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Currently Investigating

There are mixed views on this ini change all over the internet. Shortly after chapter 1 released, I was involved in the thread that discussed these settings.
I have seen posts by reputable mod authors that say these changes should not be made.

tl;dr - making these ini changes takes 1.2 ms from the game engine to do script work. If this results in fps drops, the update budget will not matter as papyrus has fewer cycles to run. (at 60 fps. papyrus runs for fExtraTaskletBudgetMS seconds, 60 times per second) YMMV...
In my personal experience, these settings have improved the performance of the game and script mods. No FPS loss. I use similar settings for Skyrim.
They are just values in an ini file. People can always test them and change back to defaults. Some people are just really uncomfortable editing ini files. They have no qualms about dropping exes and dlls in their folder, but they are scared to death of changing a value in an ini manually.
 
Out of curiosity, can these ini settings be tweaked on xbox like the god rays and lens flare ones can?
 
Disease system previous infections not going away when turning off the system.
Its why the Option to turn it off dont Work at all.I have start a New game with Chapter 2 and turn off Disease direct at the start after i left Vault 111 but now after some Hour of game play my settlers get all Sick and im not able to Cure them.

Something tells me I need to avoid this update like the Plague, until its fixed.
 
I still think it's your ISP throttling your speed. I use Nexus too

Edit: Just took me 10 minutes to dl and install hotfix C with the 2MB cap from nexus
Yeah not to put too fine a point on it but I have upgraded to "Nexus Premium" and I am getting literally 100 times the download speed. Something was definitely up there.
 
I hope the issue with long save times is a top priority, I just timed one at 23 minutes.

I had made a new save game after doing some building, then wanted to wait a couple hours to sleep. The new save took about 10 minutes, the auto save after picking 3 hours for my wait time took 23 minutes.
 
(For me)
I'm only about 7 hours into a fresh save with my usual load order (141 total mods active, as per LOOT/Vortex). I's using Starlight for the Chapter 1 SS2 quests. As soon as I laid down my first residential plot as per Jake's quests, that's when the long savetimes started occurring and ONLY in Starlight's "cell." If I run past Drumlin Diner, my saves are instant. Logged off last night right after unlocking the Jury-Rigged Martial Plots, so haven't done much testing after that (but I can already tell that I do not like that Preacher, his voice is just too slimy, which speaks wonders for the voice actor!)

Will take notes as to if the savegame-issue persists as the playthrough does

Praise Atom!
Yes I have noticed too, though my start up is in sanctuary and I have no other claimed settlements at the moment too. once you get further south of Drumlin the save times go back to normal. I tried a work around sitting in sanctuary with a (f5) quick save, it took about 40 seconds but much faster than making a new save or auto save.
 
I hope the issue with long save times is a top priority, I just timed one at 23 minutes.

I had made a new save game after doing some building, then wanted to wait a couple hours to sleep. The new save took about 10 minutes, the auto save after picking 3 hours for my wait time took 23 minutes.

I've noticed that using a mod for survival (survival is not needed) that allows you to set a save button in the MCM drastically cuts down on save times for some reason. Just save outside of settlements, and it's almost instant for me every time. (ocassional it takes awhile, but they are rare). It's worth a try.

The mod is Survival Options, and it lets you set a keybind in the MCM for normal saves. (not autosaves which primarily is what's effected).
 
Yes auto saves are the main culprit for me had one that was 3 mins or so earlier when I leveled up as well as a regular save that was about a 1 min mark nothing crazy but still crazy long for a pc with an nvme as its game drive normally saves are like 2-3 secs max. Hopefully somebody can find the script that is hanging cause my only guess is either the power checker thing that was added in workshop framework or the disease scripts but that’s chapter 2 only and people running just chapter 1 have this issue as well so it’s not that.

for Me it only takes a while when I’m close enough to any settlement that has asam plots placed and I’m within cell loading distance.

on a side note the war is profitable quest where you go talk to jake and lupe basically jake sandboxes upstairs lupe is downstairs when I takes to jake he would not initiate dialog until he got close enough to lupe ( that may not be her name sorry ) and they it’s basically him upstairs then cuts to her downstairs and makes for a funky dialog scene that doesn’t start very well because they are to far apart.
 
Dont ever touch any Papyrus-settings. They mess up the entire system. I know this since Skyrim, and FO4 is not different. U can read this also on FO4 forums not to tweak with Papyrus.
 
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It is more surprising that the authors of addons do not update their mods. Waiting for it to stabilize?
 
Probably more an issue of "not enough hours in the day." ;)
 
It is more surprising that the authors of addons do not update their mods. Waiting for it to stabilize?
They don't need to. New systems like diseases and hygiene were implemented on building class level. Any addon that uses vanilla classes instead of categorizing plans as "other" type automatically inherits the new values from SS2 itself. The only reason to update would be adding new building plans.
 
Does this mean the Problem in which every time i come Back to Sanctuary it Shows my energy output still high and green in the HUD on the top as Number but the Energy-meter on the left side is empty and all Plots and items are not powered until i rewire everything.
Just for me xomming Back again and having the same Problem... ?

Just asking... because i hope it is and it gets fixed. Sanvtuary without Power is not able to grow..
I was able to fix my power issues by removing all wires, and then replacing or picking up and putting down every connector that will have wires attached. After that the grid stays working. Good luck!
 
Dont ever touch any Papyrus-settings. They mess up the entire system. I know this since Skrim, and FO4 is not different. U can read this also on FO4 forums not to tweak with Papyrus.
The ini settings that mod recommends just enable full logging, its safe and actually something you need to do if you ever make city plans via wsfw
 
So to work around the auto save issue, I have every autosave turned off. I hate doing that because now I have to rely on not forgetting to quick save. Quick save seems to be the fastest you can use when in a settlement, making a regular save game when in a settlement can take 10 to 12 minutes, the quick save will range from 30 seconds to 2 minutes. Turning off the auto saves though keeps the game playable when you are in a settlement.
 
I've been working at the "super long saves" issue today, trying to diagnose where the fault actually is. Haven't had any luck yet except for eliminating some variables. Still got a few more theories to try, but finding the energy to do multiple iterations with different load orders of mods isn't the most Fun(tm) thing.
 
This might be the wrong area, but is there anything known as to why the Resource Complexity info box doesn't update when changing modes? The SS2 section in MCM has 4 modes (2 Simples, Categories, Components). I have my game set for Categories, yet the info box will only show in Simple-mode. I can change to Components and it does not update.

Bit frustrating, but nothing that's too severe right now. Please, take your time as there's no big rush <3 Much love for everything you all do for us
 
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