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Public Beta 1.0.15c

The problem is too many google experts think they know what they are talking about and giving wrong info. Two weeks ago I asked about game limits and was told the game is only limited by my PC's capabilities. Now it's all about the limits I was told didn't exist by the "experts" in this forum.
That is my bad; I did not correctly understand what you were asking and assumed you were still asking about hard limits in specifically SS2 itself, not in the game as a whole.
 
I've played the game since the day it came out, I know how it works. The problem is too many google experts think they know what they are talking about and giving wrong info. Two weeks ago I asked about game limits and was told the game is only limited by my PC's capabilities. Now it's all about the limits I was told didn't exist by the "experts" in this forum. I see the main problem is that some of the coding in mods isn't as efficient or eloquent as it could be as the problem. Kinggarth knew what the issue was, the SIM2 conquest mod. I disable that mod and all is good. :)
The issue is far from code being "efficient" or "eloquent", it is simply volume. 64MB of script data means how many variables and special commands are needed to run things in your game at any given instant. Without having details on all the mods you run - as compiling that is far beyond the scope of this forum - the suggestion to disable SS2 ROTC was made simply because it is an OPTIONAL package within the scope of what the people here know and manage, which could be adding onto the script load at startup.

If you have a bucket full of water which overflows, do you blame the last drop of water that was added, the water that was already there filling the bucket, the person who chose to add that last drop, the place that gave you a bucket of a certain size, or the expectation that a finite system could hold an infinite volume? That bucket is your script data limit - so be aware of what you're doing before you cast blame on the last drop that you chose to add to it for causing an overflow.
 
I like that metaphor Tharatan. City plans, and RotC in particular fill the bucket a lot because it's the only way we can store that data in a way everyone can use it. Transfer Settlements bypasses this by storing the data in json files, but that requires F4SE to load them - and while I love F4SE, I don't like relying on it as it's not available to Xbox players, and intimidating to PC players who are new to mods.
 
I've played the game since the day it came out, I know how it works. The problem is too many google experts think they know what they are talking about and giving wrong info. Two weeks ago I asked about game limits and was told the game is only limited by my PC's capabilities. Now it's all about the limits I was told didn't exist by the "experts" in this forum. I see the main problem is that some of the coding in mods isn't as efficient or eloquent as it could be as the problem. Kinggarth knew what the issue was, the SIM2 conquest mod. I disable that mod and all is good. :)
You were told you could build with no limits never that the game itself didn't have a limit to mods installed. Either you need to be clearer with your questions or read the answers better.
And if you think you can code it better get into helping instead of throwing shade.
 
That is my bad; I did not correctly understand what you were asking and assumed you were still asking about hard limits in specifically SS2 itself, not in the game as a whole.
No problem at all. It's easy to misunderstand what people post, I do it all the time. :)
 
The issue is far from code being "efficient" or "eloquent", it is simply volume. 64MB of script data means how many variables and special commands are needed to run things in your game at any given instant. Without having details on all the mods you run - as compiling that is far beyond the scope of this forum - the suggestion to disable SS2 ROTC was made simply because it is an OPTIONAL package within the scope of what the people here know and manage, which could be adding onto the script load at startup.

If you have a bucket full of water which overflows, do you blame the last drop of water that was added, the water that was already there filling the bucket, the person who chose to add that last drop, the place that gave you a bucket of a certain size, or the expectation that a finite system could hold an infinite volume? That bucket is your script data limit - so be aware of what you're doing before you cast blame on the last drop that you chose to add to it for causing an overflow.
And it's always anything or anyone but the person putting in the water.
 
You were told you could build with no limits never that the game itself didn't have a limit to mods installed. Either you need to be clearer with your questions or read the answers better.
And if you think you can code it better get into helping instead of throwing shade.
This isn't about me. Whenevere you make it personal, it's a troll attack. The problem was and is people who think they know what they are talking about but don't.
 
And it's always anything or anyone but the person putting in the water.
Except you specifically said there were no limits and were wrong. Now you're wasting time making exscuses for giving wrong info and trying to twist it to make it somehow my fault. Absolutely pathetic.
 
The issue is far from code being "efficient" or "eloquent", it is simply volume. 64MB of script data means how many variables and special commands are needed to run things in your game at any given instant. Without having details on all the mods you run - as compiling that is far beyond the scope of this forum - the suggestion to disable SS2 ROTC was made simply because it is an OPTIONAL package within the scope of what the people here know and manage, which could be adding onto the script load at startup.

If you have a bucket full of water which overflows, do you blame the last drop of water that was added, the water that was already there filling the bucket, the person who chose to add that last drop, the place that gave you a bucket of a certain size, or the expectation that a finite system could hold an infinite volume? That bucket is your script data limit - so be aware of what you're doing before you cast blame on the last drop that you chose to add to it for causing an overflo
 
Yet when I specifically started a thread asking about such limits two weeks ago, I was told there are none, which I knew from the start was BS by the ill-informed.
 
Yet when I specifically started a thread asking about such limits two weeks ago, I was told there are none, which I knew from the start was BS by the ill-informed.
Again that's not what you were told. You misunderstood, that isn't anyone elses problem but yours, so yeah at this point it is about you. About you not listening, about you getting snarky cause you didn't listen. About you cause because you screwed up your load order it has to be anyone else fault but yours. cause someone else codded it poorly. Sounds a lot like a you problem.
 
