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Solved Setup for PANPC 1.92 and SSQ/SS to work together

Terragon

Active Member
Messages
100
Hello everyone
With new version PANPC coming out and massive improvements eficenty in the code now open a new posibility(refer to this post for more information https://simsettlements.com/site/index.php?threads/panpc-version-1-92.12763/ ) to play SSQ and PANPC together. I would like your opinions on my future setup as SSQ is a bigest mod that you have to play as it is that good. What performance options in SSQ did you use? Could you post your load order. Problem you encounter with previuse usege of earlier version of PANPC? I am trying to find out ideal condition now, so call golden middle, for use of both mods with many others. For my part I have setup for PANPC coverd and they are:
1.If you are a not stelth player, turn off the light and ditractions in stealth menu of MCM,
2. Turn off the prevention of use of motlov in interiors,(if the player can use them, why NPC can't?),
3 Turn off all the profiles for NPC-s that you will not fight(you can do that in version 1.92),
4 And if you will not use extra spawn, turn off that in debug menu in MCM,
5 If you want to change all AI but don't want to use all the combat profiles in MCM of PANPC, with combination of mods like Arbitration(but deleting all the combat styles in Xedit that confllict with BLD-AI tweeks), BLD-AI tweeks and Search and Destory Lite you can have a loot more space in script engine for SQQ but stil change the AI of NPC-s that game become unrecognizable. For instance, I used only Gunners, Synths, Courser, Triggerman and BOS combat profiles in older version PANPC. For other AI I used the above mentions mods. Now with new version these mesures, once necessary to implementation, now are not. Is it a smart strategy to use steps 3 and 1 still, because they don't influance the gameplay that much but leave more space for other mods like SQQ and many others? Please share your thoughts and expectations.
 
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Would SSQ take more or less space in script engine if I prebuild 15 settlments on level 3?
I know there would be more plots to controle but autobuilding would be no more. Which process is more heavier and demanding of this two?
 
I would add a six step. If you use extra spawns, the best strategy is to turn off the Remove dead on cell unload. It eliminates the need for PANPC to performe a unnesecery action for something that can be solved by this mod https://www.nexusmods.com/fallout4/mods/36051 that decrease the time for regular game scripts to remove corpses. It is set for one hour in game(vanila time 24H) but depending of your game(if you have a high number of new NPC-s added by other mod, or use different timescale, or both) you can do a simply Xedit intervention a change to as much time you need. In that way you get same result(reduce the save bloat) but more script space for other mods. Also in point 2, if you turn off the restiction on molotov use, you eliminate unesecery PANPC action in terms of scaning the load cell for NPC, searching NPC inventory, removing the item and save the information that NPC had it. Then when NPC dies, return that molotov in NPC-s inventory. If you are a someone like me, who does't mind that NPC can become a fire cannon with this on off, use it, other wise leave it ON it's default setting.
 
Also bark controle and NPC tactical reaction to Deathclaw can be turned off if you want need aditional space.
Bark controle stops NPC from talking and in that way revel there position. Useful if you want to fell the intensity in fight by seeking the enemy who is hiding and waithing your mistake.
NPC tactical reaction to Deathclaw give a chance that NPC-s will focus fire on Deathclaw or run in fear. Many factor comes in that. But honesly, I am allways preoccupied with PA NPC-s that I rely woulden't notice there reaction. Soo I keep this off.
 
Get all prebuilding (the plans and plots) up to level 3 at the start. It reduces script load massively once it's finished.
I prebuild 27 city plans to L3 and have always ran PANPC. I don't think it would be possible to run them both together without doing it this way.

I turn off the combat profiles for all creatures and animals. Settlers are the only Bipeds that I disable the combat profile for, as they are idiots anyway so no point in wasting resources on them.

