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HQ System Issue

HarmonicRev

New Member
Messages
12
I have been having a unique problem with the HQ system that goes as follows: I had a quest bug that wouldn't let me complete the "meet with your staff" objective in "How to HQ."

I used the holotape to skip the stuck quest. Now I have two issues: Theresa is not in the HQ, and it appears impossible to clean the trash and remove the gunner paraphinilia from the central room around the globe. For the second issue I have completed every clean up operation available to me and it's still full of trash and the gunner barricades. I'm not sure if this is a bug or if I did something wrong, but either way I'd like suggestions.

I'm playing on PC if that is helpful information, so if there's a console command or something that could work around this, please do share.
 
There was a bug in an earlier build preventing Theresa from showing up at HQ. If you have been installing the hotfixes and she still never re-appeared, than you likely ran into a problem with Workshop Framework that is finally biting you in the butt.

First thing to check is: are you on the latest version? 2.0.0d, or if you don't see this until tomorrow it will likely be 2.0.0e. If you had an upgrade available, install it and roll back to the save before you skipped the quest - if you had the objective to meet with your staff, Theresa should be teleported into place as part of one of the earlier hotfixes.

If that doesn't happen, next step is to run:

sqv ss2c2_mqmaster

If that shows Enabled: No, State: Stopped - then you hit the WSFW problem I mentioned earlier. Unfortunately, solving that pretty much requires rolling back to before you started Chapter 2, and using that command to confirm the quest is starting up - it should start within 5 minutes or so of loading Chapter 2 for the first time on a save. If it refuses to start, then there are workshop scripts overwriting those of WSFW, which causes all controller quests in WSFW and SS2 to become unreliable.

The most common cause of this is the Unofficial Fallout 4 Patch- they work fine together, but Workshop Framework must come AFTER the unofficial patch in your load order. If you aren't using the unofficial patch, or already had it correctly sorted in your load order, the next most likely culprit is a mod including a workshop script. Sometimes you can find them as loose scripts in Fallout 4\Data\Scripts. Other times the mods packaged them in without realizing it, posting a load order might help others tell you if they recognize any.

If ss2c2_mqmaster instead returned Enabled: Yes, and State: Running, you might want to try to roll back to a save before you assaulted GNN using the latest build of SS2 and C2, and see if Theresa shows up. She actually should be waiting out front of GNN at the start of Moving Day if the patches worked correctly for you.
 
There was a bug in an earlier build preventing Theresa from showing up at HQ. If you have been installing the hotfixes and she still never re-appeared, than you likely ran into a problem with Workshop Framework that is finally biting you in the butt.

First thing to check is: are you on the latest version? 2.0.0d, or if you don't see this until tomorrow it will likely be 2.0.0e. If you had an upgrade available, install it and roll back to the save before you skipped the quest - if you had the objective to meet with your staff, Theresa should be teleported into place as part of one of the earlier hotfixes.

If that doesn't happen, next step is to run:

sqv ss2c2_mqmaster

If that shows Enabled: No, State: Stopped - then you hit the WSFW problem I mentioned earlier. Unfortunately, solving that pretty much requires rolling back to before you started Chapter 2, and using that command to confirm the quest is starting up - it should start within 5 minutes or so of loading Chapter 2 for the first time on a save. If it refuses to start, then there are workshop scripts overwriting those of WSFW, which causes all controller quests in WSFW and SS2 to become unreliable.

The most common cause of this is the Unofficial Fallout 4 Patch- they work fine together, but Workshop Framework must come AFTER the unofficial patch in your load order. If you aren't using the unofficial patch, or already had it correctly sorted in your load order, the next most likely culprit is a mod including a workshop script. Sometimes you can find them as loose scripts in Fallout 4\Data\Scripts. Other times the mods packaged them in without realizing it, posting a load order might help others tell you if they recognize any.

If ss2c2_mqmaster instead returned Enabled: Yes, and State: Running, you might want to try to roll back to a save before you assaulted GNN using the latest build of SS2 and C2, and see if Theresa shows up. She actually should be waiting out front of GNN at the start of Moving Day if the patches worked correctly for you.
It appears this was the source of my issues, I had used an outdated download (which is odd as I went through Nexus) and was on 2.0.0a, my main question is how far do I have to roll back my save to get things working properly now once I update?
 
I'd try rolling back to a save before you force quest skipped How to HQ, see if Theresa appears.
 
I'd try rolling back to a save before you force quest skipped How to HQ, see if Theresa appears.
Theresa is here now but there still appears to be no way to clean the gunner barricades around the globe in the entryway and around the exterior, is that intentional? If not, when are they supposed to go away?
 
After you complete How to HQ and the next quest which starts at the end of it, you get access to clean up the main hall.
 
After you complete How to HQ and the next quest which starts at the end of it, you get access to clean up the main hall.
Alright, thank you. Two more issues happened however after I updated and rolled back a save, so please let me know if you know how to fix this:

1.) Despite linking a few nuclear power plants to a power transfer grid and having a supply agreement with HQ, the quest stage for "Rise of the Commonwealth" still says surplus power transfer from settlements is 0

2.) The entire HQ's interior cell reset so I had to refresh all the rooms individually. However, now it says I only have 9 worker slots and despite refreshing the living quarters rooms, How to HQ is stuck at "build more living quarters with the HQ system" despite me already having filled every possible room including three spaces set aside to living quarters.

