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Precombines,Scrap everything,whats the reality?

If you have a console unlocking mod, you can just CC save "My Save Game Name"
True, but as far as I'm aware survival is going to autosave every time you use a bed - are those autosaves eventually going to break your game? If so, what's the solution?
 
I just compared some auto saves to CC saves and Mann they are way bigger in file size. This is just another reason for me to avoid hardcore.
 
I have a question about hard saves - do autosaves count? I ask this because in survival by default the autosave is the only kind of save you can do. Sure, you can use extra mods to open up more options, but a lot of those mods use mechanisms to trigger autosaves as well as opposed to standard manual saves.
I'm definitely no expert, but my understanding is only the hard save records all data and is the most efficient at shutting down complete scripts. Now this does not mean that other ways of saving are harmful, it's just hard saves would be the best option.
 
Out of curiosity: Why would developers include such different ways of saving?
I mean the difference between quicksaves and hardsaves... Ok. Maybe speed or whatever. But why would there be a third option via the console?
 
I just compared some auto saves to CC saves and Mann they are way bigger in file size. This is just another reason for me to avoid hardcore.
I disable autosaves when I'm playing Survival mode. I change all the bed saves to regular hard saves using a mod, since I don't run with the console available. AutoSaves can be disproportionately large compared to a regular save file.
 
I disable autosaves when I'm playing Survival mode. I change all the bed saves to regular hard saves using a mod, since I don't run with the console available. AutoSaves can be disproportionately large compared to a regular save file.
Which mod does that?
 
Out of curiosity: Why would developers include such different ways of saving?
I mean the difference between quicksaves and hardsaves... Ok. Maybe speed or whatever. But why would there be a third option via the console?
"There are three autosaves and one quicksave per character
Autosaves are normally written on transitions between zones and periodically when entering and exiting the pipboy interface
The oldest autosave is generally overwritten after the third one has been created
The quicksave is overwritten each time you create a quicksave
Manual saves should not be overwritten unless you choose to overwrites the file your
There are a few forced manual saves such as when you exit out of the character creation menu and right before leaving Vault 111"

Bethesda Support

Console Command, from what I understand, can break your separation of characters if you're playing through multiple instances using different characters and using the built-in menu to swap between characters.
 
Okay, I use Unlimited Survival Mode and I don't remember anything that lets you changes bed saves into normal saves but maybe I need to look further into that one.
 
Okay, I use Unlimited Survival Mode and I don't remember anything that lets you changes bed saves into normal saves but maybe I need to look further into that one.
Survival Options is the one with the most save options available. I use Survival Options strictly to change from autosaves to regular saves. I can't remember why I use Unlimited Survival, but it has an option in it that Survival Options didn't, from what I can recall.

I'm remaking my mod load out due to a drive failure, so I'll have to dig into the reason why I used both of them. LOL
 
Survival Options is the one with the most save options available. I use Survival Options strictly to change from autosaves to regular saves. I can't remember why I use Unlimited Survival, but it has an option in it that Survival Options didn't, from what I can recall.

I'm remaking my mod load out due to a drive failure, so I'll have to dig into the reason why I used both of them. LOL
I remember that some mods have some kinds of conflicts with survival options, but unlimited survival does have a section called "autosave options" that I don't think I've looked at.
 
Out of curiosity: Why would developers include such different ways of saving?
I mean the difference between quicksaves and hardsaves... Ok. Maybe speed or whatever. But why would there be a third option via the console?
Quicksaves and autosaves overwrite previous saves. Hardsaves do not.
Saves with the console are essential for devs/modders and very useful for users because you can name the file to what ever you want.
Save RollBackToHere is an example of something I use in a playthrough if was installing a mod I was unsure about. The caveat to this though, these saves will not show up when loading from in-game, you have to select show all character saves to see them.
 
I have 4 profiles with a ton of console saves with names like "Upgrade X to Y" and "Test mod X ver. Y" It is indeed useful!
 
