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A little advice on settlement size and population.

modus666

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29
Ok. Just a heads up for the community. I have a pretty decent rig. I had myself convinced I could put allllll the special name settlers from SS2 as well as Settlers of the commonwealth in Sanctuary so all the fun dialogue would be there and available. After maxing the build limit, expanding it, having a variety of plots in place, and having 41 settlers in sanctuary, my computer just...couldnt.... do it anymore. I would crash within a few minutes of entering Sanctuary. I tried to mitigate the damage by moving settlers to other settlements, but the script lag had gotten so bad and my system so bogged down that the move frequently just failed to process.

I know this sorta thing is pretty much common knowledge but I just wanna throw out this bit of advice:
Be conservative with how many people and plots you put in Sanctuary or any settlement for that matter.
Yes it's fun to have all those neat new faces in one place, but it will eventually bog down even the best of systems.


Thank you for your attention. Settle on everyone. Settle on.
 
Sanctuary especially. For some reason Sanctuary is a damn nightmare on everybody's system with scripts and such. I know people have a'splained why but I don't remember what it is. The so-called Death Triangle which is Sanctuary-Abernathy Farm-Red Rocket just makes everything horrible.

It fascinates me that sometime between 4 and 76 Bethesda figured SOMETHING out with settlement building as the C.A.M.P. building system seems a lot more stable and you can put those down anywhere (that isn't a named location) and I have been around places where people have put multiple camps next to each other to create a "settlement" and... it just works. Certainly better than 4's settlement system. I would love whatever stability they figured out to be incorporated into 4, but maybe when / if 76 gets open mods, maybe SimSettlements will come to Appalachia and we can show Foundation, The Crater, and the Brotherhood how rebuilding is done.
 
I am about to do my 5th run because my 3rd one ended like the OP said Sanctuary at around 30 population.
My 4th run I got Red Rocket to 17 and Abernathy to 22 and the two filed for a divorce by issuing a constant amount of CTDs.

This next run I think I am going with like an absolute bare minimum:
Caravan
Power 2x2
Water 2x2
1 3x3 Farm
2 Building material
1 Bar
1 Recreational
1 STR
1 END
1 AGI
1 PER
1 INT
2 Defense
-------------
11 settlers
 
im thinking i can probably manage about 20 settlers at sanctuary without any risk. that will be my target for this next restart. having 41 settlers all having their cult meeting behind the workshop house in sanctuary and firing off their chatter simultaneously was also becoming a bit of a headache. and creepy.
 
It fascinates me that sometime between 4 and 76 Bethesda figured SOMETHING out with settlement building as the C.A.M.P. building system seems a lot more stable and you can put those down anywhere (that isn't a named location) and I have been around places where people have put multiple camps next to each other to create a "settlement" and... it just works. Certainly better than 4's settlement system. I would love whatever stability they figured out to be incorporated into 4, but maybe when / if 76 gets open mods, maybe SimSettlements will come to Appalachia and we can show Foundation, The Crater, and the Brotherhood how rebuilding is done.

The "something" they figured out is a lower build limit. The 76 CAMPs can't even build 1/10th the amount that the lowest budget settlement in Fallout 4 can.
 
It fascinates me that sometime between 4 and 76 Bethesda figured SOMETHING out with settlement building as the C.A.M.P. building system seems a lot more stable....
It aint because they figured things out. It is because all the scripting is server side instead of your PC. I knew a few people that had PCs that struggled with Fallout 4 but were able to play Fallout 76 better because the scripting moved server side.

If you have played then you know the servers do get script lag and bogged down after they been running too long. Look at the difference around the time Vault 95 came out when they got rid of trying to run every event at the same time, the servers improved dramatically.

When you actually think about it from the technical aspect, the servers are running up to 24 Fallout 4s at the same time. It is kinda amazing it even runs at all with that much scripting going on. I mean think about all the timers for every food item, every looted world item, etc. Then in Fallout 4 you basically only have the cells near you running, while Fallout 76 they all run all the time, and the world is four times larger.

