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Patch 2.2.0 - HQ 2.0 is now live!

XxA1xX

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1,528
If you sided with Simon during the mission with Patty and Pete Emins, the CPD will take a "lawful" path, and Lena doesn't take the Gunner Tattoos anymore.
There's a To DO Task, to resolve the quest and the tattoos in your inventory. I expect that will get cleaned up with the dev team does a CPD Quest line review and related fixes to outstanding issues.
I had like 36 of them in my inventory one game and she just stopped taking them, I was not amused. But seeing that it’s a moral change because of choices I can understand it just needs to be made clear why at some point.
 

Cessori

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Ya, maybe a last hand-in or something when their path is determined. At this point, I don't know if there are additional plans for the CPD in Chapter 3 - I'm hoping so.
There is a promised review/fixes incoming for the CPD quest line. Hopefully, that will get fixed then - it is on a list.
 

Flash Hendricks

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Messages
61
The "stopped talking" bug crops up often in my playthroughs, and I've not made any progress in identifying the culprit. Usually it's the protagonist who goes dumb (and whose lips stop moving), but I find it happens very often in the CPD questline, with various CPD members losing their voices along the way. I've not started those quests in my current, clean 2.2.0 playthrough, but will report any bugs if I hit them.
 

Dreizehn

New Member
Messages
4
In one room I have the problem that you can't put out a fire. It looks like the fire is stuck in the ground. The settlers try to delete it all the time.
 

lordoftheapes79

Active Member
Messages
153
If you sided with Simon during the mission with Patty and Pete Emins, the CPD will take a "lawful" path, and Lena doesn't take the Gunner Tattoos anymore.
There's a To DO Task, to resolve the quest and the tattoos in your inventory. I expect that will get cleaned up with the dev team does a CPD Quest line review and related fixes to outstanding issues.
That's good. I felt pretty weird carrying around over 200 Gunner Scalps...
 

Antoine Soverie

Well-Known Member
Messages
1,355
Can't finish Commonwealth rising :/ Came back to comm array room after all the upgrades etc etc, Jake doesn't care.
Also disasters are fun but broken as all hell here (xbox).
Deserters: one sent me to an inaccessible (by normal means) rooftop near bunker hill, another to mechanist lair (haven't started dlc). That last one might be intentional but I really didn't want to do it and get robot attacks, so it took a lot of gamebreaking to reach them. Surprised it even worked that way myself. Also giving deserters any gift crashes the game on menu exit. Other than that, awesome mechanic but annoying/impossible to get workers back.
Fires: it was quality gameplay to put fires out but most of the time they wouldn't go away at all, so they got turned off. They still stay after that and everyone is causing chaos with fire extinguishers. Which is also amusing but really hurts performance :c
Infestations: also stay after being turned off. Security mission does nothing. "Help department" menu says there's 0 disasters.
Still update of the year, SS2 team is the best as always. Actually feels like running an organisation now. In my case, being a horrible boss who overworks, skips peer reviews and doesn't pay. I wish that feature to "hide" settlers/workers came along, or they were at least more spread out (mostly to office/basement/outside since those parts are not lagging). Or some signs for room locations, even though that would be a nightmare to set up.
 
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LCdr Frog

Member
Messages
133
Fires: it was quality gameplay to put fires out but most of the time they wouldn't go away at all, so they got turned off. They still stay after that and everyone is causing chaos with fire extinguishers. Which is also amusing but really hurts performance :c
Infestations: also stay after being turned off. Security mission does nothing. "Help department" menu says there's 0 disasters. [/spoiler]
Still update of the year, SS2 team is the best as always. Actually feels like running an organisation now. In my case, being a horrible boss who overworks, skips peer reviews and doesn't pay. I wish that feature to "hide" settlers/workers came along, or they were at least more spread out (mostly to office/basement/outside since those parts are not lagging). Or some signs for room locations, even though that would be a nightmare to set up.
Same problem with fires. Guess will have to load a previous load before getting to the disaster part.
 

mostyn30

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298
Im Starting a new play through, Is there any problems i should be aware of?
(That Marcy Long i would love to put a bullet in her head! All she does is moan constantly she is one anoying NPC)
 
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SasaExplores

Member
Messages
45
After over two months of deep diving into the code, the HQ 2.0 patch has finally been released! (As is a very important update to Workshop Framework.)

This may be the biggest patch we've ever done - in fact, there's so much content - the patch notes video is almost an hour long and barely scratches the surface of the new content. If you have no patience to listen to me talk about it for that long - just jump in and start tinkering with HQ - we've peppered it with new explanation notices as you unlock the new features!


