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Question Heavy lag/freezing in Concord

moofiee

New Member
Messages
7
After many hours on my playthrough (50+) I've run into my first major issue that I haven't been able to fix. I am using BRB's modlist with a few extra mods on top.
I first noticed the issue after completing the quests "Hole in the Wall" and "Follow the White Rabbit" (from Depravity). After finishing those quests I fast travelled to Fallon's Basement in Concord and then left the building, this is when I crashed. After many hours of testing and lowering all of my graphical/performance settings etc., I concluded that the entire Triangle of Death area would cause me to lag so heavily that the game would freeze. For example, within a few seconds of walking towards Concord from Abernathy's farm, it would freeze completely, every single time. Sanctuary and Red Rocket are both at Level 3 but I don't think they're the issue, as I even tried using the "Low" setting from the Sim Settlement Performance Wizard.

I eventually decided to try loading a save from before I started the above mentioned quests, only losing a couple hours progress. I am now able to enter Sanctuary, but as I head to Red Rocket and then towards Concord, the lag starts again. It doesn't freeze completely anymore, but it happens every couple seconds for a short period of time. I'm assuming it has something to do with a script load error with the Jammer questline or a conflicting mod. There's also no less than a dozen "Raider Recruits" that are just standing around in the house next to Jammer in Concord. No idea where they came from or what they're for, but maybe they're making some script lag? Attached a screenshot so you know what I mean.

I haven't touched the Jammer questline in many hours, getting as far as "Tapped Out" and "A Weapon For Willy". I decided to stop doing them when I realised it was a raider questline (I play as a mostly good guy). I also didn't enable the Conqueror options at the start of the game. As far as I know, the only Conqueror content I've even done/used is the Jammer questline. Honestly, I would just remove the Conqueror mod entirely but I don't want to do that mid-playthrough for obvious reasons.

Is this something fixable or do I have to restart?
 

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Also you need to check for persistent + temporary object references. I see you have a large number of quest mods. The folowing is copy paste from this mod https://www.nexusmods.com/fallout4/mods/35853

Skyrim has a limit of 1,048,576 persistent + temporary object references loaded in memory, it is assumed Fallout 4 is the same. Permanent references are always loaded in memory, Temporary should only be loaded in the active uGrids around the player, but all references in ESP and ESL mods are apparently always loaded regardless of temporary or persistent.

Mods that change, add or create large volumes of object references either static placed or dynamic spawns can cause issues, so count your load order static object references with this xEdit script (it will not detect stuff dynamically spawned in game). Fallout4.esm has 62,700 persistent references, NukaWorld adds 17,000 and the largest SKK mod 4-76 OpenWorld only adds/modifies 155 references (plus up to 2,000 scripted actor spawns when the game runs). Its the overhauls/worldspace mods known to touch, place or spawn 300,000 references to look out for ...

More info on this site https://www.reddit.com/r/skyrimmods...he_reference_handle_cap_or_diagnosing_one_of/
 
After many hours on my playthrough (50+) I've run into my first major issue that I haven't been able to fix. I am using BRB's modlist with a few extra mods on top.
I first noticed the issue after completing the quests "Hole in the Wall" and "Follow the White Rabbit" (from Depravity). After finishing those quests I fast travelled to Fallon's Basement in Concord and then left the building, this is when I crashed. After many hours of testing and lowering all of my graphical/performance settings etc., I concluded that the entire Triangle of Death area would cause me to lag so heavily that the game would freeze. For example, within a few seconds of walking towards Concord from Abernathy's farm, it would freeze completely, every single time. Sanctuary and Red Rocket are both at Level 3 but I don't think they're the issue, as I even tried using the "Low" setting from the Sim Settlement Performance Wizard.

I eventually decided to try loading a save from before I started the above mentioned quests, only losing a couple hours progress. I am now able to enter Sanctuary, but as I head to Red Rocket and then towards Concord, the lag starts again. It doesn't freeze completely anymore, but it happens every couple seconds for a short period of time. I'm assuming it has something to do with a script load error with the Jammer questline or a conflicting mod. There's also no less than a dozen "Raider Recruits" that are just standing around in the house next to Jammer in Concord. No idea where they came from or what they're for, but maybe they're making some script lag? Attached a screenshot so you know what I mean.

