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Solved Assault on Vault 88 (Kinda Long)

Ninjai_Ruken

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I made the mistake of Assaulting Vault 88 before completing any quests associated with it. Its a new play through and I have been playing Skyrim SE so its been a while since playing FO4 hence my reason for forgetting that vault 88 has quests associated with it. I have gone through and completed tearing the place apart (It did have Gunner Guards) effectively killing all known enemies and enslaving the main npc. I for the life of me can not get the Assault to complete. It says subdue any survivors but there is absolutely nothing in the place now. I attempted to complete the quest via Console Command but it does not show up in the sqt list. Anyone have any ideas on how I can get this to complete? I also accidentally saved over my most resent save setting me back an hour of game play which I spent the entire time building up Sanctuary more. So if I can help It I would prefer not to start that all over

As a side note, I started a fresh game with Sim Settlements and I selected Sanctuary as my main base. The problem is Sim Settlements had not started building anything. Same with Red Rocket, I feel this might have been an issue with not completing the Preston/Minuteman quest in the story line that introduces you to settlement building. Its not that big of an issue, but Sanctuary and Red Rocket I pretty much have to manually build. Even when set to auto inside the options it will not build any new structures.Also the only way to get settlers is to enslave them and send them to Sanctuary Manually. Once again this isnt a big issue since I spend most of my time there it is kind of nice to have one city I design the lay out of myself. But it would be nice to see Red Rocket auto Build. Love the mods, makes FO4 Enjoyable again! Great work guys
 
With Vault 88 you have the quest selected right? it's not showing any markers for hostiles ?
If it's not go to the to the work bench in each section and kah.

As for sanctuary and RR not building I'm not sure, what I am sure of though is building on both of those together is a bad idea. They are too close together and cause lots of performance issues. It's best just to pick one and leave the other empty.
 
The default setting for Conqueror excludes building in Sanctuary and Red Rocket for the reasons that @Phil_T_Casual mentioned, along with the fact that certain city plans may interfere with Codsworth quest and spawning Dogmeat in RR. So unless you changed the default setting when doing the initial Conq setup, they weren't supposed to build
As far as Vault 88, I've never gotten that far in a Conq play through (I'm a habitual re-starter). That's a complex environment (also not set to pre-build by default). I couldn't even begin to guess what could be in the way there since there's so many things.

Not helpful, I know. Sorry.
Edit: Conqueror also takes a very long time to pre-build all the things. It takes my pretty good PC over an hour to complete building. Running out of the Vault ASAP could leave Sanct seemingly still empty. I stay in the vault until I get the pop up that Conq is done building.
 
Thanks guys, so far Im holding steady 60FPS in Sanctuary with a 55-60 Population. I have a very high end system so performance hasn't been an issue for me yet. But I would be lieing if I didn't say I am monitoring it currently. Heck, lowest I usually go in down town Boston is 50-55fps. Ill continue to try a few things and see if I can get this issue resolved. I must have missed the part about Sanctuary and Red Rocket in one of KingGaths youtube videos. Thank you for the quick response
 
Thanks guys, so far Im holding steady 60FPS in Sanctuary with a 55-60 Population. I have a very high end system so performance hasn't been an issue for me yet. But I would be lieing if I didn't say I am monitoring it currently. Heck, lowest I usually go in down town Boston is 50-55fps. Ill continue to try a few things and see if I can get this issue resolved. I must have missed the part about Sanctuary and Red Rocket in one of KingGaths youtube videos. Thank you for the quick response

@Ninjai_Ruken

Attached below if you ever want a good read:

https://simsettlements.com/site/ind...sanctuary-abernathy-farm-and-red-rocket.6964/
 
The game itself can let go on you, no matter your rig.
There are some excellent articles on here about how to get the most out of the game without the engine giving up the ghost.
One of my favorites involves setting your fast travel mat as far from the settlement looking away. When you fast travel there give the game a second to load the rest of the cell behind you. That alone worked magic on my stupidly busy Castle settlement.
 
Roger that, Thanks for the info. I just solved the problem guys. I put a slave collar on the Ghoul Overseer NPC before I dropped her the first time I ran through. After trying Phils Method I was running back through the main area and just mag dumped her for the hell of it. She dropped and the quest completed even though she was already a non hostile..lol
 
55-60 population in Sanctuary? Do they all have SS plots?
Here is a current screen shot of Sanctuary currently


EDIT: As a side note, I have another mod that adds more resource items such as different types of generators and water producers. I use a lot of these in my power plant to generate power as well as water. I also place a bunch of Water Collection Barrels around the city probably around 6 out of 10 houses and a big one on top of my Raid Center. I have like 5 wind mills also but you can only see one in the pic. The city is much larger then whats in the screen shot. It extends out towards the Vault. I've been putting about 10 hours of game play a day last week and gamed for almost 24 hours in a row last weekend. I work in professional racing and I've had the last two weeks off between races with nothing to do around the house.
 

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While that settlement looks fantastic if you have SS plots for every settler there you are going to run into stability issues mid-late game.
Sure you have a decent rig but the game engine has it's limitations, and it doesn't matter how much resources your PC has you'll hit a wall eventually with settlements of that size that you won't be able to come back from.
 
Here is a current screen shot of Sanctuary currently


EDIT: As a side note, I have another mod that adds more resource items such as different types of generators and water producers. I use a lot of these in my power plant to generate power as well as water. I also place a bunch of Water Collection Barrels around the city probably around 6 out of 10 houses and a big one on top of my Raid Center. I have like 5 wind mills also but you can only see one in the pic. The city is much larger then whats in the screen shot. It extends out towards the Vault. I've been putting about 10 hours of game play a day last week and gamed for almost 24 hours in a row last weekend. I work in professional racing and I've had the last two weeks off between races with nothing to do around the house.

