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Regarding The HQ

  • Thread starter Deleted member 10215
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Deleted member 10215

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I've spent the evening tinkering with the new HQ System and taking notes, and I have some questions on the matter.
This will include a lot of "not sure if that's a bug or just me not grasping how to use this system". Ordinarily I'd just sit on a list of my own questions and cross them off as other people ask (just look at my own post history to see how many of my own threads get 0 responses), but I'm getting out in front on this one.
  1. When the construction of a room costs materials that match the categories of the Virtual Storage (I'm on Category level difficulty there), is it meant to actually deduct them out of there? It never has. Alright it just did that time, for the first time ever, once I'm past the point of having completed "Commonwealth Rising" and was doing all the upgrades to the Labs - but it ONLY did it that one time. Along those lines, what's the "Scrap" resource it keeps citing on those costs that I now only have 9 of? Looks to have been a non-repeatable glitch. And why does it sometimes say I have, for example, 0 Rare Materials despite there being about 1000 showing on the Supply Agreements HUD element?
  2. Are settlers meant to be 'reassigned' to the HQ 'settlement' from where they were or not? Sometimes they are, sometimes they still keep counting as a resident of the settlement they were at before being sent to HQ.
  3. All of the "unique settlers" I've moved there are repeatedly saying only their "happiness below 50" type lines as they wander around. Even after having built almost everything in the lists (with by my estimate enough bathrooms for one each) and there being enough Food and Water resources showing up for 2+ each of those too. This is literally the nicest building in all of Massachusetts at this point, if not the entirety of Post War USA, and they're still whining about it being crap. Should be fixed as of 2.0.0g version (but not retroactively to existing saves) - needs reverifying (isn't working for me as of 2.0.0L)
  4. I noticed that sometimes on the Pipboy Map the HQ shows as a settlement (with the population/happiness indicators underneath) but sometimes it doesn't. Related, only one of the two 'supply agreements' I have in place is actually drawing a line to HQ - the one that's required by the quest. What benefit even IS there to setting up multiple supply agreements, if it's just pulling out of the Virtual Storage on the entire network of the target settlement? More Supply Agreements increases the amount of "Scrap Logistics" you have available to build with, at a rate of 500 per Agreement. This feels unnecessarily complex to me, like it's a whole extra step that probably doesn't need to exist, things could just cost "Logistics Energy" instead and achieve the same thing.
  5. Despite having two people now working in "Administration" for over an ingame week, I still have 0 "Admin Energy". What did I miss here? It turns out Theresa hadn't auto-assigned to Head of Admin like the dialog implied she was doing.
  6. Who actually shows up in the "assignment" thing seems very temperamental; more than once I've seen 3 instances of the same person in the list but someone I am looking directly at is not in the list. Supposedly clicking left and right in that "trade window" should resolve this according to kinggath, but that has never done anything whatsoever for me (nervous habit to do that anyway).
  7. A lot of the rooms in here only have one choice for what goes in there; is that by design, is this a system that Addon Packs can hook into? Looks like that's the intent.
  8. I was able to build and assign "Science" jobs before the questline thought I would, and the HUD element for that job didn't show up until I recruited Cassandra - I could build her personal quarters before then too, which names her even though the quest seems to go out of its way to not tell you WHICH Nightingale you'll be recruiting otherwise.
  9. Is Algernon supposed to just be chilling out front with only 'greet' dialog? The Gunner-owned Turrets out front also keep on respawning.
  10. Being able to Fast Travel into the place but not out is getting annoying. On that note, is there an equivalent to the Caravan Fast Travel for Survival players, given the rest of the questline just kind of assumes (going by how characters talk) we're still up in the Concord region? If there is, I can't find it.
  11. On a semi related note, is it intended that most of the questline assumes you're up near Concord, but HQ is far enough away that nothing in that quadrant of the map will be within Hospital range? HQ gets its own Infirmary later in the questline that appears to count for Hospital services.
  12. Do the handful of rooms that look like 'training' rooms (Gym, Library, etc) actually do any "training" in the SS2 SPECIAL Improvement sense? This feels like something that could be used for future content, with that "project" thing that only came up once in the questline where it was optional to even use it.
  13. Does HQ's "Population" cap at 25 no matter how many bedrooms you have? No, the scripts are just getting slower and slower to process once I'm at this level of progress.
  14. A lot of the "just chilling in HQ" idle-dialog appears to have the volume set to about 1/10 what it should be. This has been a recurring thing for about 50% of lines in Chapter 2 for me.
  15. Do the "Supply Agreements" still use the base-mod's range for Caravans to actually link? This APPEARS to be a no, those work over any distance, at least within The Commonwealth - haven't tested any further away yet.
  16. It APPEARS that sometimes people reassigned to HQ are having their SPECIAL stats reset to all 1s. This is probably the root cause of a lot of why people keep getting stuck unable to even finish the "Tutorial" section. Robots in particular seem especially prone to it; Mister Handsy reset to all 1s for me when I sent him there.
  17. The Vit-o-matic reports everyone working at HQ as being "unemployed" - could it be adjusted to show what Department they work for or something?
  18. It seems that 'scrapping' the Blue Man Markers the HQ System uses as part of its processes, before that particular 'order' completes, permanently breaks that particular order (room clean, room build, etc) from ever being doable.
  19. Balance-wise, are the costs on everything meant to be so high that you basically can't do HQ until you have "completed" all of the SS2 Plot Tech Tree? And even then it's another month plus of ingame time to get it all built and upgraded... by which time the game world has long since run out of other things to do.
  20. The options for the HQ HUD ignore what they're set to in MCM and always behave in the "hide everything when you leave Build Mode" manner.
  21. Food and Water? Do the people at HQ rely purely on pulling food/water items out of the Workbenches via the Caravan Link, or do they not even need to eat/drink any more, or what's the story? On closer examination, Food and Water Production is being auto-distributed via the Caravan Link to HQ too.
  22. NEEDS MORE TESTING - it appears the 'unique voiced setters' from mod "Settlers of the Commonwealth" have issues with being assigned to HQ - some sort of quantum state of both being in HQ departments and not being assigned to the 'HQ settlement', and losing all their 'player walked nearby' dialog.
  23. Impassable something invisible in the way on trying to exit the elevator onto the "Office Level" - but not on trying to walk into the elevator?
  24. NEEDS MORE TESTING - Trying to build a room from the not-ASAM by the door when not in 'build mode' always fails for me, saying lack of resources, regardless of how many are available.
  25. The "perk bypass" functionality that makes up a large portion of the purpose of even building the Science Department seems very temperamental as to whether or not it actually works.
  26. Changing a room's "purpose" via the not-ASAM seems to do something odd behind the scenes - the previous 'purpose' stays in the list of rooms you can build too, making it even more of a confusing mess.
  27. Which Diseases I can "research" keeps on changing every time I open "command mode". Chicken Pox is only there about 1/3 of the time, and some diseases I already know exist in my settlements - have had the Vitomatic see them - don't show up at all. Is this time-gated or something?
  28. The "Catwalks" upgrade and one of the rooms in the basement (not sure which) seem to mutually erase each other's progress - building one puts the other back in the list of things to build.
I'll keep on editing this post as I think of more stuff and/or get answers.
 
