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number of cities on autobuild

wanderer3292

Active Member
Messages
168
so I know this will be different for everyone's system, but I'm curious about how many cities you guys have building at any given time.

I've seen someone mention that their laptop can only have 3 at a time, I forgot which post that was, so I figured id start a thread to compare.

I have a low to mid tier pc, and I play it safe usually with my number of mods and such, sometimes increasing things like settings after seeing what x box users can handle.

right now I have 5 cities building, but they all have drastically different number of settlers, so I'm hoping they don't upgrade at the same time.
 
Interesting question. I believe it will be OK unless the settlements are more or less bordering each other. The scripts will most likely not fire until the cell gets loaded/active (you enter it). So if you have Sanctuary, Red Rocket and Abernathy farm and run between them all the time you might see an onslaught of scripts. On the other hand, Sanctuary, Egrets and The slog will not fire scripts at the same time as their cells will not be loaded/active at the same time.
 
I have had 3 on autobuild but the mod seems so unstable at this point that it crashes almost everytime I refresh something or quick travel into a settlement... I have taken to fast traveling near them and sneaking in. I have turned off everything in the performance section and still.. I am sure the PC should be able to handle it 4790k/gtx960/16gb crucial ram. The only thing I can think of helping hardware wise will be a new fresh SSD to just put a fresh copy of Fallout on.

I am eagerly awaiting updates and bugfixes because this mod rocks and totally revitalized the game for me.. I was no longer playing Fallout... I was playing Sim Settlements.
 
I have had 3 on autobuild but the mod seems so unstable at this point that it crashes almost everytime I refresh something or quick travel into a settlement... I have taken to fast traveling near them and sneaking in. I have turned off everything in the performance section and still.. I am sure the PC should be able to handle it 4790k/gtx960/16gb crucial ram. The only thing I can think of helping hardware wise will be a new fresh SSD to just put a fresh copy of Fallout on.

I am eagerly awaiting updates and bugfixes because this mod rocks and totally revitalized the game for me.. I was no longer playing Fallout... I was playing Sim Settlements.
I would guess that the crashing has something to do with your modlist, i know some people are having crashes, but I haven't had a single crash since using rotc, and as I stated I have 5 cities that I've been fast traveling back and forth from. 2 of them are red rocket and Abernathy farm which are pretty close. Red Rocket is the laggiest, but for whatever reason it has always been that way even with my own builds.
 
My modlist primarily consists of Sim Settlements and it's add-ons, the rest of the mods are this.

Aside from that I have:
Start Me Up - alternate start
Enclave x-02
Hellfire
Rangerarmornew

Vaultplus
Vaultplus_railings
Snapbeds
SettlementGarageSale
locksmith
this is my bed
packbrahminstoeyebots provisioner only
diamondcityamp
happymaker
companion infinate ammo and unbreakable power armor
unlimited settlement budget (no hassle)
automatrondialoguefix
companionsgohome
no negative affinity
half affinity cooldown

I do also have the build anywhere and f4se setup.
 
I have every vanilla companion plus Ada currently building a settlement. The settlements range from 1 to 36 people. I get the occasional crash but no major issues.
 
Red Rocket is the laggiest, but for whatever reason it has always been that way even with my own builds.
Agree. After a few initial efforts, I now always ignores RR as a settlement and build nothing there. Only use it as a hub for provisioner links, and to park companions at. Being so close to Sanc and Abernathy there's really no need, and with three fully developed settlement builds so close, you've created you own version of down town east Boston.
 
Agree. After a few initial efforts, I now always ignores RR as a settlement and build nothing there. Only use it as a hub for provisioner links, and to park companions at. Being so close to Sanc and Abernathy there's really no need, and with three fully developed settlement builds so close, you've created you own version of down town east Boston.

yeah, at this point I am just curious about seeing the rotc cities in every settlement. Red Rocket at level 2 is already extremely impressive. usually with my own builds using lots of SS plots, I get decent performance drops while my plots are around level 2, but once they're all done upgrading, things stabalize, so I'm hoping that's the case here.

i also have detailed plots, and extra lights turned off, it definitely helped and I haven't noticed noticed the difference, besides better performance.

it is good to know that I'm not the only one that has that problem in red rocket. it seems that bigger settlements are better in performance, I'd guess that plots being spread out helps. I used to wall off the main section in sanctuary and would get lots of lag in an epic settlement, but after I started using all settlemwnts extended, I've built far more epic towns and have no problems,.
 