My spawn settings. I don't enable extra spawns until my character is about level 15+
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Gunmetal-Clothing-Variaty.esp
SOTS.esp
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AnimChemRedux.esp
WorkshopRearranged.esp
FalloutMiami.esp
PiperCaitCurieDialogueOverhaul.esp
nuka_world_settlements.esp
subwayrunnnerdynamiclighting.esp
GhoulBlood.esp
Live Dismemberment - POSTAL.esp
Better Locational Damage - Robot Edition.esp
CraftingFramework.esp
CraftingFrameworkExtreme.esp
Better Explosives Redux.esp
Better Vertibird.esp
TD_DLC01Workshop_Addons.esp
RaiderOverhaul.esp
CBBE.esp
CombatZoneRestored.esp
SimSettlements_XPAC_Conqueror.esp
P90.esp
P90NPC.esp
highwaysfix.esp
Children of Ug Qualtoth.esp
ChineseStealthSuit.esp
CSS Ballistic Weave.esp
CF_AtomicWarlord.esp
CF_AtomicWarlord_CBBE.esp
Companion Infinite Ammo and Unbreakable Power Armour.esp
SOU All-in-one.esp
Crafting Mastery.esp
Crafting Mastery - Patch Loads of Ammo.esp
ESPExplorerFO4.esp
DN Music.esp
EAMR.esp
FO4Hotkeys.esp
FactoryAddOn.esp
Fastball.esp
BTA_ForceOpen.esp
Modern Firearms.esp
Hollywood Bullet Tracers.esp
HBT - Modern Firearms.esp
GCM.esp
Less Annoying Berry Mentats.esp
LooksMenu Customization Compendium.esp
LMBTOverlays.esp
LooksMenu.esp
More Where That Came From - Classic.esp
CombatZoneRestored_XDI.esp
More Where That Came From Diamond City.esp
MiscHairstyle.esp
DNMega.esp
Mk41GyrojetHMG.esp
Evan_Modular Kitchen.esp
nuka_world_settlements_scrap_addon.esp
No Throwing Arc.esp
Nuka-Mute.esp
PL-14.esp
Passive Camera Shake - Disabled.esp
Quad_RAWLauncher.esp
RAW INPUT.esp
AzarPonytailHairstyles.esp
RussianAssaultPack.esp
SKKHostileCompanionFramework.esp
SimSettlements Previews Newest.esp
SettlementMenuManager.esp
Flashy_StealthyTakedowns.esp
3dscopes-replacer.esp
SA-SyringerAmmoOverhaul.esp
Synth Overhaul.esp
The Eyes Of Beauty.esp
Thematic and Practical.esp
Thematic and Practical - DLC.esp
TransferSettlements.esp
Unbreakable Power Armor Player Only.esp
ThrawingWeapans.esp
UnlockAllHairstyles.esp
Vivid Weathers - Natural Bright.esp
WheelMenu.esp
CorvalhoWidowShotgun.esp
X13_ScrapOTron.esp
mjp_PTRS41ATR.esp
cVc Dead Wasteland 6.esp
g2m_Workshop_Nexus.esp
ChinaLakeandHolorifle.esp
SimSConqAtomsGlory.esp
SimSettlements_Addon_FrankTownVRonTown.esp
mk14.esp
FO4TribalPowerArmor.esp
LeeEnfieldNo4MkI.esp
Driveable Motorcycle Mod.esp
MTs255.esp
SimSettlementsAddOnPack - RaiderRefugees.esp
CROSS_BreakActionLaser.esp
ChinaLake_1.5xDamage.esp
TheEyesOfBeauty.esp
Holorifle_1.5xDamage.esp
ProjectBlueprintCOBJs_Sim_Nukaworld.esp
UitFJ.esp
BloodMoonRaiders.esp
ProjectBlueprintCOBJs_Sim_Automatron.esp
SimSettlements_MegaPack_YearOne.esp
WVSimSAddon.esp
NotJustBasements.esp
CQRedRocketHQ.esp
CutThroatCait.esp
DeathlyDixie.esp
DisciplesCountyCrossingHQ.esp
DisciplesNukaworldCamp.esp
DisciplesStarlightCamp.esp
IndustrialCity_Sim_Settlements_Addon.esp
JamaicaPlainOutpost.esp
OperatorsVault.esp
ProjectBlueprint.esp
ProjectBlueprintCOBJs_Sim.esp
ProjectBlueprintCOBJs_Sim_FarHarbor.esp
RaiderBossCompound.esp
RaiderizedOutpostZimonja.esp
SimSettlements_AddOnPack_SimTowers_JtBryant.esp
SimSettlements_CityPlanPack_ContestEntries.esp
SimSettlements_CityPlanPack_ContestEntries_Season2.esp
TaffingtonTerror.esp
VFX Foundations.esp
VFX Foundations 2nd.esp
Vivid Weathers - FO4 - Far Harbor.esp
Vivid Weathers - Nuka World.esp
WeaponBuffs_Mods.esp
WorkshopPlus.esp
gilNWR_NukaWorldRaiderFactions.esp
Armorsmith Extended.esp
CF_AtomicWarlordNoMod.esp
Raider Overhaul - AE Patch-Restored Content.esp
SOTS_AWKCR_AS_Patch.esp
Toxic Raider Armour.esp
SuperMutantRedux.esp
Pip-Boy Flashlight.esp
BostonFPSFixAIO.esp
BradbertonOverpassSettlement.esp
EFF.esp
Gas Masks of the Wasteland.esp
Gas Mask ArmorKeywords.esp
Gas Mask Climate.esp
Gas Mask NPC.esp