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I havent managed to use the HQ radio.
I open pipboy and click on the radio, i choose who i want to speak to; when i close the pipboy i see for an instant the other one saying hello, then for an instant the dialog cross after that i wield my weapon and dialog closes.
This if i'm in first person, if i do oit in third person the game freezes and i need to kill FO4 from task manager.
 
I havent managed to use the HQ radio.
I open pipboy and click on the radio, i choose who i want to speak to; when i close the pipboy i see for an instant the other one saying hello, then for an instant the dialog cross after that i wield my weapon and dialog closes.
This if i'm in first person, if i do oit in third person the game freezes and i need to kill FO4 from task manager.
i just noticed i don't even have the radio signal .... okay.... might be a mod conflict but I only have tales from the commonwealth ... kinda strange
 
i just noticed i don't even have the radio signal .... okay.... might be a mod conflict but I only have tales from the commonwealth ... kinda strange
The "HQ Radio" is actually an Aid-class item it gives you after you recruit Mansfield and quest "How to HQ" starts. Supposedly it lets you skip having to physically go to them to complete quests, but the couple of times that's even an option at the point you get it, it doesn't work (at least not for me).

Related note: the checks on what those NPCs can actually say in those dialogs (it's the same ones you get if you physically talk to them at HQ) needs a second look over for the checks actually being right. I just called Lupe up and her intro line was something like "I'm so glad we have a proper dining hall", and then when I did the "any suggestions" options, her line told me we should build a dining hall...
 
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I havent managed to use the HQ radio.
I open pipboy and click on the radio, i choose who i want to speak to; when i close the pipboy i see for an instant the other one saying hello, then for an instant the dialog cross after that i wield my weapon and dialog closes.
This if i'm in first person, if i do oit in third person the game freezes and i need to kill FO4 from task manager.
The only way I've gotten it to work was to open the pipboy in first person, select who to call, close your pipboy, then immediately switch to third person. Like you though if I stayed in first person the conversation would cut-off/close, if I was in third trying to make the call it would get all janky and I would have to force close the game.

I have had one radio conversation with Jake during the quest Commonwealth Rising (you have the option of talking to him in person or using the radio) if you decided to talk to him over the radio one of his dialog choices would become a hard roll and you could get more info from him than talking to him in person. Privacy, maybe? Whether that was intentional or not I'm not sure.
20220116213540_1.jpg
 
The only way I've gotten it to work was to open the pipboy in first person, select who to call, close your pipboy, then immediately switch to third person. Like you though if I stayed in first person the conversation would cut-off/close, if I was in third trying to make the call it would get all janky and I would have to force close the game.

I have had one radio conversation with Jake during the quest Commonwealth Rising (you have the option of talking to him in person or using the radio) if you decided to talk to him over the radio one of his dialog choices would become a hard roll and you could get more info from him than talking to him in person. Privacy, maybe? Whether that was intentional or not I'm not sure.
This way the radio works; not very pratical but at least i can say 'Hello' to Jake; also discovered that the enroll process is a cascading one, once you nanage to add four settlers the enery skyrockets and cleaning process become a lot faster.
Dismissing settlers is also easy, same as sending them from a settlement to another, the problem is just finding where they are in GNN labyrinth
Now i'm at 12/15 required settler to finish the quest, most of them of good quality, just hop not to have damaged too much my network productivity.
Question: any way to send at GNN Strong or MAma Murphy? they would just be the cherry on top of the cake, no real need
 
This way the radio works; not very pratical but at least i can say 'Hello' to Jake; also discovered that the enroll process is a cascading one, once you nanage to add four settlers the enery skyrockets and cleaning process become a lot faster.
Dismissing settlers is also easy, same as sending them from a settlement to another, the problem is just finding where they are in GNN labyrinth
Now i'm at 12/15 required settler to finish the quest, most of them of good quality, just hop not to have damaged too much my network productivity.
Question: any way to send at GNN Strong or MAma Murphy? they would just be the cherry on top of the cake, no real need
For the moment you cannot send companions to the HQ. I also think that sending some of the named vanilla NPCs (like mama Murphy) to HQ might cause problems.
 
I seem to be unable to build the Infirmary or improve Theresa's Quarters in the HQ. When I try giving the construction order it says no rooms available.

Edit: The Infirmary is also registered as Robotics Lab and Infirmary at the same time as it says on the room info thing.
 