  • Workshop Framework can now detect when its scripts are overwritten, and a new optional file is available to solve this problem for those of you sick of load order troubleshooting!
  • New side quest from Jake available after you complete his previous side quest "Sea to Glowing Sea"!
  • HQ has loads of new features and bug fixes to bring it closer to the vision of allowing you to run your own faction!
  • Caravan Code overhaul to make it more reliable, faster updating, and cleaner looking on your pipboy map!
  • So many other changes and fixes we had to organize the patch notes into sections...
Xbox players, the versions to watch for when you can safely update are: 59 of SS2, and version 29 of Chapter 2. We now have someone at Bethesda monitoring the situation with the Xbox issue of not usually being able to download right away. If you have trouble updating - please respond to this thread and tag me!

Full SS2 patch notes available here: https://wiki.simsettlements2.com/en/getting-started/patch-notes
Full Workshop Framework patch notes available here: https://github.com/kinggath/WorkshopFramework/pull/113

-------

Really this could have been a 3.0.0 update, but I tend to reserve those for the pre-expansion patches. Huge shout out to all of you who helped test the crap out of this update - could not have gotten it here without you guys.

There's still a lot more I want to do with HQ in future patches, and more coming in Chapter 3 - but this now feels like a full gameplay loop with lots of things to experiment with and discover. By the time we're finished - I hope to have a system where you feel like you're leading your own organization with the tools to create a faction rivaling the Brotherhood or Institute in scope!

For those of you not into HQ, there's a ton of other stuff in this patch (and we do have plans for adding skip mechanisms to HQ, so people who are more interested in story content can still do so without engaging much in the loop).

-kinggath
Recently migrated from playing SS2 on Windows PC to XBOX Series X, really loving the response time. Works so smoothly. But when I try to update the mod (SS2) it downloads, says it installs, but xbox screen (looking at mod as it installs) locks up and won't release. All I seem to be able to do is go into game management and uninstall everything FO4 and then I have to repeat the download and install process (overnight, so much download). So today I had everything reinstalled and started installing the mods but I had the same experience when it downloaded SS2. On the bethesda.net mod page, it showed as installed but would not respond to anything. Before I go through this nightmare again, has anyone else reported a difficulty and if so is there a way around the problem? Am I doing something wrong somehow?
 

Antoine Soverie

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1,355
But when I try to update the mod (SS2) it downloads, says it installs, but xbox screen (looking at mod as it installs) locks up and won't release.
I've noticed that as well, I'm assuming that happens when the game is installing a huge mod (800mb+). Downloading/updating ss2 and ch2 separately (aka not at the same time) and not touching anything when it's about to hit 100% helped me with that. And have to make sure you have more than enough space as there's very little of it and file size may change between updates.
Is there any problems i should be aware of?
I'd probably disable fires and deserters in the ss2 holotape until disasters are fixed. Though that could be due to the fact I did a couple HQ quests (force completed How to HQ as it was nearly done and supply agreements were borked at the time) then upgraded to 2.2.0.Also don't kill someone and immediately loot them if that's what a sidequest wants, take a couple seconds after killing them. (Caleb won't talk to me now)
 

William Wallace

New Member
Messages
8
Myself and several others are encountering what we think is a bug. After starting up HQ, we can't start any projects. We don't get the option in Command Mode to do any projects. We only have the HQ tab with View HQ Layout and View Active Projects being the only two options we have available. We detail our problems and steps to replicate the issue in this thread.
 

SasaExplores

Member
Messages
45
I've noticed that as well, I'm assuming that happens when the game is installing a huge mod (800mb+). Downloading/updating ss2 and ch2 separately (aka not at the same time) and not touching anything when it's about to hit 100% helped me with that. And have to make sure you have more than enough space as there's very little of it and file size may change between updates.

I'd probably disable fires and deserters in the ss2 holotape until disasters are fixed. Though that could be due to the fact I did a couple HQ quests (force completed How to HQ as it was nearly done and supply agreements were borked at the time) then upgraded to 2.2.0.Also don't kill someone and immediately loot them if that's what a sidequest wants, take a couple seconds after killing them. (Caleb won't talk to me now)
I think you're right. Regardless, third time was the charm. It may have been my own user error. This time everything is working fine.
 

kcolloran

New Member
Messages
11
After this update my settlers no longer go to the HQ.
I got the clipboard and I get the usual HQ dialogue, only after confirming sending to GNN nothing happens and the settler remains assigned to their current settlement (based on the info from Vit-o-matic), and I can no longer invoke HQ dialogue on them.
I can see there is now "GNN" option on the list for moving settler to another settlement, but it's greyed out. Is it supposed to be that way?

Did you ever work out a solution?
 

