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Patch 4.1.4 - Liberation Immersification

kinggath

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Patch 4.1.4 is now live! It includes updates for Sim Settlements, Three in One, and Conqueror.

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- Tons of improvements to the code base with a heavy focus on improving the experience playing with a Liberator faction.
- Nukaworld Patch: This eliminates the conqueror controlled settlements from triggering the Nukaworld messages. Additional improvements to this patch will be added over time. Can be found on the Optional files section for nexus users, for everyone else, find the Bethesda.net link here: https://simsettlements.com/web/wiki/index.php?title=Optional_Files#Conqueror_Nuka_World_Patch
- [Xbox Players] Framework Edition is out! This is Conqueror stripped down to just be the code base and the new plots. This will save you a ton of space if you have no intention of playing the Raider quest line with your character but still want to play with Faction Packs, use the City Plan startup code, or the new plots.
- [City Planners] Updated the City Planner's Toolkit, the updated build adds snap points to a bunch of new objects (just download the toolkit and replace your ProjectBlueprint files with the ones in the archive. Thanks to @Whisper for adding more snap points!
- [Compacted City Plans] Pra and I have been working on a new compact method to improve the performance of City Plans, as well as reduce script data usage. I've posted a handful of the Complex City plans with this new compacting applied. Looking for PC players to give these a go and provide feedback. Looking for issues with textures, collision, and crashes at each level of the City Plan.

If this first test goes well, it represents a future massive improvement to City Plan build speed which we'll roll out across the rest of the City Plans as well as provide the tools to City Plan designers so they can improve their own plans.

Thread for helping with testing Compacted Plans: https://www.simsettlements.com/site/index.php?threads/compacted-city-plans.11217/

Full patch notes:
Sim Settlements 4.1.4 Patch Notes
Conqueror 4.1.4 Patch Notes
 
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I have a quick question on the new Complex City Plans. I recall you mentioning a tool in one of your Lets play vids which shows your script lag in your save file. But I cannot find the tool anywhere or remember which video you mentioned it in. I'd like to run the tool before I tear down an existing non-complex city plan and run it again after I enable complex plans and run the unlocklevel command.

Anyone know the tool I'm talking about and where it is?
 
Fallrim Tools is what its called. You load your save file and look at a line called ActiveScripts. It will have a number, as long as that number is single digits or low double digits you're good to go. I usually say anything under 20 is a healthy save file.
 
Brilliant! Woohoo :dance2
The compact city plans are like you said “a complete game changer.” (I’m assuming)

I would say every single one of my persistent issues was because it was taking SO LONG for my script to catch up in some settlements.
 
I have a question about the liberator patch before I try it, as I didn't see it remotely mentioned: Has the need for having Vassals been removed from the liberators? I've I'm freeing settlers from the servitude of the bad guys, I don't want to have to have People under my thumb providing my outposts with food. I saved them so they should help willingly. Do i have to make Vassals still? If this is still a thing, will there be a patch that removes this requirement for a Liberator faction in the future? Or a setting to turn it off?
 
The idea of Vassals for liberators is not that they are subservient, but that they are joining your cause and providing resources. Vassals are not required in Conqueror, but they provide distinct benefits when raising the resources needed to grow your army.

If I had the ability to change the map icon, I would, but those are baked into the UI, and there's no great way to mess with that outside of the script extender.
 
For anyone wondering about or wanting to get involved with the testing of compact city plans here are the performance increases I'm getting.

Save with 39 mods enabled.
Ultra graphics for both the game and SS settings.
Building and upgrading three city plans at a time + spawning settlers + upgrading plots, ie; going ham on script usage.
A solid 60fps in nearly all RotC settlements fully upgraded to L3, fully populated and with all plots also at L3. All while floating above each settlement looking down.
That is a 15-20fps increase for me, which is such a big deal. Those gains from hardware would cost a few hundred bucks.
 
That sounds extremely promising! I may be able to do some testing as well, is there a dedicated thread to post bugs and issues to or should it just be reported right here? Also, I'm already using complex city plans on most settlements, would it suffice to install the compacted city plans and refresh these settlements? And as a last question, where could I find the console commands to increase the city's level?
 
Something is definitely wrong if you have over 100. I'd make a backup of that save, terminate them all, play again for 15 minutes and see if the number stays low or keeps climbing.

If it continuously climbs back up, we need to check for conflicts, and then for repeatable issues.
 
No, that tool isn't advanced enough for that. You either have to terminate all active scripts, or do them each individually.
 
No, that tool isn't advanced enough for that.
Well, I'm about to start a new playthrough so I'll have to check once in a while to see that it doesn't get so out of hand.
 
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- [Xbox Players] Framework Edition is out! This is Conqueror stripped down to just be the code base and the new plots. This will save you a ton of space if you have no intention of playing the Raider quest line with your character but still want to play with Faction Packs, use the City Plan startup code, or the new plots.

First off thank you very much. I honestly had no intention of ever playing with conqueror because it really doesn't suit my style of play. For settlements I play as a travelling architect (city plans don't appeal to me much, I like to give each settlement its own style but I'm not seeing myself as either a conqueror or liberator per say) but there are many plots and ideas in conqueror that I like, for instance leveling up guards which I'm hoping can be trainer someplace and sent to any settlement at the end. Come on, hoe could I pass on the opportunity to make one of my settlements a literal police academy. Damn, now that I think about it, I kind of want a police academy faction.

Getting of course. Thank you. While at its full size I couldn't see myself downloading it (I mean its a nice addon but its not Wasteland Venturers 2 good... you don't have pizza) at this new size I can see myself keep it even if only for the plots. Kudos to all creators, there is some very nice ideas in there, I'm loving a lot of the new plot ideas like cemeteries which I want even in non conqueror playthroughs.

Well done all around
 
First off thank you very much. I honestly had no intention of ever playing with conqueror because it really doesn't suit my style of play. For settlements I play as a travelling architect (city plans don't appeal to me much, I like to give each settlement its own style but I'm not seeing myself as either a conqueror or liberator per say) but there are many plots and ideas in conqueror that I like, for instance leveling up guards which I'm hoping can be trainer someplace and sent to any settlement at the end. Come on, hoe could I pass on the opportunity to make one of my settlements a literal police academy. Damn, now that I think about it, I kind of want a police academy faction.

Getting of course. Thank you. While at its full size I couldn't see myself downloading it (I mean its a nice addon but its not Wasteland Venturers 2 good... you don't have pizza) at this new size I can see myself keep it even if only for the plots. Kudos to all creators, there is some very nice ideas in there, I'm loving a lot of the new plot ideas like cemeteries which I want even in non conqueror playthroughs.

Well done all around

hahhaahaha,

I do like the Wasteland Venturers 2 pizza parlor! :yes3
 
I had a situation just before this update on my Xbox where my Red Rocket being lead by Codsworth was taken over by Gunners. Is it normal for a companion leader to turn against you in relation to going to take the settlement back? That also included the three Faction members that were still in the settlement.
 
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