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I find that by the time you get up to the questline expecting you to build the Science Department - even though you can build half of it before the quest wants you to - the amount of 'script lag' going on starts to get noticably bad. I suspect that's also why the "sandboxing" for the people living/working there gets very temperamental too - Knox has been standing there next to the fountain for like a week ingame, not even using one of the animation markers I know are there.

Just added another few points to the mega-list at the start of the thread, too.
 
I cant research the flu, the option dont appear in the menu. I dont think im doing something wrong
I assume you've done everything else the quest asked up to that point?
A few other people have had that problem (I haven't myself), the thread I found about it here suggests using the sort-of-ASAM-thing for the Science Lab room to 'change its purpose' to something else, wait 24 hours, then change it back.

This thread's more for my own note keeping than anything else, it's gotten so long (thus meaning people are less likely to look) that you'd be better served making your own thread asking for help with HQ in future - makes things easier to find, proves to the higher-ups just how many problems people are having with the systems, etc.
 
I assume you've done everything else the quest asked up to that point?
A few other people have had that problem (I haven't myself), the thread I found about it here suggests using the sort-of-ASAM-thing for the Science Lab room to 'change its purpose' to something else, wait 24 hours, then change it back.

This thread's more for my own note keeping than anything else, it's gotten so long (thus meaning people are less likely to look) that you'd be better served making your own thread asking for help with HQ in future - makes things easier to find, proves to the higher-ups just how many problems people are having with the systems, etc.
I did everything yes, I tried with both version, cleaning the ghouls myself and using help and it was the same.

I tried that fix of changing the room like 3 or 4 times and didnt worked so i was forced to skip the quest. At least now it let me research deceases it seems.
 
Changing a room's "purpose" via the not-ASAM seems to do something odd behind the scenes - the previous 'purpose' stays in the list of rooms you can build too, making it even more of a confusing mess.
I think the previous room that stays in the list is to remove the previous furniture.
 
I think the previous room that stays in the list is to remove the previous furniture.
That makes even less sense, and doesn't match what I'm seeing.
For example, I changed a room from being a "dorm" to being "Player Quarters Extension"; now I have four options in the build list that match what the options for "dorms" for that room were - only one of which was ever actually built before.

None of my issues are going to get fixed any time in the next month anyway, so screw it, I'm going back to playing something else until then.
 
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I had accidentaly built Administration Offices instead of Security Offices, so I changed the room purpose and ordered building Security Offices but the Administration furniture were still there. I then chose construct Administration Offices and the Admin Furniture and the Build Option disappeared.
 
