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  <title>Ideas for Sim Settlements 2</title>
  <subtitle>Ideas for Sim Settlements 2 as submitted to our Feature Upvote board. Ideas are ordered by 'new' and the 50 top matches are included.</subtitle>
  <link href="https://simsettlements2.featureupvote.com"/>
  <id>pr_uhymucejq84oqcu</id>
  <updated>2024-05-08T08:12:20Z</updated>
  <entry>
    <title>HQ automation - 999 resources "bug"</title>
    <link href="https://simsettlements2.featureupvote.com/suggestions/548000/hq-automation-999-resources-bug"/>
    <id>sug_vgwgpdjo3n4flj7</id>
    <published>2024-04-24T17:16:07Z</published>
    <updated>2024-04-24T17:23:50Z</updated>
    <content type="text/plain">The 999 that shows up on the UI as costs is a quirk with behavior that Bethesda added for the Virtual Workshop CC feature, which is what the new HQ system uses for automation. It simply acts like a "god mode", allowing the player to queue up tasks without having to wait around in realtime for the required resources. &#13;
&#13;
These projects still have costs - however, the automation system means that the projects will be carried out automatically once these resources become available. If something appears to be stuck, or you're wondering why it's not building, then the first step is to check the task list for the department that handles the project and check costs. It should show you if you are lacking something, such as department energy or caps - and once you fulfil that requirement, it will be eligible to build. &#13;
&#13;
If you prefer the old HQ system of only carrying out tasks when you currently have the resources already to do so, you can turn off the setting "commands use task list".</content>
  </entry>
  <entry>
    <title>A-929: Commonwealth Rising - Power Distribution room cleaned and built too early</title>
    <link href="https://simsettlements2.featureupvote.com/suggestions/552787/a929-commonwealth-rising-power-distribution-room-cleaned-and-built-too-early"/>
    <id>sug_ujhbn2lvqkqg8lp</id>
    <published>2024-05-10T21:19:47Z</published>
    <updated>2024-05-29T22:40:28Z</updated>
    <content type="text/plain">It is possible for the power distribution room to be built/cleaned early - before MQ27 even triggers. The quest does not recognise this and thus breaks. The room was cleaned, refreshing the room doesn't fix things. I tried to just upgrade power regardless but despite it appearing on the task list, it gets ignored, and remains in command mode. &#13;
&#13;
Current workarounds until fix: remove "'clean space for power distribution room" from task list before it is actioned. &#13;
&#13;
Or:&#13;
&#13;
If the room has been clean AND built, run: &#13;
&#13;
setstage SS2C2_MQ27 5&#13;
&#13;
Note: this won't work if the room was cleaned but not built.</content>
  </entry>
  <entry>
    <title>L-1428: Taking off power armor in Call to Arms meeting permanently removes it from the game</title>
    <link href="https://simsettlements2.featureupvote.com/suggestions/552662/l1428-taking-off-power-armor-in-call-to-arms-meeting-permanently-removes-it-from"/>
    <id>sug_jhjebvaet9vlla7</id>
    <published>2024-05-10T15:19:44Z</published>
    <updated>2024-05-10T15:19:59Z</updated>
    <content type="text/plain">Note that while clicking on the seat still wearing PA allows the meeting to begin, this feels unnatural, because vanilla chairs do not allow players to wear PA whilst sitting down. As a result, players entering the room wearing PA will likely take it off out of habit.&#13;
&#13;
The PA remains in the meeting when it commences, but is removed permanently afterwards.</content>
  </entry>
  <entry>
    <title>L-1427: Algernon acts injured any time he is teleported</title>
    <link href="https://simsettlements2.featureupvote.com/suggestions/552544/l1427-algernon-acts-injured-any-time-he-is-teleported"/>
    <id>sug_mndn4ql3n8y9ogk</id>
    <published>2024-05-10T09:05:03Z</published>
    <updated>2024-05-10T09:05:02Z</updated>
