I would think it would ultimately, if there's any power in subtraction, but it might take a little while for things to settle down. But you also have to be prepared to accept that even if you tear down RR, it might not solve what's going. But there's no way to know beforehand so:
Make a hard save, right now. If you ultimately decided anything I tell you from this point isn't to your liking or you do anything you decide you don't like then you can roll back to this save just as if nothing has changed. If you won't do this, do not blame me later.
What follows is what I would do if I decided I wanted to tear down a settlement and start over. Keep in mind I don't use city plans but I still often overbuild/overpopulate my settlements to the extreme displeasure of my Xbox. There maybe other ways. There may be better ways.
You've taken back control from the leader and the city plan is no longer in play?
You can still enter the settlement without crashing?
The Town Meeting Gavel has a "scrap this settlement" feature. If you haven't already built this extremely useful little tool, you can do so at the chem station or a City Planner's Desk. Using it will/should remove everything that has been built and should return the settlement to how it looked right before the city plan started: to its vanilla scrapped state.
I use it every time I take over a settlement.
In preparation to use this feature, consider:
Everything built will be scrapped. Everything that can be scrapped will be scrapped.
This will remove all the workbenches. The only way to keep them, if you don't have the charisma/perks to rebuild them, is to use Place Anywhere and move them just outside the settlement boundary. You can then return them after the process is complete.
If you have any power armor frames, move them outside the settlement to be safe. I don't know what it will do with them, probably nothing, but just be safe.
City planners desk: use its pack up desk feature. Might not see it at first and have to scroll all the way down to find the option. This turns into a suit case and puts it in your personal inventory under the misc tab. It weighs 10lbs so be prepared to mule. Dropping it from your inventory will rebuild it later. Or just build another one after the current one and the settlement gets scrapped.
What about the settlers? Do you want to keep them? If so, you can move them to another settlement, but preferably not Sanctuary or Abernathy. Sunshine and Starlight are close and is easy to unlock if you haven't already.
(As I yap on I wonder if maybe you'll find some relief to the pressure in the triangle just by scrapping the beacon and moving all the RR settlers somewhere else.)
Re-settling multiple settlers, especially in an area that's acting wonky, can be weird. Go slow. Move each settler somewhere else and then wait until they are removed from their assignment and from the population count before moving on to the next. Going into and out of workshop mode in between each move to see if/when re-assignment has taken.
You can, of course, just leave them: but their very presence will still be a load.
You can move the settlers first and then "scrap this settlement" or vice versa.
Then avoid the area for awhile. Go play the game in other parts of the Commonwealth. Let the dust settle. This will be the most hard because you'll want to see if anything has changed--if any of these changes have made things better.
Keep in mind that you are already working in a mine field. This is why you are doing this in the first place. At any point, your game might still crash. Steel yourself against frustration. Remember, it's all for science. Everything you learn right now will make the rest of your game and the next one, especially, even better.
And remember if after all this, you don't like the results: you have that hard save you made to roll back to like nothing ever happened.
Lol, thank you very much for this help. :D
I keep frequent saves. Slightly off topic, I had an issue with sending Longfellow to the Commonwealth (Finch Farm) while I was in Far Harbor, using the in-game “move” command which defacto made him incognito. He never made it to Finch Farm, so I went back to Far Harbor, to the place I last saw him, checked Far Harbor, and his cabin. He was gone.
So I had to use a save to pull up his ID to fix him with the console. The rule in this regard is never send a companion from the commonwealth or Far Harbor, or Nuka World to another area (DLC vs the Commonwealth) when you are standing next to them. Instead use the console to summon them from the destination where you want them to go.
I have moved settlers using the in-game “move” command to send them packing. But when I’m worried about it, due to game glitches, with a companion, I fast travel to the location I want them to be, and in the console I use the “prid” command and “moveto player” command. It’s vital that you have their Base ID, of which there are many references online for companions, every companion except Old Longfellow and maybe other Far Harbor or DLC companions where it is said, their ID may vary depending on which DLCs you have installed. I’m still trying to figure out where Drinking Buddy is after I used the in-game Command to send him to Sanctuary.
Now the console can be helpful, even vital when using the RotC Mod, you are in a settlement and the Companion/City Planner you have assigned is nowhere to be found, and I mean NO Where.
Back to nuking Red Rocket,
In RR, I removed the City Leader. I got a message about no more development. The settlement is in stage 1. Is there another step to deactivate the city plan or does that do it?
The only crashes I’m getting is if I run towards Sanctuary from Red Rocket, (RR) they are not consistent, but too often.
Another detour but related to the issue:
I installed the Sanctuary Hot Springs Mod, at the beginning of this play through, which I love. It beats the heck out of Home Plate. This mod places a very small settlement, actually 2 settlements (at least the game treats them as 2 settlements), but one Is an underground house, and the other is a hot springs pool and a small bit of space around it located along the shore of the lake, just North of Sanctuary. I built a house above the underground structure so I can keep some company close by. There is nothing in the underground vault like house for settlers to do, no way I’ve found add water, or food, and they just sit around bored out of their minds, so I moved the designated maid, outside to the Hot Springs (10 settlers) so they can guard or tend crops, and I reserve the underground house for me and my current companion.
My point? I can fast travel to either of these (Sanctuary Hot Springs, Hot Sorings House, and then I have no issue approaching Sanctuary from the North. Now, this exists on Sanctuary’s doorstep. Could this mod be exacerbating crashes when approaching Sanctuary from the South? Possibly, but I want to keep the Hot Springs!
I don’t remember crashing in RR or Abernathy Farm (AF) alone, but it might have happened. Usually I notice it when I am running to Sanctuary, from either of these locations, both cases I am headed for the Sanctuary bridge, but usually the crash is when I’m just outside the SS gate.
I’m playing an Infiltrator build so I believe I have the perks to rebuild the work benches, I’ll check. Place Anywhere maybe a good mod to get just on principle.
Settlers? I don’t care about the generic settlers, but I do care about Ada and Anamatron (spelling? Robot companion). Would nuking RR remove companions? I’ve already moved Ada to AF.
As an experiment, I’ll try your suggestion of turning off the recruitment beacon and moving or “disabling” (via the console which erases the settlers), just to see if that helps with the crashes when approaching Sanctuary.
Plan B will be to nuke the Red Rocket settlement, more to come, including more questions.