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Resource costs and storage amounts.

XxA1xX

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Community Rockstar
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So after playing for a few weeks and getting into the HQ build up I really think the whole resource thing needs to be reworked. I have around 20 settlements my resources look something like this
1 caps 450k
2 building materials 5k
3 bio/fuel 30k
4 rad/rare 30k
5 the one with the gears symbol ? 10k

my upgrades at HQ cost like 2500 building materials each and like 1-5k of the rest

personally I’d like to see this all reduced to about 25% or 1/4 of what it currently is and rework costs to reflect this this also includes the nearly impossible get 1k power using transfer power plots to HQ I can get like 161 using 5 settlements. I’d also like to see these reductions in the settlement side as well I’ve seen city plan upgrade costs be around 20k plus building materials. Wouldn’t it be a lot easier on everything if instead of 100k plus numbers it was reduced down into the more normal 100’s to maybe 1000’s tops for this stuff. I’m sure it would be easier for the tracking setup if all the numbers had a lot less 0’s as well.

this would also make the storage/defense options be more viable as well if instead of 30 storage crates and 250 defense only say 1 crate and 25-50 defense was needed. Personally the numbers feel bloated to such a large number, just to seem impressive on the screen when much smaller amounts that are more realistic for supposed to dumb to build without IKEA instructions settlers are the ones doing the work.

this is just my opinion on the system as somebody who has used and played the mod for a while personally I’d also like to see the number of people required to man HQ be dropped from like 75 to around 20 as well or maybe 25 say like 5 per department to have a fully functional department also reducing some of the strain HQ puts on the system when fully outfitted.
 
this also includes the nearly impossible get 1k power using transfer power plots to HQ I can get like 161 using 5 settlements
I've never managed to get that objective without going into tgm and putting down a couple of the +500 generators from Vault Tec Workshop DLC. Transfer Plots do something bizarre for me when I have more than one settlement with one - it transfers all the power from them all into one settlement, leaving the others without any power.

But yeah, 1000 Power is more than all my settlements combined are using. Are we really expected to believe the Comm Array is that power hungry?
 
Yeah I’m hoping since kinggath plans to start tackling hq related stuff this month he can readjust some of the requirements and stuff to be more realistic. I mean the power thing is the power room makes like 1200 power and we need 1k on top of that ? Seems unrealistic a fully built settlement gets away with like 50 power in most cases with only water farms needing huge power numbers. So gnn should be able to get by with say 1k total not 1200 plus an additional outside 1k.

I think the power transfer plot is a non starter in my view it does nothing I need and takes up a plot and job spot, think a better option would be just a lore reasoning that once upgraded settlements provide power to the system through existing lines and stuff and GNN takes advantage of this getting say 100 power per settlement built and powered up.

the whole HQ needs to be gone through though I think 75 npc puts a crazy load on my computer and most of them just stand around doing nothing since the AI packages can’t function on that many of them.
 
the whole HQ needs to be gone through though I think 75 npc puts a crazy load on my computer and most of them just stand around doing nothing since the AI packages can’t function on that many of them
I have taken to adding one generic Settler to each department and console commanding their relevant SPECIAL stat up to 99, just to avoid those issues. (I justify this by saying I am using my position as Head Of The Institute to just throw Synths at the problem - if I could find a mod that added g1s as settlers that didnt break something else, I would use them directly)
 
I have taken to adding one generic Settler to each department and console commanding their relevant SPECIAL stat up to 99, just to avoid those issues.
Never crossed my mind I just zapped them to 10 in the required field and add like 20-15 per field. Gonna have to cheat better I guess that would reduce a lot of that lag and FPS loss with only like 15 npc instead of 70 or so.
 
Never crossed my mind I just zapped them to 10 in the required field and add like 20-15 per field. Gonna have to cheat better I guess that would reduce a lot of that lag and FPS loss with only like 15 npc instead of 70 or so.
I mean, in general HQ needs at LEAST a couple more passes at the numbers, in addition to actually having more functionality than its current "mandatory if you have Diseases turned on, pointless otherwise" state.

It just bugs me that it is meant to be the Big Selling Point and the entire purpose end goal of the mod... and there are still regular requests for a way to not use it whatsoever, which is really not a good sign for how well it was implemented.
 
I mean, in general HQ needs at LEAST a couple more passes at the numbers, in addition to actually having more functionality than its current "mandatory if you have Diseases turned on, pointless otherwise" state.

It just bugs me that it is meant to be the Big Selling Point and the entire purpose end goal of the mod... and there are still regular requests for a way to not use it whatsoever, which is really not a good sign for how well it was implemented.
I honestly like the idea of the diseases system, but it hits hard and fast you go from the hammer quest with settlers arriving talking about sick people to boom everybody has incurable diseases in a matter of a hour or two of playing. And to research the cures takes like 30 days to get from point A to point B.