I haven't touched the Jammer questline in many hours, getting as far as "Tapped Out" and "A Weapon For Willy". I decided to stop doing them when I realised it was a raider questline (I play as a mostly good guy). I also didn't enable the Conqueror options at the start of the game. As far as I know, the only Conqueror content I've even done/used is the Jammer questline. Honestly, I would just remove the Conqueror mod entirely but I don't want to do that mid-playthrough for obvious reasons.

Is this something fixable or do I have to restart?

Your mod list looks well thought out, that isn't to say there isn't a conflict.

Sounds like the root of the issue is already baked into the save file.

As is, the triangle of death is a mid game killer. I only ever have one city plan there. Depravity and supporting mods are script heavy and you are going that direction. BLD is complicated so adds three really heavy mods to your line up. One little issue with any mod can really make this hard to troubleshoot.

Honestly, you are at a point where your going to have to use/learn to use Fo4edit to see what is going on, make adjustments and or patches.

Having three built up settlements in the triangle + depravity + some of the others make it real hard. just disabling mods at this point probably will not give a clear diagnosis?

Please check with fallrim and see how that looks.

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The below is from the SS wiki. I don't think it is the solution you are looking for but it can help.

INI settings
The below can help if you're experiencing frequent crashes and have a fairly large mod load as too many scripts running simultaneously can cause a crash.

In your Documents/My Games/Fallout4/ directory, you should find a file called Fallout4Custom.ini. If you do not, open Notepad and save a new file in that folder with that exact name. Open the file, and look for a section titled [Papyrus]. If you do not have this section, go to the bottom of the file and add it as a new line. Just below the [Papryus] heading, add the following lines:

[Papyrus]
fUpdateBudgetMS=2.4
fExtraTaskletBudgetMS=2.4
iMinMemoryPageSize=256
iMaxMemoryPageSize=1024
iMaxAllocatedMemoryBytes=307200

Note: If any of those items already existed in your file, you'll want to update the numbers to match the above instead of adding extra copies of those same items.
 
Last edited:
Also you need to check for persistent + temporary object references. I see you have a large number of quest mods. The folowing is copy paste from this mod https://www.nexusmods.com/fallout4/mods/35853

Skyrim has a limit of 1,048,576 persistent + temporary object references loaded in memory, it is assumed Fallout 4 is the same. Permanent references are always loaded in memory, Temporary should only be loaded in the active uGrids around the player, but all references in ESP and ESL mods are apparently always loaded regardless of temporary or persistent.

Mods that change, add or create large volumes of object references either static placed or dynamic spawns can cause issues, so count your load order static object references with this xEdit script (it will not detect stuff dynamically spawned in game). Fallout4.esm has 62,700 persistent references, NukaWorld adds 17,000 and the largest SKK mod 4-76 OpenWorld only adds/modifies 155 references (plus up to 2,000 scripted actor spawns when the game runs). Its the overhauls/worldspace mods known to touch, place or spawn 300,000 references to look out for ...

More info on this site https://www.reddit.com/r/skyrimmods...he_reference_handle_cap_or_diagnosing_one_of/
I ran the script in FO4Edit and it came up with "Found 186307 temporary and 108604 persistent loaded references, for a grand total of 294911 loaded references."
Not even a third of the supposed limit it looks like?

Your mod list looks well thought out, that isn't to say there isn't a conflict.

Sounds like the root of the issue is already baked into the save file.

As is, the triangle of death is a mid game killer. I only ever have one city plan there. Depravity and supporting mods are script heavy and you are going that direction. BLD is complicated so adds three really heavy mods to your line up. One little issue with any mod can really make this hard to troubleshoot.

Honestly, you are at a point where your going to have to use/learn to use Fo4edit to see what is going on, make adjustments and or patches.

Having three built up settlements in the triangle + depravity + some of the others make it real hard. just disabling mods at this point probably will not give a clear diagnosis?

Please check with fallrim and see how that looks.

To view this content we will need your consent to set third party cookies.
For more detailed information, see our cookies page.

The below is from the SS wiki. I don't think it is the solution you are looking for but it can help.