Flash Hendricks

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61
When 2.2.0 hotfix A launched, I did a clean install and started a new playthrough. Everything going fine until I got to the start of the HQ missions (I did a lot of quest skipping to avoid doing everything again). I'm now trying to recruit settlers for the HQ and realised that I could do without the clipboard (which I forgot to pick up), and the first couple I recruited were at Warwick, which wasn't even allied with me! I'm now finding that even if I drop the clipboard or give it to my companion, the same thing happens; everyone's available to work at HQ but not for any other dialogue.

I've just installed hotfix B but the problem is still there. I'm going to go back a bit and see if playing through the steps up to the recruitment stage (with the latest release) helps, but I'm not optimisitic. (I'm also getting the infinite loading screen bug regularly when I try to fast travel... And Preston hasn't given me any Minutemen quests since very early on, which suggests things are not right.)
 

Fuzzthehuman

New Member
Messages
13
For some reason when I expand the size of my settlement it will increase but once I leave it will go back to original size. This never used to happen. Xbox series x all up to date version of everything.
 
Messages
49
I also started a new playthrough with the new big patch. I had a problem with the download but changing the file name to .zip seemed to fix that, thanks to whomever posted that fix here. Then my first launch of a new game I got the startup failed message so I started again and no issue. Then about 8hrs in I realized I had used scrap all in Sanctuary and it deleted the cooling schematics in Red Rocket. So I went back and all the way 1.5hrs in and started again basically at the point Ive setup Sanctuary for Sturges and restarted with the Stranger but when my game started choosing oversized plots I needed to swap them out but the menu for plot types was empty. I thought it was script lag but after waiting a bit and it still persisting I started fresh from the mirror again. This time again first launch I got the failed startup and again repeated the start with no error message second time out. This is all before the latest fix from Nexus. I have now updated through Vortex all the mods again and everything is progressing well but I have lost my voice again, although this seems to fix itself by quitting out and reloading in. I am avoiding the console this time, since I usually just seem to cause more problems then I can fix. My load order is pretty small mostly stuff Ive been using for years but added PRP and Performout and happy with the results. Ive got a good rig here and the Incel LOD is almost game changing. I was at Sunshine last night and could see the sat dish at Olivia. One thing Ive noticed in the new patch is it seems someone finally went in and set Workshop Framework settings to work with SS2. Ive always wished the mod would default to the best settings as sometimes I am unsure what something does from its description. Im looking at you shelter mechanic is on or off the fix, I can never figure it out until my happiness drops to crap.
 

LCdr Frog

Member
Messages
133
I have a problem with water & power. If I undestand the info provided, see inclosed picture, the engineering dept can produce 425 units of water while the HQ can handle only 125. At the time of this picture, water consomption is 44, therefore there should be 81 water available for other tasks. Unfortunately, the mod dosen't see that and I have no water (and power) to do vaccin research. Am I wrong?
 

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Antoine Soverie

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1,355
At the time of this picture, water consomption is 44, therefore there should be 81 water available for other tasks. Unfortunately, the mod dosen't see that and I have no water (and power) to do vaccin research.
unless some stats are off in your caravan network or specifically supply agreement settlements (should be fixed by visiting them maybe), there's probably a disaster happening in a room that stores water or food.
I needed to swap them out but the menu for plot types was empty. I thought it was script lag but after waiting a bit and it still persisting I started fresh from the mirror again.
Assuming this is past the tutorials where you can't menu at all, I'd use the holotape to refresh building caches first. Normally oversized plots don't pick themselves so idk. Is your load order right?
 

LCdr Frog

Member
Messages
133
unless some stats are off in your caravan network or specifically supply agreement settlements (should be fixed by visiting them maybe), there's probably a disaster happening in a room that stores water or food.

Disaster is off, so this is not that. Did refresh every thing and visited all settlements. No dice. Somehow, the command menu and the ressources panel are not in synch. I even put the daily limitation to off and there is still no water or power available form vaccine research. Though TGM does solve the problem.
 
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Messages
49
unless some stats are off in your caravan network or specifically supply agreement settlements (should be fixed by visiting them maybe), there's probably a disaster happening in a room that stores water or food.

Assuming this is past the tutorials where you can't menu at all, I'd use the holotape to refresh building caches first. Normally oversized plots don't pick themselves so idk. Is your load order right?
I was so early in the playthrough I just started fresh again. I might have been able to work it out but with only an hour into the save I dont like to build on shaky foundations so I just deleted all the saves. I think it may have had something to do with that launch day bug with the download and/or my vortex not enabling loose files. Anyway seems sorted now and I am almost to the point Jake is abducted. I should be able to make my way to HQ before the end of the weekend. My load order is sorted through Vortex but its fairly light with SS2 mods making up more then half of the 44 or so mods Im running. I prefer a pretty vanilla experience as I find its pretty easy to throw the balance of the game way off.
 
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