I can easily get saves with hundreds of hours on them that are completely stable with this method.
 
I prebuild 27 city plans to L3 and have always ran PANPC. I don't think it would be possible to run them both together without doing it this way.
That's maby true,I am in the testing phase where I have only SSQ(prebuild on level 2) instaled and PANPC 1.92 version. I did try putiing in my load order SSQ but that reproduce problems because my load order was build for PANPC. I must say all options was ON, on my test run for version 1.92. For earlier version I used only Gunners, BOS, Synths, Triggerman, Corurser. On verison 1.92 turned spawn to 100% to clone 5 clones. I trow eveyrthing that I could think of, putining unrealistic test scenarios that would never happend in game. And it come atop of that. Earlier version give me hundred of active script that were welded in the save file and unremovable without removing the mod or revert back to earlier save. Not with version 1.92. they are all gone on next cell load. I wish others could confirm this thru there tests.
 
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ArmorKeywords.esm
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XDI.esm
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DualGun.esl
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SimSettlements_Patch_Nukaworld.esl
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WeaponBuffs.esl
Vivid Weathers - FO4.esp
AlysrazaOverlays.esp
Gunmetal-Clothing-Variaty.esp
SOTS.esp
Quad_Accelerator.esp
AdvSettleTurretSet.esp
AnimChemRedux.esp
WorkshopRearranged.esp
FalloutMiami.esp
PiperCaitCurieDialogueOverhaul.esp
nuka_world_settlements.esp
subwayrunnnerdynamiclighting.esp
GhoulBlood.esp
Live Dismemberment - POSTAL.esp
Better Locational Damage - Robot Edition.esp
CraftingFramework.esp
CraftingFrameworkExtreme.esp
Better Explosives Redux.esp
Better Vertibird.esp
TD_DLC01Workshop_Addons.esp
RaiderOverhaul.esp
CBBE.esp
CombatZoneRestored.esp
SimSettlements_XPAC_Conqueror.esp
P90.esp
P90NPC.esp
highwaysfix.esp
Children of Ug Qualtoth.esp
ChineseStealthSuit.esp
CSS Ballistic Weave.esp
CF_AtomicWarlord.esp
CF_AtomicWarlord_CBBE.esp
Companion Infinite Ammo and Unbreakable Power Armour.esp
SOU All-in-one.esp
Crafting Mastery.esp
Crafting Mastery - Patch Loads of Ammo.esp
ESPExplorerFO4.esp
DN Music.esp
EAMR.esp
FO4Hotkeys.esp
FactoryAddOn.esp
Fastball.esp
BTA_ForceOpen.esp
Modern Firearms.esp
Hollywood Bullet Tracers.esp
HBT - Modern Firearms.esp
GCM.esp
Less Annoying Berry Mentats.esp
LooksMenu Customization Compendium.esp
LMBTOverlays.esp
LooksMenu.esp
More Where That Came From - Classic.esp
CombatZoneRestored_XDI.esp
More Where That Came From Diamond City.esp
MiscHairstyle.esp
DNMega.esp
Mk41GyrojetHMG.esp
Evan_Modular Kitchen.esp
nuka_world_settlements_scrap_addon.esp
No Throwing Arc.esp
Nuka-Mute.esp
PL-14.esp
Passive Camera Shake - Disabled.esp
Quad_RAWLauncher.esp
RAW INPUT.esp
AzarPonytailHairstyles.esp
RussianAssaultPack.esp
SKKHostileCompanionFramework.esp
SimSettlements Previews Newest.esp
SettlementMenuManager.esp
Flashy_StealthyTakedowns.esp
3dscopes-replacer.esp
SA-SyringerAmmoOverhaul.esp
Synth Overhaul.esp
The Eyes Of Beauty.esp
Thematic and Practical.esp
