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Patch 2.2.1 - All Systems Go is now live!

I know there are some power grid options but I wasnt quite sure what they did exactly and Ive been trying not to fiddle around with the settings too much as I feel like that adds to the weirdness I typically start running into this deep into a playthrough. I tried my best to get everything set the way I was gonna want it as soon as I was handed the holotape before I had built anything but the stuff in Sanctuary for "If I had a hammer". All of my settlements are hand built except for Sunshine where Stodge and his crew got setup and by this point its unrecognizable as the SS2 basics city plan because Ive added so much too it. I also think the wires really add to the immersion in a settlement.

I havent had many problems with performance or crashing in settlements but the wires did reappear again last night but at the same time I was also given a mini quest by a settler to fix or add to the power grid of the settlement so perhaps the quest triggered the wiring to redo itself. However the floating connector has never returned or anything else, its just this one wire. At least its simple to get rid of and it really doesnt cause any problems other then being run through the middle of a building.
 
@RoflDeLaLol

you have given the municipal pole some time to refresh your grid?
do you have the grid autorepair etc from WSFW set to on by chance?
mind you, you will only need one municipal pole, switchbox or vault conduit and it can take some minutes till it knows that it is supposed to inject all the juice from your powerplants into your grid.

regarding WFSW.. i had lots of corrupted grids with that lately... so much that i entirely had to disable automatic wiring and and the supposed auto repair features...
check, municipal pole set, wfsw is on autorepair, travel 3 cells away, play 5 ingame days on quests, same thing...
almost all items i have deleted are back (no scrapall taken), numbers in hud are awesome (food 2.561.663 for example), power with one basic and one high tech power plant = 0... its count only the generator i have placed manually... dunno what happend lol...

another fact, concord hast some quests via community borad, right marker on map but no trigger (noone who i can spek about the quest to start em)...loadorder checked twice, uninstall all unnessecary mods, try new game (up to castle reown)... same thing. no power, no trigger, but a lot of "concord settler" :)
 
there are only some concord quests that cmoe into my mind.
1. near the ruined playground
2. fallons department store
3. near the Bus stop when you go west from the museum
4. near the maintenance entry (were the deathclaw came from)
5. in the first building you can enter when coming from red rocket (the one with the gourds in the back)
all the related NPCs are Named and not generic Concord Settlers.

as for the wires reappearing over and over again.. check the mod config -> workshop framework -> framework controls -> f4se power up
and ss2 -> gameplay -> city plans use f4se power

as far as i am aware those settings are responsible for wiring and power... i personally turned them off after i got some very strange wiring issues.
 
Last night I went to HQ to find that 2 people had defected. Shefield and Katherine Drake. I did the tracking and found Katherine on a rooftop near Bunker Hill. No such luck with Shefield. I cant track him, he's just gone, and Ive checked all the places I can think of. I tried the settlement he was assigned prior (Sanctuary) both Diamond City and Goodneighbor as well as a sweep around Bunker Hill. Help me find Shefield, not only is he one of my favorites, he is my HQ provisioner and now my scrap and food are wrecked.

Why do they leave in the first place? Were they mad I went to the Institute and found my son? Thats what I was doing when they defected.
 
I can't seem to get food coming into my HQ. I've got a bunch of settlements with very high surpluses, but the supply agreements somehow won't get the food to HQ. I even started removing some supply agreements which didn't seem to be doing anything useful, and that ADDED to my water. How can cancelling a supply agreement increase my available water at HQ?
 
How can cancelling a supply agreement increase my available water at HQ?
Now I'm interested too. I don't suppose it requires communication or power transfer or a higher caravan level or anything like that? Still doesn't explain how you got more, unless a water treatment room got rid of disasters or updated after some agreement manipulations.
(also I guess it depends on how much department energy you have left, as that caps available stuff to work with, or what rooms consume resources)
 
Why do they leave in the first place?
Mostly overwork or not getting paid, but I guess also if their left foot decided to desert. Could they be in the same spot? And it's sad if they still show up on the rooftop. Assuming that's still inaccessible by normal walking.
 
