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Patch 3.4.0 - RotC 2.0

kinggath

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Patch 3.4.0 is available!

Update for Sim Settlements, Rise of the Commonwealth, and Three-in-One available.

- Adds the new Optimized city plans! You don't have to do anything special to use them, any new city you start will automatically use them. (If you'd like to only use the original full detail versions, just turn on Complex City Plans in the performance options)

- Fixes the water and power amounts in all of the foundation levels (no more starting with 100 water, and therefor a massive defense problem!)


Click here for the full patch notes.
 
For existing settlements using complex city plans do I need to tear them down and start from scratch or just a refresh?
 
The only city I ever had a problem with was sanctuary
(Which I would love to try the optimization build) ...is it possible to turn optimized building plans on for just ONE city? Or does the on switch make all cities optimized ?
 
Big shout out to the Optimization Team for their work on this.

I worked briefly on the project but had to bow out to help my wife get her business off the ground (turns out starting a business is mega-hard - who knew? :shok). Anyway, my brief stint gave me insight into how much effort is needed to optimize each settlement, so the team deserve a good deal of credit for getting them all done.

I haven't played Fallout 4 for months but have been keeping up with news via the YouTube updates and there's so much stuff been added I'm really looking forward to being able to fire up Fallout with Sim Settlements again - hopefully in the not-too-distant future. This optimized version will be the first mod I download when I do.

Keep up the good work - Sim Settlements is an amazing project all round.

ps - thanks for the mention in the update video Kinggath. I wasn't expecting it but glad to have been of some use, albeit minor.
 
I worked briefly on the project but had to bow out to help my wife get her business off the ground (turns out starting a business is mega-hard - who knew? :shok).
It sure is - and the first 3 years will be brutal. If you survive it, it's actually rather cool realising that you've made something successful.

Is it possible to turn optimized building plans on for just ONE city? Or does the on switch make all cities optimized ?
I suspect it is an all or none toggle.
 
FANTASTIC! PLus, it looks like you managed to reduce teh file size of RotC, which really helps. Thank you, All, for your hard work!
 
This looks great. I'm not using RotC right now, because I don't have space. I'm actually doing a manual Sanctuary build, and it's thematically the opposite of the build in the video--a sleepy and spreadout farming community. Watching this video makes it extremely tempting to just scrap the whole thing, delete a bunch of mods, and install RotC instead.

In any case, I was wondering if you had more specific details on these optimised city plans, because it would help players like me figure out what the likely limits are on manual builds. I'd love to get some numbers on what it took to get these plans running on stably on OG Xbox.

Which performance options are enabled?
How many settlers are there?
How many SS plots are there?
How many of the SS plots are interior/exterior?
How many turrets, power generators, etc. are there?
About how much are these city plans over the build limit?

This would also be useful common knowledge for any other RotC city builders out there who want to make cities that are compatible with low end machines.

To whatever extent I can, I'm willing to help get this information up on the wiki.
 
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Do these new optimized plans means we can run more concurrent city plan-run cities? Or still suggested to only 2-3 max at a time, then after level 3, take back city and turn on few more automated cities?
 
Do these new optimized plans means we can run more concurrent city plan-run cities? Or still suggested to only 2-3 max at a time, then after level 3, take back city and turn on few more automated cities?
This is one of those "how long is a piece of string?" type questions. It depends on your system and how close to each other the settlements are.
 
This is one of those "how long is a piece of string?" type questions. It depends on your system and how close to each other the settlements are.

Bad analogy. Can use anything if you include all range of extremes - string doesn't usually come in 2 mile long or 2mm long use cases for avg use. Same for SS - no doubt unfair to assess using $300 budget comp but neither should it take $6k+ ultra gaming rig - unless of course the real issue isn't comp power but limits of the FO4 system which kinggath and crew have to work around.

That was intent of my query - does these new optimizations change that avg status quo?

