the Sim Settlements forums!

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

HQ Reset Issue

Status
Not open for further replies.
Some folks are reporting that their HQ seems to reset at some point after they return to it. The rooms they issued built are all empty of items, and the stats are all effectively wiped to zero.

If you are on PC and have got saves that can trigger this issue reliably - by that I mean, you have a save from before it happened, and know that if you do certain things it will happen when you go back to HQ - I could use your help.

Please download this replacement SS2 - Main.ba2 file and stick it in your Fallout 4\Data folder overriding the existing one. If you're using a mod manager and switch profiles frequently or use the virtual file system, you may have to overwrite wherever that manager stores the files as well.

Once you have it, load up a save that can trigger the reset, and make it happen. If you get a pop-up with the message "HQ Cell Reset detected. This should not be possible. Please contact kinggath to get him your last save before this message.", please post a link to that save here as it will help with my research.



This problem, along with the slow saves, are the two most important issues we find a solution to before moving into proper patching with Quality of Life and new features.

-kinggath
does the SS2 main ba2 file go in the SS2 or SS2 ch2 mod?
 
Ok so i just want to add my 2 cents so to speak kant say wat triggers it but all was wel when i left to do a rescue settlement run and to also use that to compleet the recruit 15 to hq and when i returned a lot of rooms had been reset but thankfully only graphical just selecting refresh from the wall plates at least solved a lot so i dont know if this is the HQ reset u mentioned as it looks as if some folks have a full reset to pre how to hq settings including clean up and repair !
i did notice that my residency counter did go to 0 rooms available dispite i previous haveing near 20 i think , but as i now have to go out for finding a doctor and that unlocks extra rooms i hope they reset corectly then!

btw i also did not get the message from the file i downloaded dont know if this is any help!
 
Last edited:
Hello, I don't know if it helps much but I had the reset happen to me also on patch h. I didn't had that many mods enabled, mainly cbbe, better eyes, better facials, better lighting, darker nights, enhanced legendary mods, XDI and unofficial patch. I sadly don't have the save anymore because whatever I tried, the HQ just reset and I thought my game was done. So I try to list what happened and what I found out maybe caused it to happen.

First I did had a save from ss2 before up until the end of the main story for it and I went in on it. It was before all the reworks from what I heard happened. So I went and everything was fine until Lupe. It somehow bugged when I went outside, she was at the store but Jake wasn't anywhere. Not in the tunnel, not sleeping, just gone. So I needed to backtrack the mission (I save a lot for such possibilities) and the second time it worked. Not much happened, besides I thought my game was bugged since I saw that shhandy should be at Concord to recruit me but he wasn't. (I later found out that you need a certain amount of plots in settlements, which I think I had but I could be wrong) I used the console to get the quest with the hostage. After that everything went fine and I got all the missions the one for their new police HQ.

After that I did the main story to when the fight for the gnn starts. (Btw. My game wasn't that advanced I basically went for diamond city and nothing more than that.) I recruited the minuteman and cpd and I went for the 'alarm' option. When it came to the fight in the basement, it was completely bugged. (Don't know the name anymore but the guy that beat Jake in the vault) he just stood there with two gunners, not saying anything. I don't know if it bugged because I thought I went the wrong way first and went back up again right after it first loaded; but again, nothing happened. Talking to him did nothing and Jake also said nothing. After I just shot him and Jake then played his cutscene where he takes his revolver? Idk what it is but after that all went good again.

When everything was cleared I did the how to HQ quest and this was possibly bugged as well. I had 46 out of 60 needed power for the tutorial to complete; then I tried to troubleshoot.

I disabled all the graphic and body mods. Didn't worked. I disabled xdi; didn't worked. Btw I did use the German version which I dropped then also too, but it didn't work either. So all I had left were the legendary mod, the unofficial patch, both German and English (I tried both but not at once) and the mandatory mods for and with ss2 and chapter 2. I also updated to the I patch but it still didn't work.

After a bit of searching I saw that you can somewhat skip it by tgm in the console, so I did. It worked for the whole mission. The concordians went home and I had new quarters build so I came up to 10 in total. That's when I noticed the reset.

In my ss2 normal run i did some side quests for unique settlers, so I went to sanctuary and saw many new faces offering me quests. I did like 3 of them, one ghoul with a space suit, a woman for which I needed to hunt radstags (btw this mission cost me multiple braincells since I needed 2 hours to realize I need to put a sensor in his inventory and not to use the craft able sensor. But I think that's my bad) and a guy with his robot. In my first run I already had a guy that looked like a fat gunner, a Mexican? Ghoul and the space ghoul. I sent 4 guys there and since I had 6/10 places in the HQ it gave me a message that no more could be send there. So I went and looked, only to see that everything was reset. The numbers were all black and the indicator for the supplies didn't display anymore. The entrance was empty and every room was reset. I thought 'nice' and needed to load a save before I send them there. Surprisingly, when I only send 3 instead of 4 it didn't reset. For now. I went a bit through the HQ, everything was fine, I cleaned some rooms and then picked up the Nuka quantum which I forgot. (The one when you go through the entrance, then the main hall the the other end and then left on the bench). I did some new settlement stuff because I saw that I haven't gotten the nightingale quest yet and I knew I had to build like 30 residential plots in my settlements, so I did and got the quest. I did it until the quest for the hospital finished. I needed to wait for the next quest so I went to my HQ again, this time through the roof since a gunner spawned there with a fatman which killed me twice. So I went down the elevator and the UI still worked. I saw that somehow my resources was higher then my limit (I played on the sim city config where you build/upgrade on the 4 resources. I had like 4800 in the first, 7500 in the second, 6400 in the third and 3900 in the fourth, even though I had a limit of 12000) I didn't thought of it much. then I took the elevator up only to see it reset again. Same thing as it was before. I didn't assign new settlers there so I had no idea what happened.

