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Patch 3.1.4 and the City Planner's Toolkit

I have 8GB RAM and no worse for crashes since RotC than before. Don't think amount of RAM is the issue.

Interestingly I think I'm getting faster fast travel loads now that I'm running on 16GB--which doesn't seem like it should make sense since my processor, vidcard and hard disk are all unaltered--but yeah, the save I had in Hangman's Alley which crashed the game unless I immediately ran out into the wilderness was still crashy, and if I try to fast travel from one developed settlement to another I can still get the "eternal loading screen" bug.

Interestingly enough I finally got The Slog to upgrade to level 3 by starting the upgrade and then immediately exiting the cutscene and fleeing into the wilderness. Futzed around awhile killing raiders at the quarry and then came back and I had a nice level 3 settlement awaiting me which was still holding stable as I spent about a half hour poking around, setting up wiring, etc.

Then I tried fast traveling from there to Finch Farm, which loaded in a blazing fast (for me) 30 seconds but then crashed. Heh.

Anyhow, that may be my modus operandi from now on... any city upgrade = start it up, flee to the boonies and come back later. Too bad I can't do the same trick with a city refresh.
 
Side note, I've been checking my saves in ReSaver and though they (mostly) seem valid I've been getting a lot of extra active scripts since 3.14. In one case there were 46 running and most of the entries say "SimSettlements: ASAM Sensor" with a subentry adding "OnTimer()". Others will open in-game but won't open in ReSaver at all, saying there was an error reading the Papyrus section. I have all my plots set to manual upgrade only so I'm not sure what's going on here.
 
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Side note, I've been checking my saves in ReSaver and though they (mostly) seem valid I've been getting a lot of extra active scripts since 3.14. In one case there were 46 running and most of the entries say "SimSettlements: ASAM Sensor" with a subentry adding "OnTimer()". Others will open in-game but won't open in ReSaver at all, saying there was an error reading the Papyrus section. I have all my plots set to manual upgrade only so I'm not sure what's going on here.
My latest "cleaned" saves that I loaded and then saved again have that error too...not sure how bad that is but the game loads.
 
Side note, I've been checking my saves in ReSaver and though they (mostly) seem valid I've been getting a lot of extra active scripts since 3.14. In one case there were 46 running and most of the entries say "SimSettlements: ASAM Sensor" with a subentry adding "OnTimer()". Others will open in-game but won't open in ReSaver at all, saying there was an error reading the Papyrus section. I have all my plots set to manual upgrade only so I'm not sure what's going on here.
I don't know why the sensors would get stuck in an OnTimer loop, but I added a check for that which should make them stop when you load up the next patch.
 
I don't know why the sensors would get stuck in an OnTimer loop, but I added a check for that which should make them stop when you load up the next patch.

Ah okay. If it helps at all I just posted a bug report with a dropbox link to that 46 scripts save.
 
I think I'm missing something - ive downloaded the tools and put the files from the project blueprint files into my mods folder. Went into nmm to activate them but they are not showing up
 
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Close and reopen NMM and then look at the bottom of the plugin list. Should be 3
 
I've tried that - NMM isn't recognising them at all - Ive tried redownloading and extracting too
you have put the 6 files in your data folder ? i tryed now and worked fine.
  • ProjectBlueprint - Main.ba2 (1 kb)
  • ProjectBlueprint.esp (0 kb)
  • ProjectBlueprintCOBJs_Sim - Main.ba2 (1 kb)
  • ProjectBlueprintCOBJs_Sim.esp (1531 kb)
  • ProjectBlueprintCOBJs_Sim_FarHarbor.esp (64 kb)
 
this is what i did to get my mod manager to install the project blue print mods. they in a loose folder so i archive the folder to rar/zip format. from there i installed rar/zip like i do when i install mods from a file. loaded up the game and the blue prints mods show up. they are realy powerfull building mods all most like i have the creation kit running.

Edit after following the tutorial I'm getting a fatal error when I'm making a building blue print esp or esl from the creation blue print website. I'm away from the computer right now but the web browser I'm using is Microsoft edge. Can that be the reason I'm getting a fatal error. tonight I'm going to try again in chrome.

Update worked in Google chrome
 
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Hello, former lurker here. I've been experiencing the CTD's on my PC as I see others have been. I too have 32GB RAM and a 6GB nVidia 1070 GPU, and it doesn't seem to make sense that these issues would keep coming up since neither CPU nor GPU RAM should be getting completely filled.

I was wondering: Is there a way to slow down the loading of RotC settlements as you get closer? Maybe create a delay for misc items and minor objects to load and just have the primary structures themselves loaded when you near the area? Or is there possibly some way to force the game to unload areas that you've left? I'm just throwing ideas out here in case something sticks. I love this mod, and am getting disappointed when I run from Hangman's Alley (Lvl 1) to Greygarden (Lvl 2) and crash while I'm playing a survival game.

As much as I would love to be a tester, I just don't have that much spare time on my hands. I'm lucky to get an hour or two of playtime in every couple days.
 