    <content type="text/plain">Any time Algernon is teleported in, he says "damn that was deep" as if he was injured. Happens notably during Martial Law (Overseer's office) and pre-GNN battle in MQ22.</content>
  </entry>
  <entry>
    <title>L-1422: State of War - taking Gunner-controlled locations 'too soon' bricks questline</title>
    <link href="https://simsettlements2.featureupvote.com/suggestions/551767/l1422-state-of-war-taking-gunnercontrolled-locations-too-soon-bricks-questline"/>
    <id>sug_3sqwjiurcxskue5</id>
    <published>2024-05-08T11:36:30Z</published>
    <updated>2024-05-08T11:36:29Z</updated>
    <content type="text/plain">There is supposed to be another invasion wave if players took all territories and/or Outposts before the associated quest objectives trigger during State of War. I can confirm that this does not currently appear to be functional.</content>
  </entry>
  <entry>
    <title>A:918 - HQ Hangar staff turn hostile after exp is granted randomly</title>
    <link href="https://simsettlements2.featureupvote.com/suggestions/551539/a918-hq-hangar-staff-turn-hostile-after-exp-is-granted-randomly"/>
    <id>sug_fw5vrht3eyquwcw</id>
    <published>2024-05-07T09:48:17Z</published>
    <updated>2024-05-07T09:48:51Z</updated>
    <content type="text/plain">The player will receive exp seemingly randomly, and then everyone turns hostile. Potentially this bug is related to having followers with the player, as this seems to be a common factor amongst reports, but does not seem to be caused by followers initiating combat (the workers appear to start the fight). &#13;
&#13;
If you are experiencing this problem, and you know how to replicate it or have any other insight, please comment with your experience.</content>
  </entry>
  <entry>
    <title>State of War - holotape skip won't work - SOLUTION</title>
    <link href="https://simsettlements2.featureupvote.com/suggestions/551531/state-of-war-holotape-skip-wont-work-solution"/>
    <id>sug_h18skexw310nlyc</id>
    <published>2024-05-07T08:49:01Z</published>
    <updated>2024-05-07T09:25:30Z</updated>
    <content type="text/plain">To skip State of War, you still need to do some assaults, as these are the triggers for certain quests. You should be able to just jump in from wherever you are in the current questline (on a save before console commands were used if you did so - this is extremely important as there is no telling what adverse effects might have been accidentally introduced by doing this): &#13;
&#13;
Full instructions cannot fit in this issue - please follow the guide outlined on this post here:&#13;
&#13;
https://simsettlements.com/site/index.php?threads/state-of-war-help-needed.30422/post-208243&#13;
&#13;
Simplified version:&#13;
&#13;
1. Use holotape to skip to specific quest, then do not touch it again. &#13;
2. Launch an assault (Outpost OR territory, either is fine for all of these) - trigger quest. &#13;
3. Launch an assault - trigger quest. &#13;
4. Complete quest manually (It's In The Refrigerator).&#13;
5. Launch an assault - trigger quest. &#13;
6. Ignore State of War, it will eventually auto-complete.</content>
  </entry>
  <entry>
    <title>State of War - no more Outposts to assault - SOLUTION</title>
    <link href="https://simsettlements2.featureupvote.com/suggestions/551445/state-of-war-no-more-outposts-to-assault-solution"/>
    <id>sug_foetdrtafalh8wu</id>
    <published>2024-05-06T21:09:16Z</published>
    <updated>2024-05-08T11:36:54Z</updated>
    <content type="text/plain">There have been several reports that if the player takes all Gunner Outposts early on, then it stops State of War progressing, and Gunner's Daughter triggering. This cannot be replicated in a test environment. Some of the issue may be that it can be difficult to tell the Outposts apart - please see the attached picture. For stuck xbox players, search for the issue on here relating to holotape skipping State of War, if you wish to do this.&#13;
&#13;
If you are a PC user, you can enable papyrus logging and use this to see which Outposts are still under Gunner control. Into console, type: &#13;
&#13;
cqf ss2c3_mq32 DumpLamontEmpire &#13;
&#13;
This will dump useful information into:&#13;