The thing I noticed was that all the loot was reset. The fatman on the second floor, the Nuka quantum I talked about earlier and so on. So maybe the whole reset comes because the engine still thinks of it as the gunner plaza, and just completely resets it's loot and therefore the whole HQ? That would also explain why that lonely gunner and one turret which I forgot to mention just spawned like it was vanilla.

After that I dropped the save and I am currently on doing a vanilla playthrough while I wait for more updates to then put ss2 on after I'm finished. This time I have almost no mods besides unofficial patch and the enhanced legendary mod.

So idk if this helps in any capacity, I truly hope so though. And I'm sorry that it's this massive wall of text for my first post here. :)
Is unofficial pat h still needed? I am just beginning my Steam instead of xbox playthrough a d didn't add it.
 
Is unofficial pat h still needed? I am just beginning my Steam instead of xbox playthrough a d didn't add it.
I used the unofficial patch since I heard that it doesn't break anything and could actually help with performance or something like that. I mean if ss2 doesn't require it I guess it's not needed in the end.
 
@ Kingath
i am trying to close down on the posible reason for why it resets with me curently think it has to do something with the sending workers to assist at the HQ have to check if i go to murkwater and do some remodeling there without sending folks to HQ if it still resets think my quest counter right now is up to +3 from a initialy -1 when the quest triggered and i have some 23 space i think at HQ. and some 8 at engineering
I wil add to this post if i have no reset when i just do some remodeling at murkwater :cool:

sadly cant confirm this latest was hoping some one could try and talk to enough folks willing to go to hq even when u only have room for like 4 just to see if this also triggered something i know that with just 3 on the count its safe so far
 
Last edited:
Not sure if its connected as I've not reached the HQ yet but I've just had a bunch of plots at red rocket reset back to level 0 - I was just running around my settlement and the settlers were using them one moment and the next they were gone (the plots not the settlers). The settlement stats also immediately changed to reflect the loss of beds ect.
 
Not sure if its connected as I've not reached the HQ yet but I've just had a bunch of plots at red rocket reset back to level 0 - I was just running around my settlement and the settlers were using them one moment and the next they were gone (the plots not the settlers). The settlement stats also immediately changed to reflect the loss of beds ect.
o have not had this happen to me so far but might be a possible reason , if the bug is related to the asams system reseting somehow , think with enough posible reasons why it resets one might eventualy find the right one
 
Moving forward, can PC users state whether they have Buffout 4 installed, and if they have Encounter Zone fix active/set true? Would like to rule that one out.
 
Can full load orders be included as well(modlist.txt/plugins.txt)?
 
Moving forward, can PC users state whether they have Buffout 4 installed, and if they have Encounter Zone fix active/set true? Would like to rule that one out.
think that buffoput is mandatory if u go thru vortex the setting of encounterzone i need to check out where to find that :cool:
 
think that buffoput is mandatory if u go thru vortex the setting of encounterzone i need to check out where to find that :cool:
It’s in the INI file, you can find it in the Data/F4SE/Plugins folder with the DLL. Should be enabled (set to “true”) by default.

It’s probably a long shot but good to rule these things out.
 
It’s in the INI file, you can find it in the Data/F4SE/Plugins folder with the DLL. Should be enabled (set to “true”) by default.

It’s probably a long shot but good to rule these things out.
in wich ini file only have f4SE and there is no encounterzone listed there?
 
It’s in the INI file, you can find it in the Data/F4SE/Plugins folder with the DLL. Should be enabled (set to “true”) by default.

It’s probably a long shot but good to rule these things out.
If you are referring to the Buffout4 settings file. For me it was called buffout4.toml and was located in this folder:
E:\Wabbajack Installation folder\mods\Buffout 4\F4SE\Plugins
as I am obviously using wabbajack and MO2.
 
If you are referring to the Buffout4 settings file. For me it was called buffout4.toml and was located in this folder:
E:\Wabbajack Installation folder\mods\Buffout 4\F4SE\Plugins
as I am obviously using wabbajack and MO
ok checked and set to true so should be fine
 
So it turns out this issue was caused by a clone of a vanilla NPC we made.

It is indeed a cell reset being manually called from Papyrus, and cell resets from papyrus do not trigger the OnReset event - so we had no idea. Fortunately the creator of Buffout had the tools to monitor this in real time and found the troublemaker.
 
So it turns out this issue was caused by a clone of a vanilla NPC we made.

It is indeed a cell reset being manually called from Papyrus, and cell resets from papyrus do not trigger the OnReset event - so we had no idea. Fortunately the creator of Buffout had the tools to monitor this in real time and found the troublemaker.
Ok so is there any way to know when this event triggers , so we can stall the quest till u most likely replaced this npc's mold with a non conflicting one?
 
Ok so is there any way to know when this event triggers , so we can stall the quest till u most likely replaced this npc's mold with a non conflicting one?
I have a few potential solutions in the works for existing saves. I'll be posting betas this week so we can test out these ideas - they just are too experimental for me to stick in the hotfix tonight.
 
Status
Not open for further replies.
Top