INI settings
The below can help if you're experiencing frequent crashes and have a fairly large mod load as too many scripts running simultaneously can cause a crash.

In your Documents/My Games/Fallout4/ directory, you should find a file called Fallout4Custom.ini. If you do not, open Notepad and save a new file in that folder with that exact name. Open the file, and look for a section titled [Papyrus]. If you do not have this section, go to the bottom of the file and add it as a new line. Just below the [Papryus] heading, add the following lines:

[Papyrus]
fUpdateBudgetMS=2.4
fExtraTaskletBudgetMS=2.4
iMinMemoryPageSize=256
iMaxMemoryPageSize=1024
iMaxAllocatedMemoryBytes=307200

Note: If any of those items already existed in your file, you'll want to update the numbers to match the above instead of adding extra copies of those same items.
Checked with fallrim but it looks like there's only three active scripts, which seems like an oddly small amount. I attached a screenshot.
Already have the [Papryus] lines inside the .ini file.
 

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For example, within a few seconds of walking towards Concord from Abernathy's farm, it would freeze completely, every single time. Sanctuary and Red Rocket are both at Level 3 but I don't think they're the issue, as I even tried using the "Low" setting from the Sim Settlement Performance Wizard.
For me is a big no no to prebuild on level 3. Level 3 cities are heaviest for the game. If I prebuild on level 3, when I try first assault with Jamer my game allways freezz and CTD. In my game I prebuild on level 1(no Sanctuary or Abernathy's farm), disable autobuild. You can afforde 3 level 3 cites(avoid them if you can). Use them like hubs. All others should be level 2 or 1 top. No mater if you use Low settings in prebuild level 3 cites are a sure way to come to the point where you are. One of the solutions is to build yourself a gavel using a chemistry workbench, it has an option to completely dismantle the entire settlement then enter Red Rocket slowly looking on the ground and in backword from the east side of Red Rocket. When you enter Red Rocket use a gavel to dismantle the entire settlement. Do this for Sanctuary also. After that you should be OK. If you want you can use Leaders to autobuild in Abernathy's farm and Sanctuary up to level 2 only. For Red Rocket use vanila systems to build a little outpost. This way you avoid Triangle of Death risks.
 
For me is a big no no to prebuild on level 3. Level 3 cities are heaviest for the game. If I prebuild on level 3, when I try first assault with Jamer my game allways freezz and CTD. In my game I prebuild on level 1(no Sanctuary or Abernathy's farm), disable autobuild. You can afforde 3 level 3 cites(avoid them if you can). Use them like hubs. All others should be level 2 or 1 top. No mater if you use Low settings in prebuild level 3 cites are a sure way to come to the point where you are. One of the solutions is to build yourself a gavel using a chemistry workbench, it has an option to completely dismantle the entire settlement then enter Red Rocket slowly looking on the ground and in backword from the east side of Red Rocket. When you enter Red Rocket use a gavel to dismantle the entire settlement. Do this for Sanctuary also. After that you should be OK. If you want you can use Leaders to autobuild in Abernathy's farm and Sanctuary up to level 2 only. For Red Rocket use vanila systems to build a little outpost. This way you avoid Triangle of Death risks.
Alright I used the gavel and dismantled both Red Rocket and Sanctuary, that fixed the lag in those areas. However, as soon as I leave Red Rocket and head towards Concord, the freezes happen again. At this rate I will likely end up just restarting without Conqueror installed.
 
Alright I used the gavel and dismantled both Red Rocket and Sanctuary, that fixed the lag in those areas. However, as soon as I leave Red Rocket and head towards Concord, the freezes happen again. At this rate I will likely end up just restarting without Conqueror installed.
Try fast traveling futher away on the east so that the game clears out all the scripts leftovers from the Red Rocket and Sanctuary or just enter the cellar in Sanctuary . You may dismatled them but for the scripts to clear out you need to transite to a new cell trou loading screen.
 
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Try fast traveling futher away on the east so that the game clears out all the scripts leftovers from the Red Rocket and Sanctuary or just enter the cellar in Sanctuary . You may dismatled them but for the scripts to clear out you need to transite to a new cell trou loading screen.
Fast travelled to Homeplate and slept for 24 hours, fast travelled back to Concord and still no change.
 
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