23/2022 - 12:04:26AM] TryToStartDisastersByWorkshop([workshopscript < (000250FE)>])
[07/23/2022 - 12:04:26AM] Settlement Disasters disabled for this location.
[07/23/2022 - 12:07:48AM] TryToStartDisastersByWorkshop([workshopscript < (000250FE)>])
[07/23/2022 - 12:07:48AM] Settlement Disasters disabled for this location.
[07/23/2022 - 12:08:29AM] TryToStartDisastersByWorkshop([workshopscript < (000250FE)>])
[07/23/2022 - 12:08:29AM] Settlement Disasters disabled for this location.
[07/23/2022 - 12:12:20AM] TryToStartDisastersByWorkshop([workshopscript < (000250FE)>])
[07/23/2022 - 12:12:21AM] Settlement Disasters disabled for this location.
[07/23/2022 - 12:12:24AM] TryToStartDisastersByWorkshop([workshopscript < (000250FE)>])
[07/23/2022 - 12:12:24AM] Settlement Disasters disabled for this location.
[07/23/2022 - 12:17:00AM] TryToStartDisastersByWorkshop([workshopscript < (000250FE)>])
[07/23/2022 - 12:17:00AM] Settlement Disasters disabled for this location.
[07/23/2022 - 12:17:31AM] TryToStartDisastersByWorkshop([workshopscript < (000250FE)>])
[07/23/2022 - 12:17:31AM] Settlement Disasters disabled for this location.
[07/23/2022 - 12:22:50AM] TryToStartDisastersByWorkshop([workshopscript < (000250FE)>])
[07/23/2022 - 12:22:50AM] Settlement Disasters disabled for this location.
[07/23/2022 - 12:36:16AM] TryToStartDisasters called.
[07/23/2022 - 12:36:16AM] TryToStartDisastersByWorkshop([workshopscript < (000250FE)>])
[07/23/2022 - 12:36:16AM] Settlement Disasters disabled for this location.
[07/23/2022 - 12:36:16AM] TryToStartDisastersByWorkshop([workshopscript < (0A01A118)>])
[07/23/2022 - 12:36:22AM] Gathered stats, testing chance for 5 disasters.
[07/23/2022 - 12:36:23AM] Disaster [simsettlementsv2:quests:disasterquests:mess <SS2_Disaster_Mess (0904D319)>] is not eligible for location [Location < (0A01A0F8)>]
[07/23/2022 - 12:36:23AM] [simsettlementsv2:quests:disasterquests:fire <SS2_Disaster_Fire (0904D31A)>] Searching for disaster targets for workshop [workshopscript < (0A01A118)>] in location [Location < (0A01A0F8)>].
[07/23/2022 - 12:36:23AM] [simsettlementsv2:quests:disasterquests:fire <SS2_Disaster_Fire (0904D31A)>] Workshop is an HQ location. Found 6 departments.
[07/23/2022 - 12:36:24AM] [simsettlementsv2:quests:disasterquests:fire <SS2_Disaster_Fire (0904D31A)>] Searching for disaster targets. Overworked Department [simsettlementsv2:hq:library:objectrefs:departmentobject < (0A01A9CD)>] has 1 rooms.
[07/23/2022 - 12:36:24AM] [simsettlementsv2:quests:disasterquests:fire <SS2_Disaster_Fire (0904D31A)>] Searching for disaster targets. Overworked Department [simsettlementsv2:hq:library:objectrefs:departmentobject < (0A01A9C9)>] has 1 rooms.
[07/23/2022 - 12:36:24AM] Calculating chance of disaster [simsettlementsv2:quests:disasterquests:fire <SS2_Disaster_Fire (0904D31A)>]
... log continues

I fast traveled from Sanctuary to HQ at 12:35ish, so the 12:36:16 and onward timestamps are once I arrived at HQ... isn't 000250FE Sanctuary? 0A would be Chapter 2.esm so that tracks...
It was already set to OFF in MCM before I fast traveled... and I would've been in Sanctuary at the time I changed that setting.
 

yaugie

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This is the Fast Travel Autosave made when I was first going from Sanctuary to HQ. This save hadn't yet been there at all. Just doublechecked, "HQ Disasters" was definitely set to OFF at that point, and tgm building multiple rooms at once definitely triggered Fires once I got there.

Amusingly, this was the first time I'd seen Aiden pull out an Extinguisher and help too. I guess he was just the closest person at the time?
 
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stryker1999

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"Critical Hits Outside of VATS" being the big offender, for anyone wondering
Can you tell what other mods are/might be messing with SS2? I'm considering a fresh restart myself because after doing the latest game updates, my game has been doing some strange things. Mostly making objects vanish and ghosting of areas in Ft Hagen interior, but I also had my first CTD in ages when heading to Abernathy's from Red Rocket.
 

yaugie

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Can you tell what other mods are/might be messing with SS2?
I don't run anything else too intensive. I'm dropping most of the SKK series of "random encounter spawners" (Combat Stalkers, Feral Nights, Random Encounter Manager) this playthrough too though just to try to reduce script load - starting a city plan constructing at ~6pm ingame time with those all active at once did not make FO4 happy.

