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Question Too many warriors causing issues?

smogmonster512

Active Member
Messages
199
Please excuse the length of this post, I'm trying to describe my issues as best I can, as I know there are a lot of factors that can go into what could be causing someone problems with mods. Here goes:

I'm well over 100+ hours into my 4th play through of Conqueror, currently using the Atom's Glory faction pack (which is fantastic btw), and am running into the same issues I've encountered in every previous play through.

This, and each time before, everything starts off working (relatively) flawlessly- many prebuilt settlements, few crashes, attacks starting quickly, etc. I'll have 7 or 8 vassals, 2 or 3 outposts, 50+ warriors, settlements with 15-30 settlers. Everything working great. It's f'in awesome.

Then all of the sudden, everything just seems to just grind to a halt. Reassigning roles takes a few minutes per soldier, assigning plots can take quite a while, and I've waited over an hour for raids to start and usually just give up.

Resaver will show anywhere up to 40+ SoldierManager scripts in a save. I'll park myself at Home Plate, and all other scripts will be cleared out except for SoldierManager ones, and they will eventually clear out. That is, if I leave the game running literally 10 hours over night, and even then sometimes they're not fully cleared.

Just this morning, after clearing 20 SoldierManager scripts over night, I finally got a save with 0 active scripts. Yay! I went to launch a raid, and the menu came up relatively quickly, picking soldiers menu came up after about 5 min, soldiers started gathering at the workshop almost right away after launching the assault. About 10 showed up (I assume the others were in different outposts), and then they just sorta... stood around. Or started wandering away. I gave it an hour before I gave up.

Now to my question- what am I doing wrong? How can i get this to work? I have some theories I'd like to throw out to see if anything sticks.

- In every play through it seems things start to fall apart once I have about 6 or 7 settlements and 30 or more warriors. Is there a point where the number of soldiers in my army is just too much for Conqueror to handle? Should I try to keep my warriors to 15 or under?

- Is it because some of the soldiers are coming from other outposts? In this play through my only other outposts are in Far Harbor and I'm in the Commonwealth outpost. Is that causing problems?

- I've noticed that the SoldierManager scripts contain things like "findbed", "lookfor openjob", (these are not the actual scripts, as I don't recall them exactly, but the gist of it is the same). Is it possible these scripts are getting backed up because they are in settlements with no open plots? Are the scripts referring to soldiers after just completing a raid? Is it from new recruits not finding plots?

- Do scripts stop working if you're not in the settlement where those particular soldiers are?

- What is it causing only these SoldierManager scripts in particular to be getting stuck for so long?

If anyone has any insight I'd love the help, or if this turns into a discussion thread about possible fixes, best practices, etc. that'd be great as well.

Thanks again to KG and team on this incredible achievement of a mod. It's been my new obsession and I'm loving it.
 
My machine is on the low end, so I'm not at all surprised that I get the same issues mentioned above. I've kind of taken the kinks in the system as a price for having such great new toys to play with. As my numbers get larger I notice that getting recruit's menus to come up can have a long delay, and often results in overlaps if I'm trying to make changes to more than one recruit at a time, as their menu comes back up again after the change is completed.
I've learned the hard way to occasionally let things sit for a while to let scripts catch up, especially if I'm planning to make a raid. I try to test how things are going by clicking on a recruit to see if the menu comes straight up or not (which becomes less likely the more troops I have).
When raids are made at script heavy point, I find the steps get out of order. It tries to set off the raid before the troops are collected, sometimes even before I've had a chance to choose troops. At least once the raid quest failed before I had had a chance to choose troops and I had to go back a save as it wouldn't allow any more raids.
I've just recently started another game, this time also trying out the Atomites, I haven't got big enough yet to have any issues with numbers. Although taking my second vassal I had major issues with the script's slow progress of sorting out the post raid settlement. Such as prisoners being released before the settlement had been handed over to me, resulting in my troops fighting an almost endless battle with settlers who kept getting back up and attacking again. The first attempt took so long that the raid timed out before the raid could be completed. It handed control of the workshop to me eventually but it never became a vassal. It took a second raid after letting things settle down to finally take it as a vassal.
I think that it's amazing that the mod does as much as it does, I guess I just hope that eventually the scripts might become patient enough to wait for other actions which are supposed to complete before they do, to do so.
 
...and hopefully noting talking too soon. Since today's update everything is flying. Recruited loads of troops, all responded with menus like lightning and a raid when really smoothly, registering immediately all bad guys were down and prisoners got up with no agro.
 
Having finally got my Atomites starting to build up into an Empire, I'm starting to hit the same problems again. With a faction population of around 80 and about 9 settlements I can no longer get a raid to set up successfully. I've spend a lot of this weeks play time to trying different things to get it to work. With settings cranked right down and a bit of general patience (including waiting indoors for up to half an hour) it's easy enough to get faction recruits to move about properly after stalling and to immediately respond to manage commands (which can drag at times).
However raids now always go in this process:
  • I pick the target from the war planner desk.
  • After about a minute a quest pops up to attack the target complete with target location and target location fast travel icon undiscovered.
  • A few minutes after that the quest will fail.
  • Five to ten minutes after that the menu will pop up to choose attackers. (Usually just cancel at this point).
  • If I continue to pick attackers, they don't form up for the attack, no enemies are placed on the target, one or two settlers are in tied up poses and the icon remains undiscovered.
  • On the plus side, this is no longer a complete game breaker as I can now order another raid without infinite wait 24hr messages that killed my raider run.
I get the feeling that with patience the raid would eventually set up, except for the fact that the quest portion gets way ahead of the setup, coming up with the attack mission and timing it out before you've even started assigning troops. I wonder if it's possible to make the quest wait until the attackers are ready?
I reckon if I want to get more settlements than this then I need to scale back on my numbers. More small settlements and no go crazy recruiting a big army just because I can.
 
