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Save bloat?

Ghostfc3s

Member
Messages
26
So the latest expansion for Sim settlements came out and comes with the option of prebuilding towns to explore trade and raid. I like this idea as I do enjoy build SOME settlements up as interesting towns, others I could care less about.

So I'm wondering can anyone speak to file bloat/save bloat with the prebuilt settlements. I know my own handbuilt settlements with 10-15 settlements can push my save files into the 150mgs range with 2-5minutes savetime. I love having a lot of settlements and towns to sell all my loot, recent play through I have been restricting myself to 2-3 towns and a the others being small farms of 3-5 people/robo farmers save files are around 30 mbgs and less the 2 second saves (this is with other tweaks the despawn bodies quickly).
 
What I do is once I leave vault 111 on EVERY new game I take a screenshot of the below. After all the mods are installed. This is used as a benchmark. :search

:rtfm What I have found is not every game is the same # of mods, TEXTURES, how much you build, how many settlers? :crazy All factor in :)

I then create a folder and store this and additional screenshots of the same. If it blows up after building a bunch with one mod or another in-game event then I get an idea of how that affects my current game.

Generally:
around 25mb: is normal for me to start
and it slowly climbs, What is key is when does it bog down your set-up???????
Mid- game mine pushes high 40mb, no issues
Late game north of 50mb +++, like I said textures, total population, # of settlements, # of mods, resources put into game, inventory, etc are all variables in the equation.

If I see a huge spike, I identify what I did and sometimes roll back the save because of it.

I would say after 40-45mb keep an eye on it. But, that is my system / game. :boss

I have seen users with issues much above that. I have a powerful set-up so as much as that counts in FO4, hahaha

Anyway, I suggest benchmark your game with notes, so you get to know your system and game configuration capabilities. :heat

Below as a reference:
Program, Fallrim
Instructions and link for how to do this are in my signature block and below:
https://www.simsettlements.com/site/index.php?threads/pc-help-page-_-basic-guide-and-links.5982/
see section #5

InkedStart27JAN19_LI.jpg
 
With my current setup hardware wise and the ini tweaks I can get to 230 mgbs in a save before I get a once every 2 minute drop to 1 fps for 10 seconds then returns to normal with 5-8 minutes save times.

This mostly due to fact I use Zombie Walkers and The Running Dead both spawn a lot of ghouls which means until the cells reload and the bodies despawn/released the save file bloats. I built a Bat file to run at the start of a new game to speed up dead body clean up and world cell clears that helps a lot, to keep save bloat down. Currently my save is around 46 mgbs without piles of corpses everywhere.

I use a lot of texture mods, as well as game changing mods damage modifier ai modifiers (arbitration) weapon and armor mods are about 10 overall.

For me with those mods active, I do find that the more settlements and the bigger I build them and larger the population of NPC's the longer my save times are. Area Load times don't seem to be effected.

Current play through I have 14 settlements 3 that are built up the rest are "here is a couple of shacks, here is some turrets now go farm" Average save time is 16-30 seconds (without piles of corpses everywhere). When I have just 4 that were built up 1 player home/ammo factory (custom build) the rest sim settlement 1 built up farm 1 built up city and gray garden with turrets my save time was 2-5 seconds I may "purge" some and go back to just 4 settlements.

I guess it just goes back to my original question with Sim Settlement using the workshop placement and pieces/pathwaying system (granted the plots are combined into 1 object) rather then the Creation Kit system of precombins and navmeshing each plot placed will be added to the save file adding to larger save files and longer save times. Starting a new game with all the settlements prebuild and populated probably would create some larger save files on top of my other mods story progression and quest data.

I can't help but wonder if having 1 or 2 large "Set pieces" that are static and are changed out as the city progresses from level 1-3 would be less taxing on engine. Granted customization and randomness of what plot goes where would be limited (store rugs vs store plot).

I don't know, I'm just spit balling, I love the idea of what the team here is building, and it becomes a balancing act of what features via mods I want through each play through as we are approaching the limits of what the engine can handle.

The dream would be SKK Fallout 4-76 with Sim Settlements with prebuilt cities to trade raid and conquer. Just an open zombie sandbox to rule and survive in.
 
Oh, I like building :grin

But, yes it is about Balance. :bye
 
I love building as well, I also like combat so its a balancing act for me to have some nice built settlements but not over do it and end up with massive saves, I always destroy my build budgets on my cities, could spend days building the perfect settlement.
 
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