I'm sorry for bringing these issues up, I know you must be very busy but I appreciate your help.
 
Did the cell reset occur before or after the 2.0.0e patch?

If after, can you send me the save file? I have no idea why the reset occurs for some players, but in the 2.0.0e patch, I tried to make changes so that a reset wouldn't cause problems that couldn't be fixed with a refresh - so if those changes aren't working, then we've got a big problem here. Your save could help show me if those changes worked or not.
 
Did the cell reset occur before or after the 2.0.0e patch?

If after, can you send me the save file? I have no idea why the reset occurs for some players, but in the 2.0.0e patch, I tried to make changes so that a reset wouldn't cause problems that couldn't be fixed with a refresh - so if those changes aren't working, then we've got a big problem here. Your save could help show me if those changes worked or not.
The cell reset occur before 2.0.0e. Should refreshing again now that 2.0.0e is installed fix my problem? I hadn't tried that yet.
 
Installing 2.0.0e will attempt to regenerate all of the lost data that may have occurred from a cell reset. So I'd recommend the following:

1. Load up the last save before you updated to 2.0.0e
2. Head to HQ, and wait about 10 minutes to ensure the start up scripts ran
3. Refresh any rooms that lost their items
4. Check and see if your numbers match what you expect
 
Installing 2.0.0e will attempt to regenerate all of the lost data that may have occurred from a cell reset. So I'd recommend the following:

1. Load up the last save before you updated to 2.0.0e
2. Head to HQ, and wait about 10 minutes to ensure the start up scripts ran
3. Refresh any rooms that lost their items
4. Check and see if your numbers match what you expect
Good news and bad news.

The good news:

The worker cap has fixed itself and I can now recruit more workers.

The bad news:

Certain rooms are stuck permanently under construction in HQ despite having items inside them, and one room even has furniture from multiple potential uses present, causing it to clip into each other. Furthermore, the quest is still reporting there is 0 excess power transfer from settlements despite one of my settlements being connected to the municipal power grid generating a whopping near 1400 power. Additionally, how to HQ is still telling me to build more living quarters for some reason.

_____

I'll send in my save for you to take a look at but keep two things in mind:

1.) The save is mod heavy so a lot of content will be missing when you load it up

2.) At first I thought the permanent construction bug was purely cosmetic so I used setscale 0 on the signs outside a few rooms. Once I realized the bug was not merely cosmetic I stopped doing that but it's worth keeping in mind.

Attached are screenshots of some of the aforementioned issues.


EDIT: Nevermind, how to HQ completed and the power grid finally registered after waiting about twenty minutes OUTSIDE of HQ. But there's still a few problems. The permanent construction bug is still ongoing.
 

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I'm afraid the cell Reset bug got me. Twice.

The first time, I think was version 2.0.0f. I recall running around in a panic for an hour or so, refreshing the rooms. The rooms mostly refreshed okay, but the person capacity never increased. I was stuck at 0 capacity for EVERYTHING, including facilities. I was in How TO HQ quest, and I think Commonwealth rising. I would run back a save to earlier, and it would look okay. I go leave for an in game day, and the cell reset returned. The only hard save I had was back into 6 hours prior, and I don't recall the version of sim settlements. So, I started playing through that earlier save again, under 2.0.0g. Lo and behold, the cell reset bug occurred at roughly the same time into the save, about 5:45 hours later (not sure how many in game days passed). I have sat around in HQ, both with the game paused (it seems the scripts continue to run in the background when I do so), and standing looking at the ceiling in real time (while I caught up on some paperback reading). After a half hour of both, I would run around and refresh all rooms. Still a problem, with no change to the number of slots available (now a max 2 for facilities on the second save) ever occurring. Except, I have noticed that under the 2.0.0g version, I am seeing duplications of the numbers of doors on the second floor 2-person bedrooms with the room refresh. I even tried running around to other settlements for a few hours, then returning. Still the same issue.

I am going to private send you the link [I hope?] to three *.FOS files. Both are VERY mod heavy (they tax my old OC'ed Sandy Bridge CPU to screaming). Save 156 should be RIGHT before the cell reset. Save 157 is right after. I hadn't refreshed anything yet. Save 158 is quite a while later, but is after I thought I would give the scripts time to go catch up before I returned, but the problem remains. All 3 are running what should be v2.0.0g.

EDIT
After finding a similar issue in another post, I found that there is a common thread of having 14 people in HQ might be what triggers the cell reset to occur. I reverted back to the previous save before having 14 people which is again, 8 hours of lost time (phooey), but it seems to be stable with 12 recruited members. Hopefully I didn't just jynx it, but it's a datapoint regardless of where this goes. I jynxed it. It just happened again with 12 people. Interestingly, at again roughly the same number of hours on the save. I have not traced it to a specific room that is created either. So, in total, I think it's now been 4 times I have hit the cell reset bug at HQ. Each time, it's nearly a day's worth of playing (while at home on vacation). :help
 
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