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Question Attacks won't complete properly

m&m

Active Member
Messages
164
When I attack to obtain a new vassal, settlers turn hostile upon completion, then raider recruits kill settlers permanently. I'll leave the area, return and the settlers have calmed down but no raiders have remained and the map icon hasn't changed to vassal.

Last time this happened I got called to defend Sanctuary and upon arrival, I was informed that I had lost control of the settlement I just left. After successfully defending I returned and was unable to access the workbench so I used workshop-framework to claim the settlement. Checking the map revealed the correct vassal icon.
 
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I ran into this yesterday. Unfortunately, it's not reliably repeatable, as after reloading my save and doing the attack again it didn't happen.

Likely this is due to a combination of script lag and the "turret problem". The way turrets are handled in settlements is pretty problematic for raiding, as attacking them causes you to become enemies with the settlers longer than you should. I have a scripted solution in place for this - but because scripting can get backed up - it doesn't always work in time.

I have this on my short list to come up with a better solution for.
 
Likely this is due to a combination of script lag and the "turret problem".
I don't understand how my i7-7700k CPU should be experiencing script lag. I have SS settings for multi-threading set to zero for auto-detection.

The scenario I described did involve turrets but they were contained within SS martial plots.
 
Ive been fast traveling away as soon as the attack is finished as a work around, just do coc redrocketext or whatever, just make sure to fast travel to a settlement so you can scrap the flag
 
Ive been fast traveling away as soon as the attack is finished as a work around, just do coc redrocketext or whatever, just make sure to fast travel to a settlement so you can scrap the flag
What do you mean "so you can scrap the flag"?
 
The script lag has nothing to do with machine power, the game hard caps how much scripting can be done at any given time. That's one of the reasons a lot of folks with crazy good hardware can still struggle with heavy load order.
 
The script lag has nothing to do with machine power, the game hard caps how much scripting can be done at any given time. That's one of the reasons a lot of folks with crazy good hardware can still struggle with heavy load order.
Well, I must have an assortment of mods that, combined, wreak havoc on my gameplay because my system is at least as good as yours and yet I watch you enjoying much smoother gameplay.
 
Well, I must have an assortment of mods that, combined, wreak havoc on my gameplay because my system is at least as good as yours and yet I watch you enjoying much smoother gameplay.
Can't wait until Vortex does modpacks so we can start assembling some good SS focused packs! :)
 
just a question to the community - as we have some very good, knowledgeable folks here.

Would it be feasible for us as a community to come up with a 'recommended' load order that would allow someone on a low-end machine to run at the very least, simsettlements and/or conqueror, and potentially adding mods to that load order for people with more powerful machines - but respecting engine limits?

If we created such a curated list, then ask people to take that curated list, install it, and then run with it on their machine, recording things like frame-rate and so on, so that it could be offered as a starting point for people who do struggle to get the game going, or get a stable experience?

I'm not talking about overloading a game with hundreds of mods, but I am certain we could come up with a basic - "start with these mods as we know you will get a stable game with them", and then people can add personal preferences such as clothing/armor/body/quest mods on top.

I think if we used our collective knowledge to create a very simple, stable basic mod starting point, we could help people along the path of a more stable experience. It wonder if it could even reduce the amount of "I have a problem" questions, as we could ask people to start their game with a mod set up that is proven stable across a variety of hardware.

Is that viable, and would people be interested in trying to do this?
 
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