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The papyrus edits Kinggath suggests are exactly what I was referring to that made the most difference in settler strangeness.
Another thing to do is get rid of lights that generate shadows. There's a mod out there that makes sim settlements lights generate shadows, it is beautiful and can make a big difference visually in small settlements, in larger ones the same lights will eat your computer and come back for more. If you have the mod, try disabling it and loading one of your problem saves and seeing if it makes any difference.
Player placed water is another huge performance sink. To easily see one of the issues happening with it, try placing one of the large water sheets from the SOE pack or BYOP and then place a second one directly over the top of the first one so they overlap... Instant framerate tank. It doesn't always happen but when it does, look out because it's really really bad. Double refraction calculations = high GPU overload.
When you've tested, please come back and report your results, I'm very interested in seeing if my anecdotal personal experience translates into the larger world. If it does, it may give some options for mod authors to look at performance issues and potentially batch and/or throttle requests made to the settler scripts to avoid overloading whatever it's overloading behind the scenes.
One thing I've noticed is that in early versions of SS, I was able to get settlements up above 90 settlers and, while wonky to the point of being seriously demented, the settlement would still function. Later versions with more features are having problems handling above 60 settlers. I don't know if this is due to having all these new plots that add NPCs which may be somehow counting against the settlement scripts. Lots of speculation, little hard data.
Just wait until the cow script gets stuck in some kind of fugue state and you end up with 10+ cows running around in a single settlement with 1 cow trough. That's a funny one.
The 2 cows and many settlers trying to steal a boat at the lighthouse with the cows doing the hotwiring is probably still my favorite.
Another thing to do is get rid of lights that generate shadows. There's a mod out there that makes sim settlements lights generate shadows, it is beautiful and can make a big difference visually in small settlements, in larger ones the same lights will eat your computer and come back for more. If you have the mod, try disabling it and loading one of your problem saves and seeing if it makes any difference.
Player placed water is another huge performance sink. To easily see one of the issues happening with it, try placing one of the large water sheets from the SOE pack or BYOP and then place a second one directly over the top of the first one so they overlap... Instant framerate tank. It doesn't always happen but when it does, look out because it's really really bad. Double refraction calculations = high GPU overload.
When you've tested, please come back and report your results, I'm very interested in seeing if my anecdotal personal experience translates into the larger world. If it does, it may give some options for mod authors to look at performance issues and potentially batch and/or throttle requests made to the settler scripts to avoid overloading whatever it's overloading behind the scenes.
One thing I've noticed is that in early versions of SS, I was able to get settlements up above 90 settlers and, while wonky to the point of being seriously demented, the settlement would still function. Later versions with more features are having problems handling above 60 settlers. I don't know if this is due to having all these new plots that add NPCs which may be somehow counting against the settlement scripts. Lots of speculation, little hard data.
Just wait until the cow script gets stuck in some kind of fugue state and you end up with 10+ cows running around in a single settlement with 1 cow trough. That's a funny one.
The 2 cows and many settlers trying to steal a boat at the lighthouse with the cows doing the hotwiring is probably still my favorite.