Do you guys logout of the game while in settlements? If so, you need to stop doing that.
The only settlement I logout in is my player home which only has a couple of companions there.
As you do your rounds to your settlements sleep for 24 hours here and there at them. If your fps drops way down as you sleep and time stops rolling by you have huge script lag.
I run some very script heavy mods so I keep a close eye on script usage on my save and the SoliderManagerScript has never been as issue for me.
It is something I keep watch for as you guys are not the only ones to report this issue.
Terminating scripts is a false economy, you are not fixing the problem by doing this and are quite likely adding to it.

I realise this is a very vague answer and doesn't really immediately address your problems but I get saves to over 200+ hrs that are completely stable and very responsive. It is because I give the engine every chance to run the massive amount of scripts we throw at it.
 
Do you guys logout of the game while in settlements? If so, you need to stop doing that.
Probably yes, given that a lot of time is spent in settlements I would guess I'm still usually in one when the time comes to log out and do something more productive. Is that down to messing up running scripts, or just because you're then loading the game in the middle of a script fest?
I tend to go everywhere on foot to avoid areas being forced to load too fast. Do sometimes use vertibirds if I need to go far fast. Sleeping in most settlements goes without stutter, but in outposts there is some. Does give me the idea to try and launch attacks from Outposts with limited populations rather than the pile of spare warriors hanging around ready to come on a raid.
 
Is that down to messing up running scripts, or just because you're then loading the game in the middle of a script fest?

Both, the soldier scripts are not getting a chance to finish, then you logout/login and and start new ones - then run even more on top of all that when you run an assault. Once this scenario happens a few times everything gets backed up.
@pra basement mod is great to have in settlements. https://www.nexusmods.com/fallout4/mods/36816
Just pop in there and idle for a couple of mins before logging out and for a couple of mins again when you log back in.
 
Both, the soldier scripts are not getting a chance to finish, then you logout/login and and start new ones - then run even more on top of all that when you run an assault. Once this scenario happens a few times everything gets backed up.
@pra basement mod is great to have in settlements. https://www.nexusmods.com/fallout4/mods/36816
Just pop in there and idle for a couple of mins before logging out and for a couple of mins again when you log back in.
@Phil_T_Casual Wow, I never thought of that. I would say probably all of the saves I have when I log out are made in settlements, usually after I've been doing a lot of SS related tasks. It never occurred to me that that could be having an impact. I'll have to keep that in mind from now on. Thanks for the tip!
 
Trying out Phil T Casual's tips for a few days didn't make enough of difference. Just about managed one attempt at a raid where the attack quest didn't fail until just after the troop picking menu came up.
I decided to go for another restart of the Raider quest line but this time following Phil's save tips, keeping vassals small, limiting outposts (just an HQ at first at least) and keeping gang numbers at practical levels. Just because I can recruit over 80 raiders doesn't mean I should, or that my machine will be able to handle them.
 
Just as a bit of an update. I've managed to get a play-through of the main raider story line to as far as it currently goes (I think) despite my brick of a machine. I did no pre-builds and have been limiting vassal settlements to an average of 8 settlers (4 to 12). With my HQ at Starlight, 10 vassals and a gang population of 64, raids are still working great. Did just notice that Jammer hasn't asked me to name the gang, guess that might be linked to outpost numbers or something didn't fire.
I actually find it quite hard to keep gang numbers down, some of the later missions throw plenty of extra bodies in.
 
That's encouraging. I'm about to start a new playthrough with level 3 prebuilts and the Rustdevils faction pack while keeping the number of soldiers to a minimum. Do you find yourself losing a lot of warriors and then having to wait to recruit more rather than dipping into a huge pool of reserves like it sounds like we've both been doing in the past?
 
That's encouraging. I'm about to start a new playthrough with level 3 prebuilts and the Rustdevils faction pack while keeping the number of soldiers to a minimum. Do you find yourself losing a lot of warriors and then having to wait to recruit more rather than dipping into a huge pool of reserves like it sounds like we've both been doing in the past?
The only problem I had with gang numbers was trying to keep the numbers down. Even with small vassals you can soon get tons of resources coming. The core raider quest lines do throw more and more at you, your rust devils shouldn't have that issue. Sticking to a single large HQ, central enough to hit plenty of other settlements makes them nice and manageable. The biggest change though for me was reducing the number of settlers and settlement sizes.
 
Do you think settlers, ie. non-soliders, contribute to soldier manager spam/script-lag? I always assumed it was just the number of soldiers that caused problems.

My plan was to capture level 3 pre-built vassals, assign minimum number of guards and/or patrols to keep control full with max number of settlers, and then keep my first outpost staffed with enough guards to work the beneficial conqueror plots (funeral pyre, armory, etc.) and max 15 soldiers/special units for raids. Once I get all the vassals from that outpost's range that I can, I'll then move to a new outpost and leave the previous outpost barebones.

And to throw another wrench into the works... what about the new(ish) personal guard system? My computer's been borked for about a month so I haven't had a chance to add that to the mix. Though it seems really cool if it doesn't exacerbate things.
 
Every settler, turret, or plot adds script load, at the very least while visiting their settlement. I had expected the gang numbers to have more of an effect, but smaller settlements certainly seems to be helping. I think that having settlements and their plots fully upgraded should help reduce the script load. I'm trying to create some of my own simple single level plans as I go that can be prebuilt as lvl 3s in future play thoughs. That idea courtesy of Phil who already does so.
The personal guards are a fun addition but I guess they will always be making their own small script impact where ever you take them.
I guess it's all about working out what our machines can handle.
 
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