All of this has been great, but no one mentioned my personal nemeses: the surging mole rat bug; the disappeared textures in Fallon's Department Store, Vault 95, and the Nautilus; all of which evaporated after I stopped using Scrap Everything and any settlement mods that did not redo the pre-combines.
 
All of this has been great, but no one mentioned my personal nemeses: the surging mole rat bug; the disappeared textures in Fallon's Department Store, Vault 95, and the Nautilus; all of which evaporated after I stopped using Scrap Everything and any settlement mods that did not redo the pre-combines.
And how nicer All the quarries look again.
 
Interior missing textures for me is fixed by increasing the interior cell count in the ini. I use 8. The line is missing in most inis. It goes in the same section as the exterior count line.
There is a fix for the molerat, bloodworm,radscorpion crash/hang bug, if that's what you mean by surging. Seach for "topside" on the nexus and read the comments about what the bug is.
I don't worry about the scrapping stuff. I also use ugrids=9 and a mod that deletes previs. Doing so does reduce fps by a lot, but only in areas with heavy rebuilding. LODs can screw up tho if the mod doesn't load corrected ones. On a newer cpu/gpu scrapping shouldn't be a problem. For the curious, there is a mod on nexus that deletes all junk and scrap from Boston. Many buildings actually sit on piles of junk, which when removed allows you to walk under them. Why BGS didn't make the world flat with buildings sitting flat on the terrain with no gaps was a mistake imo.
 
Sadly I always seem to have the texture issue where the stone in quarries or the concrete on the overpasses seems to grow another layer of crappy white.
As soon as I ditched Scrap Everything I have not had this problem anymore
 
Interior missing textures for me is fixed by increasing the interior cell count in the ini. I use 8. The line is missing in most inis. It goes in the same section as the exterior count line.
There is a fix for the molerat, bloodworm,radscorpion crash/hang bug, if that's what you mean by surging. Seach for "topside" on the nexus and read the comments about what the bug is.
I don't worry about the scrapping stuff. I also use ugrids=9 and a mod that deletes previs. Doing so does reduce fps by a lot, but only in areas with heavy rebuilding. LODs can screw up tho if the mod doesn't load corrected ones. On a newer cpu/gpu scrapping shouldn't be a problem. For the curious, there is a mod on nexus that deletes all junk and scrap from Boston. Many buildings actually sit on piles of junk, which when removed allows you to walk under them. Why BGS didn't make the world flat with buildings sitting flat on the terrain with no gaps was a mistake imo.
Others have suggested it. I haven't tried it to see if it fixes the bug. I hear my old photography professor telling us that the best way to deal with retouching a photo is to do take it with rigorous care in the first place. So, if Scrap Everything causes the bug, it is better to give up SE. Besides, the surging molerat bug is only one problem caused by SE. What happens is that in interior cells that have molerats or bloodbugs, You can enter the cell, but you cannot save (ctd) within it and you cannot exit it (ctd). It happens in the the Red Rocket molerat den (later in the game), Shamrock Taphouse, part of the tunnels in Vault 88, the Secret Vault 81, and Mulligans Mine Ride.

I read the link in the first post of the topside mod. I remember reading it before when I was researching the problem. I tried his suggestion but it didn't work for me. He says it is due to too many mods. If that's true, I know of users with mod lists maxed out who don't encounter it. I have a decent rig, but usually run less than a hundred and the only time I encounter the molerat bug is with SE. With all the SS2 addons and MDF's Grassfix (separate esp for each settlement), I still barely get over a hundred.

The interior cell ini is interesting. I just so happens SE causes nightmarish, nauseating texture losses in Fallons Department Stare, the interior of the Nautilus, and only annoying missing walls in Vault 99, and a few other places.

For anyone who wants to try adirondack9's suggested mod, here is the link: Bloodworms Radscorpions Molerats_Stay Topside at Fallout 4 Nexus - Mods and community (nexusmods.com)
 
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