I just wish Fallout 4 could have the object damage for settlement items like Fallout 76 then that would bring new meaning to attacking settlements.
 
I just wish Fallout 4 could have the object damage for settlement items like Fallout 76 then that would bring new meaning to attacking settlements.
Imagine this fantasy: Co-op Fallout 4 remastered for 5th gen consoles. With SS Conqueror-like player led settlement v settlement (or faction v faction) gameplay. Wouldn't need to write any new content to the actual game, but it would still be fresh for a good hundred hours.
 
Imagine this fantasy: Co-op Fallout 4 remastered for 5th gen consoles. With SS Conqueror-like player led settlement v settlement (or faction v faction) gameplay. Wouldn't need to write any new content to the actual game, but it would still be fresh for a good hundred hours.
with that wish i dare say you are playing the wrong game.
you should look into Rust or Dayz kind of games
 
with that wish i dare say you are playing the wrong game.
you should look into Rust or Dayz kind of games
The coop/netcode requiring part is a stretch when thinking about just Fo4, but since there's already F76, which nobody asked for... but I guess they can be as lazy as with Skyrim ports if they want to refresh Fo4 for the new generation.

Rust/DayZ are still quite far. Full loot, single life and restart. "Coop Fo4" with Conqueror mechanics should probably be compared more to Borderlands. The SS Conqueror part would make it a continuation of Fo4's settlement mechanics.

Certainly the whole idea of Fallout not being just a single player experience is still somewhat uneasy thought. I guess for me it's just mostly about wondering whether they should've gone for small coop looter instead of Massive MO. For example Fo4's equipment/legendary system was already equipped to handle it.
 
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Before 76 nobody was really wanting a multiplayer Fallout but after it co-op seems to be speculated (e.g. JuiceHead) and hoped for instead of Skyrim style "upgrade" for yet another platforms. Because we certainly shouldn't be getting Fallout 5 any time soon.
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Unless you mean that 76 is a co-op. I don't consider it as Fallout 4 co-op due to its original braindead ideas like getting rid of npcs.

Conqueror functionality for SS2 should cover most of the need.
 
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10-15 max at any of the 3 triangle of death settlements is the max I’ve found stable for me. Sanctuary maybe 15 redrocket around 10 and abarnathy around 10 is stable when I got much more then that would get ctd. Best fix would be build sanctuary then build abarnathy skip redrocket. Then do a bigger settlement at starlight it’s far enough away you can do a solid 20 without issue.

i somethings keep redrocket as a dumping point for companions.
 
Unless you mean that 76 is a co-op. I don't consider it as Fallout 4 co-op due to its original braindead ideas like getting rid of npcs.
Translation: You watched a bunch of videos and never actually played it yourself.

I mean you literally just tried claiming Rose, Grahm, Grafton Mayor, etc were not NPCs. There was just no human NPCs which fit the story line.
The voice acting and such on the holotapes were well done and presented in a way you felt like you knew people like Madigan, Abbey, etc.
Not to mention most people forget about NPCs the moment they finish a quest. Does it really matter if that NPC was human, robot, or holotape?
The robots everywhere also fit the story and lore because Appalachia was undergoing the transition to automation, robots replacing human jobs.

10-15 max at any of the 3 triangle of death settlements is the max I’ve found stable for me.
Well one of the long term tricks would be do not grow them until the other is "maxed out." The level of plots, population increasing and such creates a more unstable environment than a settlement that is done growing.
 
I have a min. req. computer just to run FO4 and have no difficulty with 20 settlers in Sanctuary. Just to be safe though, I limit Red Rocket to 10 and Abernathy to about 15.
 
I have a min. req. computer just to run FO4 and have no difficulty with 20 settlers in Sanctuary. Just to be safe though, I limit Red Rocket to 10 and Abernathy to about 15.
It has more to do with the number of plots.
You can have 20 settlers and like 10 plots without an issue.
However if you got 20 settlers with a home, work, and rec plot that is like 50-60 plots.
 
