Fallout 4
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  1. Puma361
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    Sticky
    v1.0 - No ridiculous Charisma hacking required |6.6|
    v1.1 - Added file for increasing object limit without a script!
    v1.2 - FormIDs fixed/Rebuilt with FO4Edit. Redownload. Thanks MookittyBonnie.
    v1.3 - NoObjectLimit-DLC.esp added.

    July 2016 - Removed NoObjectLimit files from mod page. I recommend using one of the other no build limit files on the nexus. I don't want to worry about updating that stuff anymore
    1. Freso
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      You've removed the NoObjectLimit(-DLC).esp's completely... ?
    2. Puma361
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      Yeah. They weren't updated and I don't want to bother with updating them. There are other specific mods that do the same thing. I'll specifically update the sticky. My Fallout 4 play/attention is sporadic
    3. B29Bockscar
      B29Bockscar
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      Actually they still work just fine. The only issue I ever ran into is with the MOD "Move That Work Bench" and it was a simple fix it was simply a matter of making sure that "NoObjectLimit" esp is placed after the other MOD and it still works the same. No reason to abandon this.

    4. Puma361
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      They work fine for all the settlements included in the main game and the first DLC, but don't for the newer ones. That's what I mean by not updated.
    5. Voyager23
      Voyager23
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      Been using this mod since the early times *endorsed*, and the increased build was my initial initiative to use this, and the variety (I get from other mod's) and increase in population was a mere "bonus". So noobjectlimit has been a part of my "essential"-mod's for some time, sad to see it go, when looking at the bug-reports on 1 mod you say do the same stuff it's like 25 of them -_- Or more complex ones claiming to be more simple with scripting and menus and crap. Luckily I still have 1.21 of noobj.limit, just curious if it will do the trick still and not conflict (don't care if it doesn't work) with any of the DLC's I have seems legit acc. to this post, but it's 1.21, I'll keep that move-workbench loadorder in mind... Thanks for your pioneering work! ^_^
    6. Puma361
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      If you still have it it will work on everything before far harbor, but I haven't checked any workshops after.
    7. Gambit77
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      NoObjectLimit.esp updated for all dlcs
    8. meched21
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      so this wont boost my charisma to 50? if i have the 50 settlers on, just double checking
  2. justin7601
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    I can personally confirm this mod does not work, at all. It has also started causing some issues with my game, randomly all my settlers will get unassigned from everything, theyll all be idle wandering around and meanwhile the happiness rating I had worked so hard to keep above 80 plummeted due to lack of food and defense. Ill check on settlements later to find this has happened, and it keeps happening. Ive even noticed while I was building in the settlement, I had just finished assigning all 18 settlers to their respective jobs, and it decided to jerk me off by resetting the whole damn thing, which means I got to do laps around the settlement and individually assign each settler back to where they were supposed to be. Needless to say Ive uninstalled this since, the severity of the bugs combined with the fact that it simply doesnt work, makes this a no go. Based on the high volume of comments Ive read with similar sentiments, Ill venture to say this is a somewhat common experience.

    Use this console command for infinite settlers:

    setgs iworkshopsettlerpopulationmax 999

    This maxes the settler cap with a single, simple command. It needs to be done every time you boot the game, unless you want to make a plugin that does this. Ive noticed that a high volume of these increased population mods are DOA and nonfunctional. I dont know if its from a recent patch, or something but after searching google that console command was the only thing I found that worked. I tried two other mods like this one, not only did they not work for me personally but they also had a high volume of comments saying it didnt work, so something must have happened recently with FO4.
    1. Lossmar
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      You are a fucking beast man, thanks :)
    2. Eman17j
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      You can get this to auto apply by putting it in your ini. Make a Fallout4Custom.ini where the other FO4 ini are at. This way won't be wiped if default ini get replaced by launcher.

      In this put

      [General]
      sStartingConsoleCommand=setgs iworkshopsettlerpopulationmax 999;

      Use whatever size you want were the 999 is. This will run the console command every time you run the game.I have been using this same method to set jetpack parameters so I can fly high into the sky and not use stamina to do it.
    3. TurboKiller1988
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      Quick question are you putting that line into the same Fallout4Custom.in that you used to enable mods with:

      [Archive]
      bInvalidateOlderFiles=1
      sResourceDataDirsFinal=

      or are you making another custom ini? I'm new to pc modding at it seems that the settler limit mods on Nexus are kind of sketchy when I read all of the posts on them.
    4. User_48473913
      User_48473913
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      Same ini you only have 1 Custom, I personally only edit the Custom as to not have to worry with the other 2 inis being reset.
    5. onetoomany11
      onetoomany11
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      @Eman17j - I want to report this for being too amazing. Things this good shouldn't exist!
    6. PSX_4_BR
      PSX_4_BR
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      Until today I could not raise more than 30 people in a settlement. I'll try this. Thank you
    7. maderchood
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      so u mention that every time boot the game we have to enter this console command so what would happen if i dont use the console command when i get all the settler and then boot the game are they gona disapeared or something because i want 40settler for just one settlement
    8. Yourname942
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      If I add this to the Fallout4Custom.ini, will settlers disappear each time we save/quit and boot up the game?