I've got 7 cities going and I don't know if it is 3.03 or the number of cities but I hit a big lag input wall today. It would take 30 seconds or longer to get any menu to pop up, and I finally crashed it by donating a bunch of junk to Abarnathi to get it to 100%. Which, I've read not to do, so that was my fault. I have a very high end system. My read is there's just a lot going on with the script.
 
I've got 7 cities going and I don't know if it is 3.03 or the number of cities but I hit a big lag input wall today. It would take 30 seconds or longer to get any menu to pop up, and I finally crashed it by donating a bunch of junk to Abarnathi to get it to 100%. Which, I've read not to do, so that was my fault. I have a very high end system. My read is there's just a lot going on with the script.
that's interesting because I donate lots of supplies and haven't had any issues. loading times almost seem better after patch 3.0.3, but there's a good chance the patch has nothing to do with that, it's pretty random for me, sometimes a load screen lasts 2 minutes, but usually it's about 30 seconds or less. I'm obviously on HDD.

I'm genuinely not trying to brag or whatever, just mentioning my experiences so that people can rule out certain causes to the problems. I'm sure my load order juat happens to work well with SS, I have spent a lot of time getting my load order right, and I'm very careful about adding mods to my game. I also keep a copy of my load order and make sure that it always stays the same, adding mods as far towards the end as possible. from what I've read on the subject, changing load order mid game can cause problems with scripts.

I also have not built a rotc city in sanctuary. just thought it worth mentioning since it seems that most people have. I definitely look forward to it, I just currently need a settlement that I can build at on my own.
 
.. I crashed it by donating a bunch of junk to Abarnathi to get it to 100%. Which, I've read not to do, so that was my fault.
Now you got me very curious. Where have you read that, and why wouldn't you do that?
 
Now you got me very curious. Where have you read that, and why wouldn't you do that?

Before, I think, 3.0.2, the junk oninventoryadd script wasn't capped, so if you dumped too much scrap at once you'd overwhelm the game and crash. It shouldn't happen as of the latest versions however, now it should just take longer to process it all
 
I've consistently crashed it using this "method." It is definitely a thing. I made an OP in the Bug Reports section. I suspect when the GUI lag culprit is identified that the crash will be mitigated as well.

Oh, and I totally recognize that it may be user error with load order, other mods, and such, but others have reported having the same SS GUI lag issue, so if it is my operator error (possible) others are doing it as well.
 
Used to crash at 3 settlements. But game has been pretty stable for me since the 3.0.2 release. I don't know if it helped but after upgrading all my addons game has been pretty stable.(I use Mod Organizer so it was a painstaking process of manually download, uninstalling and reinstalling). I also cleaned out my mod list and removed homemaker plus other build mods.

That said, I am more careful now I only run two settlements at a time on autobuild, wait til level 3 and then move the companion. So far, I have developed Oberland Station, Jamaica Plains and Croup Manor this way. If your system is too low, I'd avoid developing big settlements like Sanctuary or the Castle. I have been consistently crashing even by just walking around a level 0 castle on separate saves. I attribute this to my hardware. So you'll have to try experimenting which settlements are stable. Save before autobuilding a settlement or if you're adding a new settlement to autobuild so you can easily roll back. :)

I don't know which mod I removed that helped stabilized my game but here are some of them that I removed

All Settlements Extended
Altairp's Animal Farm
AS Craftable Institute Stations
BanCo- Bank of the Commonwealth
Better Junk Fences
BlueBeers Water Purifiers
Busy Settlers
Craftable Armor Size
Crafting Fury 9000GTX
CROP SE- Create your own Planter
DC Guards Flirt with Both Genders
Dinomore v1.1
Director's Quarters
FCOM 2.7
Homemaker-Expanded Settlements
Homemaker- Unlocked Institute Objects Patch
Housekeeping (never got it to work)
ICS wifi router generators and such
Immersive Settlers
Legendary Modification
Minutemen HQ- Museum of Freedom
Modular Kitchen
Multiple Floors Sandboxing
Northland Diggers
ALL New Settlements (Like the Natick Powerplant, Fiddler's Green, etc)
Settler Sandbox Overhaul
Sim Settlements-Wedges of the Commonwealth
Singing Settlers
Snappy Housekit
Snappy DL03
Thematic and Practical
Workshop Planters Fixed
Workshop Rearranged (removing this significantly increased the load of opening workshop)

There's more but these are what I think are most relevant to settlement building.