I think the number of upgrading plots plays a big part of potential crashes like bored said depending on where you are on the map you can have scripting and workshop stuff running for multiple settlements at the same time. Not to mention the visual part when you are in the right area you can get portions of abarnathy red-rocket and sanctuary all loading cells at the same time. So potentially letting one settlement fully upgrade say sanctuary first then heading for abarnathy and starting the build will be less stressful to the system.

this can also happen at the area with green top nursery the ghoul settlement and the other farm settlement by the satellite with the mutants I’ve had that area crash with ss1 and level 3 city plans when I walk from settlement to settlement. Probably the best places for decent sized builds are starlight the island by the castle also the castle but when you fight the other factions it will stress the area and the croup manor down by the glowing sea these 4 settlements offer decent build zones without a lot going on around them.
 
At the moment I think I have around 11 ppl in Sanctuary, I left Preston and his gang in the museum. Housing for all a few indust/com/Argi plots and one defence, I also have the caravan and coms (more for testing it) with that I have a mixture of Horizon stuff but nothing that needs a settler.

RedRocket is a plan Im working on for myself no settler's i do pop a few synths out for defence once I can build them with the workshop tec level, but this place is mainly for me to try and make a player home. Ab farm is again (on this playthrough at least) another testing settlement, I have a basic wooden structure around the pylon mixing in SS2 stuff in and on it, plus some of the none settler Horizon's stuff bar one building that gives 10 beds. Have about 10 or so people there at the moment.

Thus far no CTD but I have stayed away from Sanctuary unless it needs me to go to it. But I have only recently learnt about the triangle of death, and thats with over 3200 hours of playtime...
 
I had to make Fallout4Custom.ini (not even sure if that works) and double the memory after starting to use the SS Extended. https://simsettlements.com/site/index.php?threads/plot-limitations-ctd.51/#post-147 Too many crashes in combat and in one occasion the bridge texture started to get mushy and I even fell through it. So likely vram or general memory related. Not sure which will end up being the best fix, but there's plenty of them to try before consideriing rolling back.

I have 1070Ti, so I also picked up weapon debris crash fix, but that should prove useless since J and M without SS Extended ran without crashes for nearly 100 hrs.

Approximate best practices will be found eventually. Now being wary of settler count and scrap mods is wise. The more demanding city plans will surely find new ways to test our hobbling mod shacks.

It makes sense to reconsider certain things when bringing them over from SS1. Like AI pathing vs. the most detailed city plans. Whereas generally it was just a slight performance issue, pathing challenges could easily diminish the Conqueror experience. Perhaps enabling that future functionality should prompt a recheck of defaults?
 
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for the triangle of death i made redrocket my home, there is only a caravaneers for the supplyline and some plotless farming for private crops (i have a rather expansive garden with herbs and other good stuff you need for chems tended to by a handful of settlers (to be replaced by robots).

Sanctuary turned into a market/industrial hub with the recreational plot focused to train the settlers for industry work.

Abernathy is large farm, Abernathy also serves as a training facility for future farmers with the recreation slots.
i have no more than 15 in abernathy 20 in sanctuary and 5 in RR
the game is not crashing or having issues with loadtimes but the FPS is rather depressing.

the only time i actually had well functioning FPS/scriptwise in that region was when they were 15 settlers total across all three.
In fact i prefer to not really have more than 15 in any given settlement with exception to the castle and Starlight
 
Wow. you guys must have awesome rigs. I tend to limit a settlement (in SS1) to 6 or 8 with bigger areas like Sanctuary or Starlight as high as 12. My machine is pretty good but I always ran a few extra script heavy mods. When I get around to playing a SS2 game, I'm dropping every other script heavy mod and concetrating on just a settlement building game. When i do play, I'll keep in mind the "triangle" area and maybe limit them to fewer settlers as well.
 
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