Thematic and Practical - DLC.esp
TransferSettlements.esp
Unbreakable Power Armor Player Only.esp
ThrawingWeapans.esp
UnlockAllHairstyles.esp
Vivid Weathers - Natural Bright.esp
WheelMenu.esp
CorvalhoWidowShotgun.esp
X13_ScrapOTron.esp
mjp_PTRS41ATR.esp
cVc Dead Wasteland 6.esp
g2m_Workshop_Nexus.esp
ChinaLakeandHolorifle.esp
SimSConqAtomsGlory.esp
SimSettlements_Addon_FrankTownVRonTown.esp
mk14.esp
FO4TribalPowerArmor.esp
LeeEnfieldNo4MkI.esp
Driveable Motorcycle Mod.esp
MTs255.esp
SimSettlementsAddOnPack - RaiderRefugees.esp
CROSS_BreakActionLaser.esp
ChinaLake_1.5xDamage.esp
TheEyesOfBeauty.esp
Holorifle_1.5xDamage.esp
ProjectBlueprintCOBJs_Sim_Nukaworld.esp
UitFJ.esp
BloodMoonRaiders.esp
ProjectBlueprintCOBJs_Sim_Automatron.esp
SimSettlements_MegaPack_YearOne.esp
WVSimSAddon.esp
NotJustBasements.esp
CQRedRocketHQ.esp
CutThroatCait.esp
DeathlyDixie.esp
DisciplesCountyCrossingHQ.esp
DisciplesNukaworldCamp.esp
DisciplesStarlightCamp.esp
IndustrialCity_Sim_Settlements_Addon.esp
JamaicaPlainOutpost.esp
OperatorsVault.esp
ProjectBlueprint.esp
ProjectBlueprintCOBJs_Sim.esp
ProjectBlueprintCOBJs_Sim_FarHarbor.esp
RaiderBossCompound.esp
RaiderizedOutpostZimonja.esp
SimSettlements_AddOnPack_SimTowers_JtBryant.esp
SimSettlements_CityPlanPack_ContestEntries.esp
SimSettlements_CityPlanPack_ContestEntries_Season2.esp
TaffingtonTerror.esp
VFX Foundations.esp
VFX Foundations 2nd.esp
Vivid Weathers - FO4 - Far Harbor.esp
Vivid Weathers - Nuka World.esp
WeaponBuffs_Mods.esp
WorkshopPlus.esp
gilNWR_NukaWorldRaiderFactions.esp
Armorsmith Extended.esp
CF_AtomicWarlordNoMod.esp
Raider Overhaul - AE Patch-Restored Content.esp
SOTS_AWKCR_AS_Patch.esp
Toxic Raider Armour.esp
SuperMutantRedux.esp
Pip-Boy Flashlight.esp
BostonFPSFixAIO.esp
BradbertonOverpassSettlement.esp
EFF.esp
Gas Masks of the Wasteland.esp
Gas Mask ArmorKeywords.esp
Gas Mask Climate.esp
Gas Mask NPC.esp

I can easily get saves with hundreds of hours on them that are completely stable with this method.
Thank you Phil for your load order onec again. I see you use Gas Mask of the Wasteland. Would you plese share which setings did you use?Damage, time duratation of filters, HUD effects, NPC equp and so fort. That mod is heavy with scripts.But I still use it with radiation only on rain and radstorm. For HUD only rain, No dust storms,damage to the player gas mask on, damage to NPC gas mask off, equp NPC with gas mask when whether is radioactive off.
 
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Precipitation only.
Lite dust storms.
NPC equip.
Companion equip.
Player damage.
NPC no damage.
Damn I start to think If anyone can make PANPC to work prorperly it's you. I manage to come to taking Starlight as HQ and Abernathy farm as vasals without any problems. Attack worked as intended. No script pulup in save, and no CTD for now. All turned on in PANPC and with SSQ on high settings. Can you please give suggestions how to stress SSQ more? Like what settlemnts to take, in what form. I have prebuild all the settlements that given at the begining of game. Started the prebuild in the vault, waithed to finish and exit. I will see how this setup of both mods turn out.
 
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