I've spent the evening tinkering with the new HQ System and taking notes, and I have some questions on the matter.
This will include a lot of "not sure if that's a bug or just me not grasping how to use this system". Ordinarily I'd just sit on a list of my own questions and cross them off as other people ask (just look at my own post history to see how many of my own threads get 0 responses), but I'm getting out in front on this one.
  1. When the construction of a room costs materials that match the categories of the Virtual Storage (I'm on Category level difficulty there), is it meant to actually deduct them out of there? It never has. Alright it just did that time, for the first time ever, once I'm past the point of having completed "Commonwealth Rising" and was doing all the upgrades to the Labs - but it ONLY did it that one time. Along those lines, what's the "Scrap" resource it keeps citing on those costs that I now only have 9 of? Looks to have been a non-repeatable glitch. And why does it sometimes say I have, for example, 0 Rare Materials despite there being about 1000 showing on the Supply Agreements HUD element?
  2. Are settlers meant to be 'reassigned' to the HQ 'settlement' from where they were or not? Sometimes they are, sometimes they still keep counting as a resident of the settlement they were at before being sent to HQ.
  3. All of the "unique settlers" I've moved there are repeatedly saying only their "happiness below 50" type lines as they wander around. Even after having built almost everything in the lists (with by my estimate enough bathrooms for one each) and there being enough Food and Water resources showing up for 2+ each of those too. This is literally the nicest building in all of Massachusetts at this point, if not the entirety of Post War USA, and they're still whining about it being crap. Should be fixed as of 2.0.0g version (but not retroactively to existing saves) - needs reverifying (isn't working for me as of 2.0.0L)
  4. I noticed that sometimes on the Pipboy Map the HQ shows as a settlement (with the population/happiness indicators underneath) but sometimes it doesn't. Related, only one of the two 'supply agreements' I have in place is actually drawing a line to HQ - the one that's required by the quest. What benefit even IS there to setting up multiple supply agreements, if it's just pulling out of the Virtual Storage on the entire network of the target settlement? More Supply Agreements increases the amount of "Scrap Logistics" you have available to build with, at a rate of 500 per Agreement. This feels unnecessarily complex to me, like it's a whole extra step that probably doesn't need to exist, things could just cost "Logistics Energy" instead and achieve the same thing.
  5. Despite having two people now working in "Administration" for over an ingame week, I still have 0 "Admin Energy". What did I miss here? It turns out Theresa hadn't auto-assigned to Head of Admin like the dialog implied she was doing.
  6. Who actually shows up in the "assignment" thing seems very temperamental; more than once I've seen 3 instances of the same person in the list but someone I am looking directly at is not in the list. Supposedly clicking left and right in that "trade window" should resolve this according to kinggath, but that has never done anything whatsoever for me (nervous habit to do that anyway).
  7. A lot of the rooms in here only have one choice for what goes in there; is that by design, is this a system that Addon Packs can hook into? Looks like that's the intent.
  8. I was able to build and assign "Science" jobs before the questline thought I would, and the HUD element for that job didn't show up until I recruited Cassandra - I could build her personal quarters before then too, which names her even though the quest seems to go out of its way to not tell you WHICH Nightingale you'll be recruiting otherwise.
  9. Is Algernon supposed to just be chilling out front with only 'greet' dialog? The Gunner-owned Turrets out front also keep on respawning.
  10. Being able to Fast Travel into the place but not out is getting annoying. On that note, is there an equivalent to the Caravan Fast Travel for Survival players, given the rest of the questline just kind of assumes (going by how characters talk) we're still up in the Concord region? If there is, I can't find it.