Not sure why you throw out the no-answer answer when this seems a legit use came many come across. Else if this were not a known use case it would not have been posted about so much (googled to catch up with SS progress I missed over last year and many posts with consensus suggestion being ~3 concurrent city plans)

If nothing's changed due to optimizations, fine - we're no worse off and it's not KG+crew fault as it's FO4 platform limits in so many areas where doesn't matter how high end your rig is. If it has made avg use case better, seems legit to ask in the thread premiering this patch.
 
So, depending on your system and whether you’re on xbox original, etc., the number of total RotC settlements shouldn’t really matter, unless you try to build them all at the same time. On Xbox Original, I wouldn’t try having more than a few building at once. I assume that means the same problem for low end systems.

As kinggath says in the video, that is still subject to things like building the “deadly three” - Sanctuary, RR, and Abernathy. Having all three of those will likely still run rough on low end systems.

The difference now being that there aren’t plans that just can’t work. Several settlements would kill Xbox on their own, no matter what else you were doing, especially at level 3. And, there was something of a cap, especially on Xbox, where if you tried to build every settlement (not at the same time) you were asking for trouble.

Now, if you try to build them all at once and keep FTing between them, you’re still asking for crashes, but, for example, Finch Farm won’t kill your system by itself.
 
There's a contradiction between the video and the patch notes on whether the optimized Mechanist's Lair is available.
 
I’m pretty sure there isn’t a new version because it just came out. It should be a pretty optimized version already, even if it is crazy and awesome and has 100% more brains than any other plan.
 
Bad analogy. Can use anything if you include all range of extremes - string doesn't usually come in 2 mile long or 2mm long use cases for avg use. Same for SS - no doubt unfair to assess using $300 budget comp but neither should it take $6k+ ultra gaming rig - unless of course the real issue isn't comp power but limits of the FO4 system which kinggath and crew have to work around.
No, but PC's range from "Potato" to "LHC Replacement". All of this processing goes through the Fallout 4 Papyrus scripting system. It should't be a surprise that if your PC is closer to "Potato", it's not going to do as well. All of the Sim Settlements threads are competing with all the other scripts running in your game for a very small slice of processing time. The faster your PC is, the more work it does in that time.
That was intent of my query - does these new optimizations change that avg status quo?
They aren't going to help you if you set off more build plans than your system can handle. They have better rendering performance.
Not sure why you throw out the no-answer answer when this seems a legit use came many come across. Else if this were not a known use case it would not have been posted about so much (googled to catch up with SS progress I missed over last year and many posts with consensus suggestion being ~3 concurrent city plans)
I see - your question really is - can your computer run more than 3 builds at once. No one here can answer that beyond "try it and see". I know that on my computer, 5 very demanding builds can run at once without problems before this patch. I suspect I could do more - but don't have enough city leaders to try.
If nothing's changed due to optimizations, fine - we're no worse off and it's not KG+crew fault as it's FO4 platform limits in so many areas where doesn't matter how high end your rig is. If it has made avg use case better, seems legit to ask in the thread premiering this patch.
In settlement performance seems snappier in Sanctuary. No change in build times, and you are still recommended not to set off lots of builds next to each other.
 
As kinggath says in the video, that is still subject to things like building the “deadly three” - Sanctuary, RR, and Abernathy. Having all three of those will likely still run rough on low end systems.
I'll genralise this to be more accurate:

If you can stand in a settlement, and see the next settlement - only one of them should be building a city plan at at time.

Red Rocket / Abernathy / Sanctuary can see each other. Several of my modded settlements can see each other. The Castle, Spectacle Island, Boston Airport and Warwick Homestead can see each other.
 
There's a contradiction between the video and the patch notes on whether the optimized Mechanist's Lair is available.
Fixed! We had someone finish up Mech Lair optimization in the zero hour and was able to sneak it in. :)


To everyone: I'll write up an FAQ about this patch shortly.
 
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