&#13;
Documents/My Games/Fallout4/Logs/Script/User/SS2Empire.0.log &#13;
&#13;
You can see the remaining Gunner-controlled Outposts that you might have missed by searching for the line: &#13;
&#13;
ControlledLocations_Settlements:&#13;
&#13;
This will provide you with the location IDs for the Outposts you still have left to assault.</content>
  </entry>
  <entry>
    <title>L-1410: Ashes to Ashes, Rust to Rust - courier interruption bug</title>
    <link href="https://simsettlements2.featureupvote.com/suggestions/551004/l1410-ashes-to-ashes-rust-to-rust-courier-interruption-bug"/>
    <id>sug_onqdmt23dzwmrih</id>
    <published>2024-05-04T21:10:24Z</published>
    <updated>2024-05-04T21:10:23Z</updated>
    <content type="text/plain">Seems to be caused if the courier's dialogue/greet is interrupted, e.g by initiating dialogue with another NPC. The letter is added to the player's inventory, but the quest doesn't appear in the pip-boy, so there is no indication of what to do or where to go. The courier will give his dialogue when interacted with, but it doesn't make the quest trigger. The quest is actively running - it just appears "invisible".</content>
  </entry>
  <entry>
    <title>L-1409: Neil is unmovable and not granted settler status</title>
    <link href="https://simsettlements2.featureupvote.com/suggestions/551002/l1409-neil-is-unmovable-and-not-granted-settler-status"/>
    <id>sug_wqberi5htenawpx</id>
    <published>2024-05-04T21:06:55Z</published>
    <updated>2024-05-04T21:06:55Z</updated>
    <content type="text/plain">Muriel can be moved to another settlement if the player chooses, as intended. Neil, however, cannot be moved from HQ.</content>
  </entry>
  <entry>
    <title>L-1411: End of the Beginning - Wes, Gunners and Wise immediately turn hostile when doors open</title>
    <link href="https://simsettlements2.featureupvote.com/suggestions/551000/l1411-end-of-the-beginning-wes-gunners-and-wise-immediately-turn-hostile-when-do"/>
    <id>sug_a5au46qlyqsskuj</id>
    <published>2024-05-04T21:02:37Z</published>
    <updated>2024-05-04T21:02:37Z</updated>
    <content type="text/plain">It is possible for Wes and the other Gunners to turn immediately hostile. Wes will tell everyone to lower their weapons. As soon as the doors are open, the assaultron attacks and all the Gunners including Wise turn hostile. Wise continues to attack even when everyone else is killed, and after he is downed.</content>
  </entry>
  <entry>
    <title>A-717: Having the Gunner Note in player inventory blocks Mansfield radiant quests</title>
    <link href="https://simsettlements2.featureupvote.com/suggestions/550087/a717-having-the-gunner-note-in-player-inventory-blocks-mansfield-radiant-quests"/>
    <id>sug_wns4z9lyaqjnnjx</id>
    <published>2024-05-02T06:03:35Z</published>
    <updated>2024-05-02T06:03:34Z</updated>
    <content type="text/plain">These are completely inaccessible if you picked up the Gunner Note and chose to give it to Mansfield. The note is never removed from the player's inventory and the dialogue option as a result never disappears.</content>
  </entry>
  <entry>
    <title>A-748: Missing assets in HQ corridor - outside Comm Array room</title>
    <link href="https://simsettlements2.featureupvote.com/suggestions/549393/a748-missing-assets-in-hq-corridor-outside-comm-array-room"/>
    <id>sug_xx7ccgdxo6qq1dj</id>
    <published>2024-04-29T19:37:40Z</published>
    <updated>2024-04-29T19:37:39Z</updated>
    <content type="text/plain">The waterfall rocks are missing, along with some other assets nearby. This results in a very bare, strange-looking area.</content>
  </entry>
  <entry>
    <title>L-1201: CPD meeting place - giant rock, missing camp</title>
    <link href="https://simsettlements2.featureupvote.com/suggestions/549383/l1201-cpd-meeting-place-giant-rock-missing-camp"/>
    <id>sug_e7ii8fc0gmrlzzz</id>
    <published>2024-04-29T19:08:38Z</published>
    <updated>2024-04-29T19:08:37Z</updated>
    <content type="text/plain">Missing CPD assets at the meeting place on the docks. There is also a large rock there.</content>