  11. On a semi related note, is it intended that most of the questline assumes you're up near Concord, but HQ is far enough away that nothing in that quadrant of the map will be within Hospital range? HQ gets its own Infirmary later in the questline that appears to count for Hospital services.
  12. Do the handful of rooms that look like 'training' rooms (Gym, Library, etc) actually do any "training" in the SS2 SPECIAL Improvement sense? This feels like something that could be used for future content, with that "project" thing that only came up once in the questline where it was optional to even use it.
  13. Does HQ's "Population" cap at 25 no matter how many bedrooms you have? No, the scripts are just getting slower and slower to process once I'm at this level of progress.
  14. A lot of the "just chilling in HQ" idle-dialog appears to have the volume set to about 1/10 what it should be. This has been a recurring thing for about 50% of lines in Chapter 2 for me.
  15. Do the "Supply Agreements" still use the base-mod's range for Caravans to actually link? This APPEARS to be a no, those work over any distance, at least within The Commonwealth - haven't tested any further away yet.
  16. It APPEARS that sometimes people reassigned to HQ are having their SPECIAL stats reset to all 1s. This is probably the root cause of a lot of why people keep getting stuck unable to even finish the "Tutorial" section. Robots in particular seem especially prone to it; Mister Handsy reset to all 1s for me when I sent him there.
  17. The Vit-o-matic reports everyone working at HQ as being "unemployed" - could it be adjusted to show what Department they work for or something?
  18. It seems that 'scrapping' the Blue Man Markers the HQ System uses as part of its processes, before that particular 'order' completes, permanently breaks that particular order (room clean, room build, etc) from ever being doable.
  19. Balance-wise, are the costs on everything meant to be so high that you basically can't do HQ until you have "completed" all of the SS2 Plot Tech Tree? And even then it's another month plus of ingame time to get it all built and upgraded... by which time the game world has long since run out of other things to do.
  20. The options for the HQ HUD ignore what they're set to in MCM and always behave in the "hide everything when you leave Build Mode" manner.
  21. Food and Water? Do the people at HQ rely purely on pulling food/water items out of the Workbenches via the Caravan Link, or do they not even need to eat/drink any more, or what's the story? On closer examination, Food and Water Production is being auto-distributed via the Caravan Link to HQ too.
  22. NEEDS MORE TESTING - it appears the 'unique voiced setters' from mod "Settlers of the Commonwealth" have issues with being assigned to HQ - some sort of quantum state of both being in HQ departments and not being assigned to the 'HQ settlement', and losing all their 'player walked nearby' dialog.
  23. Impassable something invisible in the way on trying to exit the elevator onto the "Office Level" - but not on trying to walk into the elevator?
  24. NEEDS MORE TESTING - Trying to build a room from the not-ASAM by the door when not in 'build mode' always fails for me, saying lack of resources, regardless of how many are available.
  25. The "perk bypass" functionality that makes up a large portion of the purpose of even building the Science Department seems very temperamental as to whether or not it actually works.
  26. Changing a room's "purpose" via the not-ASAM seems to do something odd behind the scenes - the previous 'purpose' stays in the list of rooms you can build too, making it even more of a confusing mess.
  27. Which Diseases I can "research" keeps on changing every time I open "command mode". Chicken Pox is only there about 1/3 of the time, and some diseases I already know exist in my settlements - have had the Vitomatic see them - don't show up at all. Is this time-gated or something?
  28. The "Catwalks" upgrade and one of the rooms in the basement (not sure which) seem to mutually erase each other's progress - building one puts the other back in the list of things to build.
I'll keep on editing this post as I think of more stuff and/or get answers.
The sad amount of lag around diamond city, bunkerhill, and the hq always seems to crash and freeze my game. I have no scrap mods that break precombines so im stumped.
 