I think if it was more progressive like settlers show up mentioning it chapter 2 starts then maybe a couple settlers max have disease ( curable) then HQ comes along (then incurable ) then research starts you get the dr lady ( then progress to the one where they can’t work) now you have to research more. And no death option at all that’s to extreme for me for a game I play for fun.

but like maybe 1-2 settlers out of 10 max can get this is what I think is cool, I showed up to a settlement had 15 sick 1 not able to work and only 2 that where fine. That’s hardcore and not fun for me.

so yeah hopefully a lot of HQ stuff gets the once over this month I know chapter 3 is pressing hard but let’s get chapter 1-2 fixed up for chapter 3 a little hopefully.
 
so yeah hopefully a lot of HQ stuff gets the once over this month I know chapter 3 is pressing hard but let’s get chapter 1-2 fixed up for chapter 3 a little hopefully
Dont hold your breath. I still have notes of stuff broken in Chapter 1 that hasnt been touched.
 
Dont hold your breath. I still have notes of stuff broken in Chapter 1 that hasnt been touched.
You can have a little faith. Last patch, Kinggath fixed some chapter 1 stuff I reported shortly after I attained Rockstar status. ;) Also the overlapping icon bug has finally been figured out and will be fixed next patch. The problem with these bugs is it requires someone with Einstein levels of genius to understand and resolve...
 
You can have a little faith. Last patch, Kinggath fixed some chapter 1 stuff I reported shortly after I attained Rockstar status. ;) Also the overlapping icon bug has finally been figured out and will be fixed next patch. The problem with these bugs is it requires someone with Einstein levels of genius to understand and resolve...
I know, I have email notifications on for the Git, something that old was binged on me about 24 hours ago. Still frustrating though.
 
You can have a little faith. Last patch, Kinggath fixed some chapter 1 stuff I reported shortly after I attained Rockstar status. ;) Also the overlapping icon bug has finally been figured out and will be fixed next patch. The problem with these bugs is it requires someone with Einstein levels of genius to understand and resolve...
That’s good news and yeah it takes a while since most of us don’t do code there’s limited hands to fix stuff.
 
I have taken to adding one generic Settler to each department and console commanding their relevant SPECIAL stat up to 99, just to avoid those issues. (I justify this by saying I am using my position as Head Of The Institute to just throw Synths at the problem - if I could find a mod that added g1s as settlers that didnt break something else, I would use them directly)
Would you mind sharing the console command you use for this? I'm still trying to recruit enough settlers for the power engineering and despite using The Ron to recruit perception skilled settlers only, the power engineering rating is increasing barely at all. I've got a powerful gaming PC but, as with anyone else, too many NPCs and everything lags really bad
 
Would you mind sharing the console command you use for this? I'm still trying to recruit enough settlers for the power engineering and despite using The Ron to recruit perception skilled settlers only, the power engineering rating is increasing barely at all. I've got a powerful gaming PC but, as with anyone else, too many NPCs and everything lags really bad
I'll put it behind a spoiler tag.

Target the person in question in the console (so it shows their name/ID at the top bit) and then do setAV [stat] [value] eg: setAV Perception 99
I'm not aware of what the game engine's hardcoded limits are, but I wouldn't go above 255 myself.

Do keep in mind that "HQ 2.0" will supposedly include a method to... not 'train' SPECIALs per se, but make it so each department uses two stats for its Energy values instead of one, or something to that effect, so it will likely be "easier" to hit those threshold values with less people even without doing this, just at the cost of more resources or time or something.
 
I'll put it behind a spoiler tag.

Target the person in question in the console (so it shows their name/ID at the top bit) and then do setAV [stat] [value] eg: setAV Perception 99
I'm not aware of what the game engine's hardcoded limits are, but I wouldn't go above 255 myself.

Do keep in mind that "HQ 2.0" will supposedly include a method to... not 'train' SPECIALs per se, but make it so each department uses two stats for its Energy values instead of one, or something to that effect, so it will likely be "easier" to hit those threshold values with less people even without doing this, just at the cost of more resources or time or something.
thank you so much!!
 
If you don't want to deal with console commands, I made this mod to adjust stats:
Yeah, recommending such blatant 'cheating' as using those console commands isn't normally my style, but with how many people are genuinely unhappy with the state of the "HQ" systems right now...
 
If you don't want to deal with console commands, I made this mod to adjust stats:
Have been using the zapper works great, any way to remove the sound from it though it makes a weird sound when equipped but holstered ? It’s probably just recycled from the weapon it’s made from though so maybe xedit it out on my end if I remember.
 
Have been using the zapper works great, any way to remove the sound from it though it makes a weird sound when equipped but holstered ? It’s probably just recycled from the weapon it’s made from though so maybe xedit it out on my end if I remember.
Its just a copy of the vanilla alien blaster. There should not be any "equipped" sound effects. All I changed is the projectile effects.

Do you have a mod that replaces the vanilla weapon? Sound effects can be added to the nif file. Try equipping the vanilla weapon and see if it does the same thing.
 
Its just a copy of the vanilla alien blaster. There should not be any "equipped" sound effects. All I changed is the projectile effects.

Do you have a mod that replaces the vanilla weapon? Sound effects can be added to the nif file. Try equipping the vanilla weapon and see if it does the same thing.
I don’t use the regular gamma gun often enough to remember I’m betting it does as well though since I have nothing changing the sounds. May take a look later and see just know it had a sound effect when holstered.
 
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