This page over on the wiki does get kept (reasonably) up to date whenever we find something that definitely causes direct problems with SS2, though:
 
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kinggath

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Mostly making objects vanish and ghosting of areas in Ft Hagen interior, but I also had my first CTD in ages when heading to Abernathy's from Red Rocket.
That reminds me of a bug I had in a Let's Play a couple years ago - for me it was being caused by the mod South of the Sea.
 

dbatty90274

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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.
It looks like the difficulty I was having building in the rotunda last night was some sort of temporary glitch. When I tried again this morning, building there was slow but it did work (eventually). I reinstalled v24 in the interim so maybe that helped.

I spent some time looking at the perks associated with various upgrades to the Robotics Lab and discovering which upgrades are mutually exclusive. Based on what I saw, that could use some attention at some point. I didn't find anything game breaking - just some minor glitches or design choices that could be improved IMHO. Some upgrades are still overlapping visually (e.g. Scanning Bay and Welding Bench, see pic) while others that do not overlap visually seem to be mutually exclusive. The biggest offender in the latter case is the "Design Station" which seems to lock out the entire "Research Wing". Visually they do not take up the same space. The Design Station is in the same area as the main workbench. Building the Design Station thus results in a permanent large empty space where you would normally construct the Research Wing - along with additional things like the Robotics Breakroom.

Perhaps some of these tradeoffs are intentional. The Research Wing unlocks more Science perks while the Design Station unlocks Gun Nut and Blacksmith. A tradeoff when building out the HQ labs is certainly more interesting than just a clickfest that gives you everything you could possibly want. If that is the case it might be worthwhile to create an alternate use for the Research Wing space including, perhaps, moving the Design Station into that area. That might also allow you to slide the Welding Bench into the space where the Design Station was located.
 

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dbatty90274

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One other odd thing I noticed from v24. When I load a game save where I have not built any settlements or established any supply agreements yet, it shows some items in network storage in the HUD. I don't recall seeing that prior to v24. Is that just an initial supply of building materials we are given during HowtoHQ that I never noticed before? Maybe the HUD just wasn't active during earlier playthroughs so I never saw it until now.
 

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jmartinr

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@kinggath
Grabbed Beta patch 23 this morning (7/22) and picked up at the plaza assault. All going well up until the build tutorial. The quarters is requiring 60 energy, but there are only 7 people/35 energy available. Used tgm to get passed that.
 

jmartinr

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@kinggath
Grabbed Beta patch 23 this morning (7/22) and picked up at the plaza assault. All going well up until the build tutorial. The quarters is requiring 60 energy, but there are only 7 people/35 energy available. Used tgm to get passed that.
Please disregard. MALA and 2 volunteers were not assigned to facilities. Did that and now have 60 energy.
 

kinggath

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One other odd thing I noticed from v24. When I load a game save where I have not built any settlements or established any supply agreements yet, it shows some items in network storage in the HUD. I don't recall seeing that prior to v24. Is that just an initial supply of building materials we are given during HowtoHQ that I never noticed before? Maybe the HUD just wasn't active during earlier playthroughs so I never saw it until now.
Yeah - the HQ tutorial gives some resources to do the tutorial projects. At some point the tutorial is supposed to clear all of them out, but I know there are still some quirks in the resource code to straighten out so perhaps that clear out isn't working.
 

kinggath

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Please disregard. MALA and 2 volunteers were not assigned to facilities. Did that and now have 60 energy.
Ah yeah, that's an unfortunately common issue with the game's assignment code - so reassigning folks to a department occasionally may be required. Hoping to solve that for a future Workshop Framework update.
 

veelynnlove

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I’m going to drop my log file here for disasters once I’m back from errands. Apologies for not doing it sooner, but for some reason, I thought I had to complete Commonwealth Rising. Like @yaugie said, it may very well be my Complex Item Sorter that CLAIMS SS2 compatibility, but probably needs to be updated to account for the new HQ mechanics
mod: https://www.nexusmods.com/fallout4/mods/48826?tab=description

Also, I just realized that Vortex did not notify me of an update for this sorter. Will try with the update before giving the mod author a heads up about the HQ update.

@kinggath here's my most recent SS2 Disasters Log. All the way at Commonwealth Rising. Unlocked GNN using WSFW's "Claim all settlements" tool
 

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NamantH

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If everyone didnt know, main files for SS2 and CH2 are up, as well as Workshop Framework.

Thanks for the hard work everyone involved :) cannot wait to do a run on this without stressing about things :)
 

NamantH

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I'm doing another upload for SS2 right now - will post announcement video once I believe I have final versions of everything uploaded!
Fair enough. I'll wait to start new game til thats out then.

I just got all my shopkeeping done for the modlist i'm doing this run with.
 

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