  </entry>
  <entry>
    <title>L-1412: Red mist in NLTC's Outpost foyer area</title>
    <link href="https://simsettlements2.featureupvote.com/suggestions/549370/l1412-red-mist-in-nltcs-outpost-foyer-area"/>
    <id>sug_iverexu2ambzwia</id>
    <published>2024-04-29T18:14:37Z</published>
    <updated>2024-04-29T18:14:36Z</updated>
    <content type="text/plain">Strange red mist in the entrance of the SS2 hijacked version of Custom House Tower.</content>
  </entry>
  <entry>
    <title>A-572: Unable to change Capital City</title>
    <link href="https://simsettlements2.featureupvote.com/suggestions/549340/a572-unable-to-change-capital-city"/>
    <id>sug_skyybpoyfqtxokm</id>
    <published>2024-04-29T15:58:28Z</published>
    <updated>2024-04-29T15:58:28Z</updated>
    <content type="text/plain">There is no option to change your Capital City unless you place down a war planner's desk, don't convert to an outpost, and then from there use the 'manage empire - make capital city' options.&#13;
&#13;
If you select a city with Charlotte, this option never comes up if you go to your non-capital settlements. If you decline to select with her, then go to a settlement, you get the 'establish a capital city' option at the desk as intended. However you never get that option again once you've established it the first time.</content>
  </entry>
  <entry>
    <title>L-1292: Leverage (NLTC) - radroach spawn failure, Allison gets stuck</title>
    <link href="https://simsettlements2.featureupvote.com/suggestions/548563/l1292-leverage-nltc-radroach-spawn-failure-allison-gets-stuck"/>
    <id>sug_1pjahdglqplfzsp</id>
    <published>2024-04-26T16:03:14Z</published>
    <updated>2024-04-27T05:54:58Z</updated>
    <content type="text/plain">Allison was stop in the corridor on the way to the parking garage because one of the three radroaches fails to spawn, remaining underground. It must be killed via console commands.</content>
  </entry>
  <entry>
    <title>A-118: Leverage (NLTC) - radroaches can break 'enter vent' scene</title>
    <link href="https://simsettlements2.featureupvote.com/suggestions/548542/a118-leverage-nltc-radroaches-can-break-enter-vent-scene"/>
    <id>sug_73aopc2gklltdca</id>
    <published>2024-04-26T15:17:40Z</published>
    <updated>2024-04-27T05:56:32Z</updated>
    <content type="text/plain">If the player opens the vent, but a radroach interrupts the scene, the quest breaks. The vent cannot be activated/entered and dialogue is usually disrupted.</content>
  </entry>
  <entry>
    <title>L-1408: Corporate Espionage - Commonwealth Residence door missing</title>
    <link href="https://simsettlements2.featureupvote.com/suggestions/548420/l1408-corporate-espionage-commonwealth-residence-door-missing"/>
    <id>sug_1frv0pmgco3jj2n</id>
    <published>2024-04-26T08:20:03Z</published>
    <updated>2024-04-27T05:57:57Z</updated>
    <content type="text/plain">There have been some reports that if the location randomly selected for this quest is the house near East City Downs, the door does not appear, and console commands are required to enter. &#13;
&#13;
We have been unable to replicate this thus far in a test environment. &#13;
&#13;
Please provide additional information, or ideally, save files that can be accessed for investigation (note: heavily modded games may have unusable save files). If you are unable to share in the comments, please post the save file on the forums and tag @twolargepepperoni</content>
  </entry>
  <entry>
    <title>L-1407: Corporate Espionage - Missing Quest Objective</title>
    <link href="https://simsettlements2.featureupvote.com/suggestions/548419/l1407-corporate-espionage-missing-quest-objective"/>
    <id>sug_6g8fsrmkgmvu7xu</id>
    <published>2024-04-26T08:12:36Z</published>
    <updated>2024-05-29T22:41:55Z</updated>
    <content type="text/plain">After "meet with Allison", there should be a quest objective pointing the player towards Lydia. This appears to be missing, which can cause confusion as to how to proceed.</content>
  </entry>
  <entry>
    <title>A-803: Corporate Espionage - Allison's Payslip</title>