      [General]
      sStartingConsoleCommand=setgs iworkshopsettlerpopulationmax 999;
    9. Ambubaia
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      No it will set the limit to '999' or whatever value you put there by default. So whenever you load your game the limit is already applied.

      @ justin7601 and @ Eman17j: Thank you guys! I was searching for another mod like this when I realized this one doesn't work and didn't even think about this :D
    10. odya
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      Doesn't the limit being set at '999' give you WAY too many settlers? Can I just set it to 60 for instance?
    11. onlyfordownloadover2mb
      onlyfordownloadover2mb
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      That was a close one. Almost downloaded another non-working mod from another lousy developer and would've wasted more precious time. Thanks for this, good catch. Nexus really needs to add a "Mark as clutter" option for things like this that are just pathetically downright abandoned.
    12. zewtastic
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      Sadly, this does not work for me in my INI settings (I tried all three ini files).

      [General]
      sStartingConsoleCommand=setgs iworkshopsettlerpopulationmax 999;

      If I put in
      setgs iworkshopsettlerpopulationmax 999
      via the console it does.

      Using F4SE and Mod Organizer, anything different with those?

      UPDATE - fixed
      Found the ini files for Mod Organizer 2 are in the profiles section of MO2.
    13. reakktor909
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      Hmm, I checked the plugin with FO4Edit and the one and only thing it changes is the value 'iworkshopsettlerpopulationmax '.

      So using this plugin and setting the value via ini or console does exactly the same, only this plugin makes it persistent.

      About people complaining the mod not working - it just removes the limits of people in settlements while moving them around. You will have to use scripts or other mods that take care of recruiting more than the vanilla amount of settlers (10 + charisma).

      And about the problem with settlers becoming unassigned - happened to me too, but it seems totally unrelated to this mod. As said this mod is only changing a single game variable and it's highly unlikely that this bug/behaviour is triggered by this.
    14. FireStar999
      FireStar999
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      Late to the party perhaps, but seriously before using this mod, give this a good read everyone:

      https://www.afkmods.com/index.php?/topic/4462-fo4-unlimited-settlementssettlers-a-caveat-for-mod-users/&
    15. miiick
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      Eman17j THANKS!
    16. plut0nash
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      holy sh*t that was easy thanks a lot man
    17. echo5533
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      @TurboKiller1988, I got mine in the same folder that my Saves are in. Maybe yours is the same as mine. Location of mine is: This PC/Documents/My Games/Fallout4/Fallout4Custom.ini
    18. FuhrerVon
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      Sadly this mod doesn't work for me. And I dunno why i put setgs iwokshopsettlerpopulationmax 999 in Fallout4Custom.ini also doesn't work?, I can see it did change the game setting in console commands, but nothing happens. But if I input this command manually, it works, I can send settlers to wherever I want. Problem is I have to do it every time when I load a save. Anyone got any ideas?
    19. goldorhino
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      FuhrerVon, I don't know if you managed to solve your problem, but for me the file solution worked perfectly.

      I added the following line:
      sStartingConsoleCommand = setgs iworkshopsettlerpopulationmax 30;(Where 30 is the value I wanted, which makes the max population at "30+charisma")
      At the end of the file C:\name_of_your_user\Documents\My Games\Fallout4\Fallout4Custom.ini

      Like this :


      It works as expected :)

      Big thanks to justin7601 for the command line, and to Eman17j for the INI file solution.
      Cheers
    20. vainth
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      what a god.  saved us a ESP
    21. Lagruej
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      .ini fix is good, ty
    22. ShadowReaper500
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      This worked for me as well, thanks!
    23. MasterXploder777
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      Special Thanks to user: screamline for the following post on the FALLUI - MAP Mod page for the following post:

      PSA for anyone who's reading this directly on Nexus (via the "Posts" tab), rather than on the Nexus forums -- these .ini changes do indeed work, but you can't simply copy/paste
      what's here. See the bits that say "javascript-event-stripped"? That's
      telling us Nexus's servers ran a script that replaced some of the
      characters that this commenter originally typed out, perhaps for
      validation/security reasons but really we don't know. Regardless, if you
      go to the forum thread, you'll see what the commenter originally wrote.
      Copy/paste that into your .ini files.

      End of screamline's post.