I recommend giving your mod list a slight diet. Over all from a 158 mod count, I now have around 60 mods.

System: 8GB Ram, i7 1.8Ghz, Nvidia Geforce 760M, HD not SSD.
 
Used to crash at 3 settlements. But game has been pretty stable for me since the 3.0.2 release. I don't know if it helped but after upgrading all my addons game has been pretty stable.(I use Mod Organizer so it was a painstaking process of manually download, uninstalling and reinstalling). I also cleaned out my mod list and removed homemaker plus other build mods.

That said, I am more careful now I only run two settlements at a time on autobuild, wait til level 3 and then move the companion. So far, I have developed Oberland Station, Jamaica Plains and Croup Manor this way. If your system is too low, I'd avoid developing big settlements like Sanctuary or the Castle. I have been consistently crashing even by just walking around a level 0 castle on separate saves. I attribute this to my hardware. So you'll have to try experimenting which settlements are stable. Save before autobuilding a settlement or if you're adding a new settlement to autobuild so you can easily roll back. :)

I don't know which mod I removed that helped stabilized my game but here are some of them that I removed

All Settlements Extended
Altairp's Animal Farm
AS Craftable Institute Stations
BanCo- Bank of the Commonwealth
Better Junk Fences
BlueBeers Water Purifiers
Busy Settlers
Craftable Armor Size
Crafting Fury 9000GTX
CROP SE- Create your own Planter
DC Guards Flirt with Both Genders
Dinomore v1.1
Director's Quarters
FCOM 2.7
Homemaker-Expanded Settlements
Homemaker- Unlocked Institute Objects Patch
Housekeeping (never got it to work)
ICS wifi router generators and such
Immersive Settlers
Legendary Modification
Minutemen HQ- Museum of Freedom
Modular Kitchen
Multiple Floors Sandboxing
Northland Diggers
ALL New Settlements (Like the Natick Powerplant, Fiddler's Green, etc)
Settler Sandbox Overhaul
Sim Settlements-Wedges of the Commonwealth
Singing Settlers
Snappy Housekit
Snappy DL03
Thematic and Practical
Workshop Planters Fixed
Workshop Rearranged (removing this significantly increased the load of opening workshop)

There's more but these are what I think are most relevant to settlement building.

I recommend giving your mod list a slight diet. Over all from a 158 mod count, I now have around 60 mods.

System: 8GB Ram, i7 1.8Ghz, Nvidia Geforce 760M, HD not SSD.

FCOM might be the issue. It’s not bad by itself, but the code is... unoptimized? Running it with SimSettlements might be overloading the scripts. I think BanCo has a similar issue.

Also, obligatory “have you done the optimization settings listed in the wiki?”
 
FCOM might be the issue. It’s not bad by itself, but the code is... unoptimized? Running it with SimSettlements might be overloading the scripts. I think BanCo has a similar issue.

Also, obligatory “have you done the optimization settings listed in the wiki?”

If you mean adding the papyrus settings to the falloutcustom.ini, yes, i doubled the value. Also installed the insignificant object remover but not the texture optimization as it introduced crashes in my system (good thing I installed via mod organizer. I was able to remove it easily).

I never had luck getting enbs to work even in my skyrim days so I am not touching the advanced recommendations yet. I do use loot. My game’s pretty stable since removing those mods. So if others are having trouble, they can try experimenting and putting their mod list on a diet.

Edit: FCOM added squads are even stupider than settler a.i so it wasn’t like I lost a huge deal by removing it.
 
My previous game was pretty crash heavy in Sanctuary but this one has been pretty stable. Abernathy is at 3, Sanctuary has been holding at 2 for awhile. As soon as Codsworth frees up I'm sending him to Greygarden to raise an army of bowler hatted terror squads.
 
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