    <link href="https://simsettlements2.featureupvote.com/suggestions/548416/a803-corporate-espionage-allisons-payslip"/>
    <id>sug_doondpaqscvqmq4</id>
    <published>2024-04-26T07:42:05Z</published>
    <updated>2024-04-27T06:00:59Z</updated>
    <content type="text/plain">Allison's Payslip remains in the player's inventory.</content>
  </entry>
  <entry>
    <title>L-1405: Corpses from Assaults at Outposts remain indefinitely</title>
    <link href="https://simsettlements2.featureupvote.com/suggestions/548351/l1405-corpses-from-assaults-at-outposts-remain-indefinitely"/>
    <id>sug_fyhy3v4sow7fbfx</id>
    <published>2024-04-25T22:57:32Z</published>
    <updated>2024-05-21T19:22:33Z</updated>
    <content type="text/plain">After an Assault, corpses remain at Outposts indefinitely.</content>
  </entry>
  <entry>
    <title>L-1404: Research vaccine: Molerat Disease project stuck in player HQ inventory</title>
    <link href="https://simsettlements2.featureupvote.com/suggestions/548347/l1404-research-vaccine-molerat-disease-project-stuck-in-player-hq-inventory"/>
    <id>sug_s3ij1tjcls3ijas</id>
    <published>2024-04-25T22:36:31Z</published>
    <updated>2024-04-27T06:02:52Z</updated>
    <content type="text/plain">The research molerat disease vaccine project appears to remain in the player HQ inventory. It appears that it was successfully completed, as the information is stated in the database, but it remains in the inventory indefinitely.</content>
  </entry>
  <entry>
    <title>A-559: Charlotte does not offer food trade agreements</title>
    <link href="https://simsettlements2.featureupvote.com/suggestions/548281/a559-charlotte-does-not-offer-food-trade-agreements"/>
    <id>sug_ksxyw35jalmtaiv</id>
    <published>2024-04-25T17:51:25Z</published>
    <updated>2024-04-27T06:04:44Z</updated>
    <content type="text/plain">Charlotte says she will offer the player a trade agreement for food supplies, in addition to her current scrap and supplies. She currently does not offer this.</content>
  </entry>
  <entry>
    <title>L-1238: Fiona present at Advisor Meetings before alliance</title>
    <link href="https://simsettlements2.featureupvote.com/suggestions/548215/l1238-fiona-present-at-advisor-meetings-before-alliance"/>
    <id>sug_dtai5d84s63jfoy</id>
    <published>2024-04-25T13:40:31Z</published>
    <updated>2024-04-27T06:06:25Z</updated>
    <content type="text/plain">Fiona shows up at Advisor Meetings, even before the player strikes up an official alliance with the Nightingales.</content>
  </entry>
  <entry>
    <title>L-1401: CPD - Simon becomes a permanent follower</title>
    <link href="https://simsettlements2.featureupvote.com/suggestions/548192/l1401-cpd-simon-becomes-a-permanent-follower"/>
    <id>sug_dupwvr1gbxcbgho</id>
    <published>2024-04-25T12:01:17Z</published>
    <updated>2024-05-29T22:42:15Z</updated>
    <content type="text/plain">If everyone in the station is killed before the Emins are freed from the prison cell, Simon becomes a permanent follower.</content>
  </entry>
  <entry>
    <title>State of War - quest is "stuck" - SOLUTION</title>
    <link href="https://simsettlements2.featureupvote.com/suggestions/547878/state-of-war-quest-is-stuck-solution"/>
    <id>sug_uzgnpsamkndwgtu</id>
    <published>2024-04-24T11:23:09Z</published>
    <updated>2024-04-24T17:13:01Z</updated>
    <content type="text/plain">One of the objectives requires you to capture multiple territories (Oberland Station, Forest Grove Marsh, Federal Ration Stockpile, Lexington, and Fort Hagen Satellite Array). After doing so, sometimes the quest markers remain, and it may seem like the quest is stuck. &#13;
&#13;
SOLUTION: Launch an additional assault at any territory after you have assaulted each of these locations. This should allow things to recalculate and trigger the next part of the quest objective.</content>
  </entry>
  <entry>
    <title>L-1396: HQ - Robotics lab oddities (plan conflicts)</title>
    <link href="https://simsettlements2.featureupvote.com/suggestions/547473/l1396-hq-robotics-lab-oddities-plan-conflicts"/>