      User goldorhino's fix should work for anyone viewing his image from the "Post" page. This took me hours to figure out.
    24. EnemyRegent
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      You deserve a nobel peace prize. i was going crazy lmao
    25. TheBurningWarrior
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      I gave it a good read; what it says is that people better informed than you or I were working hard to fix this in the FO4 Unofficial patch all the way back in 2016, and already had beta solutions in place by the end of that single thread. Arthmoor has us covered as is so often the case.
    26. HotAirIntake
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      @goldorhino's solution worked perfectly if you copy what he has written into the file as opposed to what is typed out
    27. ElliexLAx
      ElliexLAx
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      every time i do this it ends up breaking my vortex/loot I really want to increase my settler population but I'm upset this isn't working for me. I'm getting this error that says 

      Erorr: Game-specific settings could not be initialized. libloadorder failed to create a game handle. Details: Failed to parse ini file, error at line 9, volume 77; expecting "[Some('=')]: but found EOF.: Libloadorder error

      if you know how to fix this please help 
    28. BankuretsuSt
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      Thanks
    29. MrNekitosik
      MrNekitosik
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      Thanks justin7601 and Eman17j. It is really works for me. I'm playing with Horizon ver. 1.8.7.
  3. Papajack55
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    There's only one hitch to this mod: You have glitches and lag problems with this many settlers, so I would settle for a smaller  amount.
  4. ClavicusViile
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    Hopefully, when Bethesda releases some patches that fix settlement issues it helps this mod's stability as well. - In the description
    HAH

    Well, that never happened. Thanks, Bethesda 
  5. JamesBombed
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    This mod worked for me with 30 settlers, but settlers would just stand around.  After disabling this mod, settlements are alive once again, including Vault 88.  I'd rather have fewer settlers and a lively settlement, especially after all the effort building a fancy settlement, then lots of settlers just standing around which defeats the point of hours of settlement building only to have settlers not using any of the features.
  6. Grond23
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    Funny picture haha thank you for that.
  7. vargen14
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    I see no reason why anyone needs over 100 settlers
  8. sharksam77
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    I would personally recommend a mod like SIM settlements for something like this. Because micromanaging, as many people as this mod allows you to have. Would probably be very micro intensive. And some of the things in some settlements, like the ASAM stuff and the vault tech population management system. Would be very helpful for this sort of mod. But that's my opinion.
  9. Dahveed
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    Anyone find a way to get the "send to" option for your settlement to work?  For me Sanctuary Hills is always greyed out even with this.
  10. q111
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    Before people are screaming: this is an old esp: this does change nothing but a game setting in the game, and as far as i see it, this change nothing but this particular setting. Even now, this should still work

    That it seem that it does not work has a different issues:

    1.) Was your settlement already at cap: then installing does NOT help right now: Disable the Recruitment Beacon, then re-enable it. Maybe even swallow grape mentans or x-cell (but this should work anyhow) The issue is that if you were already at cap and try to recruit, you will not recruit anyone. You need to restart your recruitment beacon

    2.) Do you have unassigned Settlers? If yes, you will have the same issue: if you have too many of them, nobody gets recruited. And you get to the same issue as before: The Recruitment-beacon might get disabled because of it: just restart it.

    2.) Even with it enabled, it takes time to recruit someone. Only at the beginning it goes quite fast, but after it, it takes time: When you enable a recruitment-beacon for the fist time in your settlement, it immeadetly spawns 1-3 people, after this, there is a formula of the chance to get a settler:

    10% + (Settlement happiness / 2)%
    and below 5 settlers there is an additional formula:
    (5 - population) * 10%

    So let's say you have a settlement with just 3 settlers, and your happyness is at 30, then your chance of getting tomorrow a new settler is:
    10% base + 30/2 = 25% chance of a new settler. Since you are below 5, you also get a additive bonus of (5-3) * 10 = 20, so the chance getting a settler this day is 45%

    That means that even if you are not at cap, it can happen that you don't gain settlers even over a week. Especially when your happiness is not yet at 80. Because ony then you have at least a 50% chance per day to get an settler, with a cap at 60%. Only with the beginner-bonus you could gain 100%, when your happyness is at 100 and you only have 1 settler left.
    1. provitamin
      provitamin
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      From what i understood there is some sort of a hard gap on certain (working)objects in the settlements. This mod will be most likely affected by a 30 beds max, not like you cannot build more than 30, but settlers AI wont recognize anything above 30 and your happiness will fall down. I have tested the command itself, and it realy didnt worked well in my big settlements like Starlight Drive In and Sanctuary. I have managed to get happiness to 88 and settlers pop up to 33 after which the happiness went downhill and ended up on 36%
  11. sigmaceti21
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    will this mod ever get update and fixing or it is left as it is?