Yet when I specifically started a thread asking about such limits two weeks ago, I was told there are none, which I knew from the start was BS by the ill-informed.
Lets be really clear here. The thread you keep referring to (https://simsettlements.com/site/index.php?threads/limits.18639/) asked about a limit on the number of PLOTS. To that question, you received the answer that there is not a hard-coded limit to the number of PLOTS that you can have active, and that personal hardware was likely the limiting factor to how many PLOTS your game could handle at once without degraded performance.

You are now asking about limitations on the number of MODS, which is an entirely different beast. If you run SS2, Workshop Framework, and the HUDFramework, that is three mods. Those three mods, by themselves, will not cause you to run into the script data limit. Adding SS2 RotC to that will not cause you to run into the script data limit.

Adding over a hundred other mods, however, is far, FAR beyond what anyone involved with SS2 can police. We don't know (and largely, don't care) what those mods you are running are - but that means that SS2 and its related mods and add-ons are only one of the various things that is using your script data limit on startup.

Again, your previous thread was on "number of plots limit", and you got answers there about "number of plots limit". If you want to have an in-depth discussion of script data limits and how various mods interact with that, can you please take it to the Discussions section, and leave the update thread for issues directly related to the update?
 
I like that metaphor Tharatan. City plans, and RotC in particular fill the bucket a lot because it's the only way we can store that data in a way everyone can use it. Transfer Settlements bypasses this by storing the data in json files, but that requires F4SE to load them - and while I love F4SE, I don't like relying on it as it's not available to Xbox players, and intimidating to PC players who are new to mods.

Again that's not what you were told. You misunderstood, that isn't anyone elses problem but yours, so yeah at this point it is about you. About you not listening, about you getting snarky cause you didn't listen. About you cause because you screwed up your load order it has to be anyone else fault but yours. cause someone else codded it poorly. Sounds a lot like a you problem.
 
This isn't about me, stop trolling me. I have no problem with word comprehension, It's not my fault. First you said you misinterpreted what I said and now I am the one who misinterpreted what you said after misinterpreting what I said. You're inventing gibberish to fuel a personal attack. Go away.
 
This isn't about me, stop trolling me. I have no problem with word comprehension, It's not my fault. First you said you misinterpreted what I said and now I am the one who misinterpreted what you said after misinterpreting what I said. You're inventing gibberish to fuel a personal attack. Go away.
You can’t even keep track of who you’re talking to, clearly refer to a thread that is talking about something else, and no one made anything any more personal than you did… and this is getting really irritating.
 
Lets be really clear here. The thread you keep referring to (https://simsettlements.com/site/index.php?threads/limits.18639/) asked about a limit on the number of PLOTS. To that question, you received the answer that there is not a hard-coded limit to the number of PLOTS that you can have active, and that personal hardware was likely the limiting factor to how many PLOTS your game could handle at once without degraded performance.

You are now asking about limitations on the number of MODS, which is an entirely different beast. If you run SS2, Workshop Framework, and the HUDFramework, that is three mods. Those three mods, by themselves, will not cause you to run into the script data limit. Adding SS2 RotC to that will not cause you to run into the script data limit.

Adding over a hundred other mods, however, is far, FAR beyond what anyone involved with SS2 can police. We don't know (and largely, don't care) what those mods you are running are - but that means that SS2 and its related mods and add-ons are only one of the various things that is using your script data limit on startup.

Again, your previous thread was on "number of plots limit", and you got answers there about "number of plots limit". If you want to have an in-depth discussion of script data limits and how various mods interact with that, can you please take it to the Discussions section, and leave the update thread for issues directly related to the update?
 
Ok, folks. This thread is getting sidetracked.
I refer to this we are way outside what this thread was about at this point move it to a new thread and ask what you want there , cause at this point I’m not sure what your asking any longer.
 
You can’t even keep track of who you’re talking to, clearly refer to a thread that is talking about something else, and no one made anything any more personal than you did… and this is getting really irritating.
Lets be really clear here. The thread you keep referring to (https://simsettlements.com/site/index.php?threads/limits.18639/) asked about a limit on the number of PLOTS. To that question, you received the answer that there is not a hard-coded limit to the number of PLOTS that you can have active, and that personal hardware was likely the limiting factor to how many PLOTS your game could handle at once without degraded performance.

You are now asking about limitations on the number of MODS, which is an entirely different beast. If you run SS2, Workshop Framework, and the HUDFramework, that is three mods. Those three mods, by themselves, will not cause you to run into the script data limit. Adding SS2 RotC to that will not cause you to run into the script data limit.

Adding over a hundred other mods, however, is far, FAR beyond what anyone involved with SS2 can police. We don't know (and largely, don't care) what those mods you are running are - but that means that SS2 and its related mods and add-ons are only one of the various things that is using your script data limit on startup.

Again, your previous thread was on "number of plots limit", and you got answers there about "number of plots limit". If you want to have an in-depth discussion of script data limits and how various mods interact with that, can you please take it to the Discussions section, and leave the update thread for issues directly related to the update?
 
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