    <id>sug_pf7q918nb9aasea</id>
    <published>2024-04-23T11:23:48Z</published>
    <updated>2024-04-27T05:36:47Z</updated>
    <content type="text/plain">The scanning bay and welding bench do not correctly build, possibly due to an overlapping issue with the stations pre-3.3.0. This results in the projects remaining in the task list indefinitely.</content>
  </entry>
  <entry>
    <title>A-913: HQ automation - Mansfield's Office Improved does not build</title>
    <link href="https://simsettlements2.featureupvote.com/suggestions/547463/a913-hq-automation-mansfields-office-improved-does-not-build"/>
    <id>sug_2mlkbv3w2cuaohd</id>
    <published>2024-04-23T11:01:07Z</published>
    <updated>2024-04-27T05:31:33Z</updated>
    <content type="text/plain">This project does not get automated, and must be tasked by the player.</content>
  </entry>
  <entry>
    <title>L-1394: HQ - Player Quarters does not build on the office level</title>
    <link href="https://simsettlements2.featureupvote.com/suggestions/547432/l1394-hq-player-quarters-does-not-build-on-the-office-level"/>
    <id>sug_uvix8qubtxrdm5w</id>
    <published>2024-04-23T09:29:30Z</published>
    <updated>2024-04-27T05:37:58Z</updated>
    <content type="text/plain">This room gets stuck in the construction state indefinitely when selected.</content>
  </entry>
  <entry>
    <title>A-921: HQ automation - Northwest Quadrant - significant wall clipping</title>
    <link href="https://simsettlements2.featureupvote.com/suggestions/547421/a921-hq-automation-northwest-quadrant-significant-wall-clipping"/>
    <id>sug_mhrguqsvomaztfy</id>
    <published>2024-04-23T08:45:43Z</published>
    <updated>2024-04-27T05:38:54Z</updated>
    <content type="text/plain"/>
  </entry>
  <entry>
    <title>L-1406: Medic Perk alternative cure function not available for sick or injured settlers/soldiers</title>
    <link href="https://simsettlements2.featureupvote.com/suggestions/547240/l1406-medic-perk-alternative-cure-function-not-available-for-sick-or-injured-set"/>
    <id>sug_vvscqyxu2vyud5u</id>
    <published>2024-04-22T13:02:33Z</published>
    <updated>2024-04-27T05:33:15Z</updated>
    <content type="text/plain">The alternative activation option to cure sick settlers or injured soldiers by using the player's medic perk appears to be missing. Currently, the only way for the player to actively treat them is by paying the cost with chems.</content>
  </entry>
  <entry>
    <title>A-913: HQ - Infirmary layouts cannot be upgraded/changed</title>
    <link href="https://simsettlements2.featureupvote.com/suggestions/547157/a913-hq-infirmary-layouts-cannot-be-upgradedchanged"/>
    <id>sug_4qzpeedkgjeyho3</id>
    <published>2024-04-21T21:42:47Z</published>
    <updated>2024-05-21T19:23:28Z</updated>
    <content type="text/plain">The makeshift infirmary cannot be changed to one of the improved types. These plans appear to sit in the task list, but do not actually ever build.</content>
  </entry>
  <entry>
    <title>A-926: HQ - Some logistics tasks non-functional</title>
    <link href="https://simsettlements2.featureupvote.com/suggestions/547154/a926-hq-some-logistics-tasks-nonfunctional"/>
    <id>sug_ptosdaw2lutifpc</id>
    <published>2024-04-21T21:33:24Z</published>
    <updated>2024-04-27T05:42:53Z</updated>
    <content type="text/plain">Some executable tasks are not supported by the HQ system. They should be able to be manually tasked, however if the player attempts to do so via the command mode, nothing happens. These actions include: &#13;
&#13;
- ASAM Missionary Mission&#13;
- Establish New City&#13;
- Make Contact Mission</content>
  </entry>
  <entry>
    <title>Martial Law - Jake pathing issue</title>
    <link href="https://simsettlements2.featureupvote.com/suggestions/547150/martial-law-jake-pathing-issue"/>
    <id>sug_4x13yjtjvpkrfem</id>
    <published>2024-04-21T21:16:22Z</published>
    <updated>2024-04-25T12:20:41Z</updated>
    <content type="text/plain">Rather than crossing the street to his store when leaving the church, Jake instead paths up the stairs of the church. He eventually teleports to the store. &#13;