@Rudy and @Phil_T_Casual are spot on.

A team member / user / tester @woodfuzzy posted extensively on the subject.

The game engine itself will be in your case “the controlling factor” in the end, as your hardware is likely above the max specs.

A baseline of 20 or less is always my recommendation in any one settlement. The game itself will become more unstable not just specific settlements as the “total #” gets above 300-400 settlers in a game.

In the triangle of death I try to keep all three SAN, RR & AB-farm below 50 as they all share a cell.

That all said. I absolutely love your buildout of SAN-Hills.
 
So building a barracks style housing for like say all the raiders and manually assigning beds and also maybe cutting down residential plots to say half the population might be the best way to go? I knew it was an old game engine. But man, I really wish they would update to a new engine possibly if they ever do release another single player Fallout. So would manually building and doing interior plots have any more benefit? Maybe a hotel style building?


Sorry for any grammatical errors I'm actually at the shop today and I'm sending from my phone
 
A good way of looking at it is there's so much going with SS that every settler counts as 2 compared to vanilla. The max recommend population for vanilla is 22.
By vanilla standards you have 120 settlers, that is a lot of information for the engine to handle at once.
If you start repeating this process for other settlements, what will start happening first is CTD in settlements that progressively get worse where you get to the point that if you stress the game (like going downtown) you will CTD.

20 is the absolute max population I would have with SS plots and realistically I don't go over 15. Sure we all want bustling cities but the game can't handle it.
 
So building a barracks style housing for like say all the raiders and manually assigning beds and also maybe cutting down residential plots to say half the population might be the best way to go? I knew it was an old game engine. But man, I really wish they would update to a new engine possibly if they ever do release another single player Fallout. So would manually building and doing interior plots have any more benefit? Maybe a hotel style building?


Sorry for any grammatical errors I'm actually at the shop today and I'm sending from my phone

I am running a play through just as you have described, part vanilla and sim Settlements with a lot of manual building / interior plots and vanilla beds and such. Trying to establish your hypothesis. Though it is a very stable save with over 400 mods and no game breaking glitches. I find near the same performance thresholds that I have found in previous games.

The only delta that I have found is the settlements without precombines broken performance is better as far as FPS, than ones without. I have no evidence other than observation of my own FPS. I run 2x1080 ti’s with 32ram and ssd drives. In thousands of hours.

Still, generally no other insights that haven’t already been spoken of.

1: Strict mod discipline and a good pre game setup helps overall game stability.
2: Breaking precombines hurts performance then stability
3. The number of settlers / settlement and game should be scaled to your system and experience and risk level. The engine is the engine and a cell is a cell.

Any large mod can add to the burden and complexity of a game in relation to 1,2,3 and should be scaled by the player by acceptable risk and baseline of their own game, mods and system.

But a baseline takes time so we start with the above recommendations.

Haha, @Phil_T_Casual did it to me again but this time l wrote all that while on a gym stair climbing machine:]
 
A good way of looking at it is there's so much going with SS that every settler counts as 2 compared to vanilla. The max recommend population for vanilla is 22.
By vanilla standards you have 120 settlers, that is a lot of information for the engine to handle at once.
If you start repeating this process for other settlements, what will start happening first is CTD in settlements that progressively get worse where you get to the point that if you stress the game (like going downtown) you will CTD.

20 is the absolute max population I would have with SS plots and realistically I don't go over 15. Sure we all want bustling cities but the game can't handle it.

hahaha, :crazy this is my quote of the day :blush

In Fo4, “more is always better.” That is, until it isn’t.
Though it is a flexible game, it can also be unforgiving.
:scratchhead Hahaha, it’s like she requires your attention before, during and after playtime. :kiss

:punish
 
I am running a play through just as you have described, part vanilla and sim Settlements with a lot of manual building / interior plots and vanilla beds and such. Trying to establish your hypothesis. Though it is a very stable save with over 400 mods and no game breaking glitches. I find near the same performance thresholds that I have found in previous games.

The only delta that I have found is the settlements without precombines broken performance is better as far as FPS, than ones without. I have no evidence other than observation of my own FPS. I run 2x1080 ti’s with 32ram and ssd drives. In thousands of hours.

Still, generally no other insights that haven’t already been spoken of.

1: Strict mod discipline and a good pre game setup helps overall game stability.
2: Breaking precombines hurts performance then stability
3. The number of settlers / settlement and game should be scaled to your system and experience and risk level. The engine is the engine and a cell is a cell.

Any large mod can add to the burden and complexity of a game in relation to 1,2,3 and should be scaled by the player by acceptable risk and baseline of their own game, mods and system.

But a baseline takes time so we start with the above recommendations.

Haha, @Phil_T_Casual did it to me again but this time l wrote all that while on a gym stair climbing machine:]


That being said, would a settlement inside a dedicated cell...say such as vault 88 be more stable? I mean theoretically there is less stuff for the game to load in the Cell vs Out in the World
 
hahahaha, vault 88 has it’s own issues and 3 workshops but I would say hesitantly, maybe.

It is more about precombines.

https://forums.nexusmods.com/index.php?/topic/5522717-fallout-4-optimization-and-performance-systems-explained/page-43?hl=+precombineds#entry67861181

https://simsettlements.com/site/index.php?threads/scrapping-mods-and-performance-issues.6992/

A lot can be combined into one thing. Appears like a lot but it isn’t to the game.

A little thing completely broken apart into all its details can be a lot relative to what the game engine can process.

Tales from the commonwealth has a vault that is borked due to this exact issue.

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