I had accidentaly built Administration Offices instead of Security Offices, so I changed the room purpose and ordered building Security Offices but the Administration furniture were still there. I then chose construct Administration Offices and the Admin Furniture and the Build Option disappeared.
Alright, I'll add that to my mental list of "things about HQ that make no f'n sense to me and work contrary to how the rest of the mod works" then.
 
For the moment you cannot send companions to the HQ. I also think that sending some of the named vanilla NPCs (like mama Murphy) to HQ might cause problems.
I have the DLC for the quantum stag, which i sent to a vanilla settlement. The stats were too good to ignore so i sent it to HQ - whereupon everyone turned on it. Some weird factional bug, I guess? So I had to send it away.
A pity, it was actually incredibly competent.



ScreenShot129.pngScreenShot131.png
 
From memory you also had to upgrade one of the rooms using Engineering->Upgrades, I forget which but it was under the Engineering Dept and had something to do with power in the name, and the description text thingo said it added "power capacity" or somesuch.

Like, this is that snip out of my own last screenshot back up there:
View attachment 15278
The "1160" in the second-last column is that 10x[total Perception of Engineering Dept] value. The 1050 in the last column is the total amount of Power the HQ itself can handle. (The 180 is how much is being used, I believe)
This is a pretty silly question but I can't seem to find the answer anywhere. How does one expand the supply usage window for a more detailed look?
 
I have the DLC for the quantum stag, which i sent to a vanilla settlement. The stats were too good to ignore so i sent it to HQ - whereupon everyone turned on it. Some weird factional bug, I guess? So I had to send it away.
A pity, it was actually incredibly competent.

Radstags usually show as hostile. Did the DLC change that?
 
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