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I have 11GB of GPU memory and that gets filled. I've had the best success with stability by editing Fallout4Custom.ini and adding these in the [General] section. Note, I have 12 logical CPUs, 6 cores with hyperthreading, so I assigned 10 of them. I think. I just guessed that these are cpu affinity settings. I was having lots of CTDs before. Also, using ENB is a must. If I rename the dll file to run the Creation Kit and forget to rename it back then Fallout 4 starts getting CTDs again.

If you have 4 cpus available in windows (including hyperthreading) this may not do much good though. These settings are undocumented and I made lots of assumptions but it worked for me for whatever reason.

[General]
bUseThreadedAI=1
bPreemptivelyUnloadCells=1
iNumHWThreads=10
iHWThread8=9
iHWThread7=8
iHWThread6=7
iHWThread5=6
iHWThread4=5
iHWThread3=4
iHWThread2=3
iHWThread1=2
iAIThread2HWThread=1
iAIThread1HWThread=0
iRenderingThread2HWThread=1
iRenderingThread1HWThread=0
 
Hello, former lurker here. I've been experiencing the CTD's on my PC as I see others have been. I too have 32GB RAM and a 6GB nVidia 1070 GPU, and it doesn't seem to make sense that these issues would keep coming up since neither CPU nor GPU RAM should be getting completely filled.

I was wondering: Is there a way to slow down the loading of RotC settlements as you get closer? Maybe create a delay for misc items and minor objects to load and just have the primary structures themselves loaded when you near the area? Or is there possibly some way to force the game to unload areas that you've left? I'm just throwing ideas out here in case something sticks. I love this mod, and am getting disappointed when I run from Hangman's Alley (Lvl 1) to Greygarden (Lvl 2) and crash while I'm playing a survival game.

As much as I would love to be a tester, I just don't have that much spare time on my hands. I'm lucky to get an hour or two of playtime in every couple days.
what your resolution ? fallout was made for 1920 x 1080 resolution and most of the crash with high end pc come from users that use more than the basic full hd. You need to tweak many things to make it work correctly.
 
@Karyusan I'm running the game at 1920x1080 and was tempted to go widescreen since I have a 3x1 setup, but was waiting till more of the CTD's get resolved one way or another.

@Cranky Cat: To be honest, I haven't checked the GPU memory usage. If what you're saying is true, maybe I am filling it.
I will try your settings when I am able to get on again. It looks like you're assigning 8 out of the 10 threads to managing hardware? (if i'm reading correctly, the 3rd - 10th CPU's). Then it looks as if you're double assigning the AI/Rendering threads to CPU's 1+2 (logical 0+1)?

I might be off base since I'm not familiar with what all these variables would be doing.
 
@Digifluent Wow that's a beefy system - far better than mine and I never experience the crashes. The most likely overload for you is the script stack, which you can allocate more resources to with a few ini changes: https://simsettlements.com/web/wiki/index.php?title=Performance#INI_settings
I've previously implemented those settings under Papyrus, as well as trying out a doubling of those numbers you give with no help in regards to this. Admittedly, I am running a number of other mods, but the only ones that modify textures or would seem to be memory intensive besides SS are CBBE and more efficient environmental texturing (can't remember exactly which one, not at home to check right now).
 
@Karyusan I'm running the game at 1920x1080 and was tempted to go widescreen since I have a 3x1 setup, but was waiting till more of the CTD's get resolved one way or another.

To be honest, I haven't checked the GPU memory usage. If what you're saying is true, maybe I am filling it.
I will try your settings when I am able to get on again. It looks like you're assigning 8 out of the 10 threads to managing hardware? (if i'm reading correctly, the 3rd - 10th CPU's). Then it looks as if you're double assigning the AI/Rendering threads to CPU's 1+2 (logical 0+1)?

I might be off base since I'm not familiar with what all these variables would be doing.

I'm not 100% sure what they actually manage but I think it spreads out the cpu usage somewhat for loading textures and ai. They may not all actually do anything but I got it to run smoothly finally as it is now so I leave it alone :) I was starting to despair about CTDs constantly interrupting my game but I got it working well now I think.

One thing I didn't mention is Real HD Face Textures. That turned my high population Sanctuary settlement into a slide show. After seeing that I toned down some of those 4K textures for everything under the Sun to 2k and removed Real HD Faces. I also reverted the Data\F4SE\Plugins\f4ee.ini uTintWidth and uTintHeight back to the default 1024 instead of 2048. Now I have 50 settlers living there. It was constantly loading textures for faces and features until I made those changes!

uTintWidth=1024
uTintHeight=1024

I also have vSync off (iPresentInterval=0) with the frame rate max set to 58 in ENB. The only crashes I really get are the occasional CTD when scrapping items I just built.

fyi - The reason I have 50 settlers is that SS thinks I have 2 more settlers than I really do. So, I build 2 houses and then get 2 more settlers and again it shows me being 2 beds short in SS. Anyway, I decided to go for i
 
@Cranky Cat I got the chance to try out the settings that you gave. The game seems to be working more efficiently with fewer areas lagging or slowing down, but it still CTD'd when approaching my 80% to Lvl 3 Greygarden once out of three times after visiting other settlements. I also got a random game lockup somewhere else, but that might have been unrelated.
 
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