&#13;
This is due to Bethesda's NPC pathing - as a result, a fix is unlikely. It should not cause any problems, beyond looking a little strange.</content>
  </entry>
  <entry>
    <title>L-1382: End of the Beginning - Algernon post-battle dialogue not firing</title>
    <link href="https://simsettlements2.featureupvote.com/suggestions/547148/l1382-end-of-the-beginning-algernon-postbattle-dialogue-not-firing"/>
    <id>sug_g3g56m1yzet0fdn</id>
    <published>2024-04-21T21:10:48Z</published>
    <updated>2024-04-27T05:34:08Z</updated>
    <content type="text/plain">All of Algernon's dialogue after the player successfully takes over GNN is not firing. Algernon gives generic greeting lines instead e.g "hello?" "Yeah?"</content>
  </entry>
  <entry>
    <title>Venture Capitalism (NLTC) - bargain and flirt options broken</title>
    <link href="https://simsettlements2.featureupvote.com/suggestions/547140/venture-capitalism-nltc-bargain-and-flirt-options-broken"/>
    <id>sug_wnflq6kmg4haamy</id>
    <published>2024-04-21T20:36:05Z</published>
    <updated>2024-04-24T03:30:19Z</updated>
    <content type="text/plain">The bargain and flirt options throughout this quest appear to be broken currently, meaning that players will always fail.</content>
  </entry>
  <entry>
    <title>A-789: SS2 'endgame' - various NPCs remain in Quincy</title>
    <link href="https://simsettlements2.featureupvote.com/suggestions/547065/a789-ss2-endgame-various-npcs-remain-in-quincy"/>
    <id>sug_ygfddrcu3eunyu0</id>
    <published>2024-04-21T07:15:34Z</published>
    <updated>2024-04-27T05:44:33Z</updated>
    <content type="text/plain">Various NPCs remain idling in Quincy after the battle, and stay there indefinitely. This may be more than an aesthetic issue if any of the NPCs provide quests.</content>
  </entry>
  <entry>
    <title>A-826: Laura unable to be moved to another settlement</title>
    <link href="https://simsettlements2.featureupvote.com/suggestions/547061/a826-laura-unable-to-be-moved-to-another-settlement"/>
    <id>sug_gwqhldlzhpcf93y</id>
    <published>2024-04-21T07:12:10Z</published>
    <updated>2024-04-27T05:35:10Z</updated>
    <content type="text/plain">Katelyn can successfully be moved to another settlement if the player decides to move her after they've already been sent somewhere else. Laura remains at the 'old' settlement.</content>
  </entry>
  <entry>
    <title>A-915: Selecting an Outpost via holotape skip in Art of War - not functioning as intended</title>
    <link href="https://simsettlements2.featureupvote.com/suggestions/547059/a915-selecting-an-outpost-via-holotape-skip-in-art-of-war-not-functioning-as-int"/>
    <id>sug_hllajez1wojvy0c</id>
    <published>2024-04-21T07:06:37Z</published>
    <updated>2024-04-27T05:45:29Z</updated>
    <content type="text/plain">After selecting an Outpost in the prompt when skipping past this quest, the chosen settlement is not converted. Placing a war planner's desk gives the 'convert to outpost' prompt.</content>
  </entry>
  <entry>
    <title>A-927: Cheat skipping in the wait period between quests can skip to midway through Chapter 3</title>
    <link href="https://simsettlements2.featureupvote.com/suggestions/547058/a927-cheat-skipping-in-the-wait-period-between-quests-can-skip-to-midway-through"/>
    <id>sug_njwzwcupfrck5zy</id>
    <published>2024-04-21T07:00:07Z</published>
    <updated>2024-04-27T05:46:10Z</updated>
    <content type="text/plain">Using the cheat holotape to 'force complete quest' (NOT 'skip to xyz quest') during the 'wait period' between quests that have them, skips the entire questline. &#13;
&#13;
Example: using this function before Memory Lane triggers (e.g if it is 'taking too long' or fails to trigger due to mod conflicts) etc, skips immediately to Commonwealth Rising, bypassing the rest of Chapter 1 and skipping all of Chapter 2. It then completes Chapter 3 up to State of War/Under One Banner.</content>
  </entry>
  <entry>
    <title>L-1344: Prodigal (Nightingales) - Cain's Holotape resets quest</title>