I ended up going back to before he left in my save. I then turned off desertion, saved and reloaded that save and now everyone is back at HQ where they belong. I will go in and start paying them. I didnt know the default would be work for free. I went ahead and recruited enough to finish How to HQ. Now to figure out the power thing. Do I just need more HQ perception or can I also go to settlements and build more generators? I think Im at 650/1000 with 4 or 5 people with 8 perception each.
 
Well there are 3 "power" parts to that quest. One is staff (combined perception of 100), one is power distribution room upgraded in HQ, last one is transferred power from settlements. For that you'd need advanced or hi-tech power plants in settlements with power transfer and agreements. (Though I guess vanilla generators count too? Still not sure)
 
(Though I guess vanilla generators count too? Still not sure)
They definitely do, as long as they're wired into a power grid at that settlement that has a Municipal Power Pylon and active Power Transfer Plot in it. I always pass that section of that quest by building a couple of the +500 "power plants" you unlock in the Vault Tec Workshop DLC.
 
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I figured it was a combination somehow but wasnt sure. I cheesed my way through HQ last time in free build mode because I had run into issues early on. This time Ive been able to do it without cheats. I am already near 700/1000 so I will round up a couple more perceptive NPCs for HQ.

I run into another little problem. Emily Marcus wants me to kill the Gunners in Mass Bay but Ive already set Fiona up in there. I tried loading an older save to see if she would try and send me somewhere else but when she wanted me to go to Mass bay again I gave up and reloaded the save prior to talking to her and now have to avoid her forever so I dont get stuck with a quest I cant finish in the pip boy which drives me crazy.
 
Even if I select "ON" for the attacks on the HQ, it reverts itself to "OFF" all the time. I'm on 2.2.1.
 
Today I run into another problem with a SS2 NPC. Charles Baker's quest also stuck in the pip boy after giving him the required books. I tried 3 different ways doing the quest and the same result every time. Im pretty sure someone had posted a way around this but I couldnt seem to find it today using google search.

Im about to go back prior to talking to Charles in my save and add his name to the avoid list with Mr. Handsey (who is freaking hilarious) and Emily Marcus all who want to send me on quests that never end and stay in my quest log. I wouldnt mind this near as much if they were misc quests. Also I use keep radiant quests in the Commonwealth to avoid things like Treadwell sending me to Far Harbor for scrap from happening. That quest has been in my log for weeks now because I havent been even remotely close to ready to leave the Commonwealth.
 
Emily Marcus wants me to kill the Gunners in Mass Bay
You could try hijacking it back to vanilla state with the holotape (or intercom next to the door if there is one). Maybe that would work.
Charles Baker quest not finishing is a problem that's been around forever, a minor one but I thought it's fixed by now. Still there in my game though.
 
Thats a pretty good idea Antoine, I may try that.

Currently I am pretty jammed up on Commonwealth Rising. I just cant get anything from my power distribution room. Even at level 5 its showing 350 power in the pip boy quest log but 1750 at the room ASAM. I have the full 1000 in people energy and Ive fully upgraded the power distribution room to level 5 but I still have no power in HQ for science.
 
Try building some vault-tec super reactors and connecting them to the power pylon next to a power transfer plot in the agreement settlement. Or endgame power plots, that would work too. I'm guessing you unlocked the full power reserves but it's still not getting enough power from settlements.
 
Ive gone in and added tons of power and it makes no difference. Whatever happened was over 24hrs ago game time or at least thats how far back I had to go to find a save without it stuck at 350 in the pip boy. Then I realized in that 24hrs Ive done maybe 4 quests and only leveled up 4 times meaning Ive spent 95% of that playtime trying to get HQ unglitched. I think maybe when I went back to find a save before Shefield deserted or something along the way screwed it all up. Ive had many lock ups and some really long saves so I thing something is corrupted in the save and Im about to abandon this playthrough.
 
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