    <link href="https://simsettlements2.featureupvote.com/suggestions/547056/l1344-prodigal-nightingales-cains-holotape-resets-quest"/>
    <id>sug_ssizeojf5rthqb3</id>
    <published>2024-04-21T06:51:43Z</published>
    <updated>2024-04-27T05:48:01Z</updated>
    <content type="text/plain">Replaying Cain's Holotape causes Prodigal to restart after quest completion.</content>
  </entry>
  <entry>
    <title>L-1169: City plans get stuck when plot costs aren't met</title>
    <link href="https://simsettlements2.featureupvote.com/suggestions/547052/l1169-city-plans-get-stuck-when-plot-costs-arent-met"/>
    <id>sug_bdrbupvj8dcor4i</id>
    <published>2024-04-21T06:34:27Z</published>
    <updated>2024-04-27T05:49:28Z</updated>
    <content type="text/plain">City plans seem to get stuck in cinematic mode if plot costs are on and the player can't afford them.</content>
  </entry>
  <entry>
    <title>HQ Hangar - Armor workbench not functioning correctly</title>
    <link href="https://simsettlements2.featureupvote.com/suggestions/547049/hq-hangar-armor-workbench-not-functioning-correctly"/>
    <id>sug_nn95jbgoaruadsy</id>
    <published>2024-04-21T06:17:49Z</published>
    <updated>2024-04-23T05:48:21Z</updated>
    <content type="text/plain">In the Research and Development area, the armor workbench can only modify the pip-boy, with no other options showing up. Other workbenches in this room are functioning correctly.</content>
  </entry>
  <entry>
    <title>HQ - Armor Lab services non-functional</title>
    <link href="https://simsettlements2.featureupvote.com/suggestions/547048/hq-armor-lab-services-nonfunctional"/>
    <id>sug_qfwt4osces6etfv</id>
    <published>2024-04-21T06:14:47Z</published>
    <updated>2024-04-23T05:48:32Z</updated>
    <content type="text/plain">When accessing the Armor Lab's "Lab Services", it successfully calls a Researcher, but then there are no options to research or build anything.</content>
  </entry>
  <entry>
    <title>L-1299: Assignment requirements setting unreliable</title>
    <link href="https://simsettlements2.featureupvote.com/suggestions/547047/l1299-assignment-requirements-setting-unreliable"/>
    <id>sug_mjb6mc4hozf3gfy</id>
    <published>2024-04-21T06:05:38Z</published>
    <updated>2024-04-27T05:51:13Z</updated>
    <content type="text/plain">This setting is unreliable, and may function briefly before not working again. In order for me to get it to work, I had to first assign a skilled NPC to a plot to trigger the advanced plots to show up. But each NPC after that, even when unskilled, had the advanced option show. This then stopped working again a short while later.</content>
  </entry>
  <entry>
    <title>L-1348: Ain't Nothing But A Hound Dog - Quest fails to start via radio</title>
    <link href="https://simsettlements2.featureupvote.com/suggestions/547045/l1348-aint-nothing-but-a-hound-dog-quest-fails-to-start-via-radio"/>
    <id>sug_foxd5blsoooemm6</id>
    <published>2024-04-21T05:55:38Z</published>
    <updated>2024-04-27T05:51:57Z</updated>
    <content type="text/plain">April Li is supposed to appear after Old Guns is completed. Her radio quest trigger is non-functional, so the only way to obtain her is to find her is for The Ron to point her out, otherwise she is disabled.</content>
  </entry>
  <entry>
    <title>L-1223: Sunken Treasure (Nightingales) - cargo ship cell has visual and audio defects</title>
    <link href="https://simsettlements2.featureupvote.com/suggestions/547042/l1223-sunken-treasure-nightingales-cargo-ship-cell-has-visual-and-audio-defects"/>
    <id>sug_sc9zwcqoetbe5ok</id>
    <published>2024-04-21T05:44:42Z</published>
    <updated>2024-04-27T05:53:30Z</updated>
    <content type="text/plain">Entering the boat appears to make the screen foggy and washed-out. Reloading the save fixes it.&#13;
&#13;
First entering, the fog doesn't seem correct, instead the whole environment appears grey/foggy (first pic). Reloading fixes the visual defect, but the audio is still bugged and may take several more reloads to work correctly (initially muffled and silent, including voices).</content>
  </entry>
</feed>
