Fallout 4

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  1. Tinuvia
    Tinuvia
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    Update 7.4.5
    • Adds settler uniforms to all work plots. This new feature in Sim Settlements is disabled by default, so turn it on under Immersion/Settler Uniforms in the MCM/holotape. The uniforms only apply to non-Conqueror soldiers and non-unique settlers, to avoid losing any special gear they may have. If the settler has a uniform both for home and work the last plot assignment wins.
    • Building plan previews moved to separate ESL-flagged ESP-patch in the Files section (the previews can cause ctd on xbox).
    • Fix so the custom vendor in the Workwear interior shop doesn't revert to vanilla shop clothing inventory.
  2. deleted89071728
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    Built the Rug Revelry residential earlier today on Xbox and saw a bed blocking the doorway on the left side. Disabled it with Place Anywhere, just to find 2 sleeping bags stacked (more like inside each other) under the bed, with 2 different settlers sleeping on'em. I mean, i certainly like the idea of multiple settlers living in the same plot, but this doesn't look right.
    1. Tinuvia
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      Did you try to refresh the plot (via the ASAM-sensor)? Rug Revelry only has 1 bed for each level so if you are seeing more it’s either a problem with script lag in your save or possibly an issue with a city plan, if you are using one. Either way - it’s not an issue with the plot itself.
  3. Yestokeee
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    I dont know why, but the big agriculture plots walls just "dissapear" like if it was scrapped but the lights and some other clutter stay, and this happens when it gets out of my sight
    1. Tinuvia
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      Hi! Sorry we missed your comment - we'll set it on the list to look into, thanks for letting us know!
  4. Sculpur
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    Hello, how exactly does the Sweet Dreams Furniture Store work? I bought some stuff from it and it popped up as misc items in my inventory, but I couldn't use them in any way, and I couldn't find the items in the workshop menu either.
    1. Tinuvia
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      The shipments you buy from the store let you build the items in workshop mode. If you have the Settlement Menu Manager mod, you will find them in the Sim Settlement menu (SS/Furniture or SS/Decorations). Otherwise they will be in the regular workshop menus for Furniture/Decorations, unless you have a mod that rearranges the workshop menus.
    2. Sculpur
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      Ah, thanks, I guess I didn't look hard enough.
    3. Tinuvia
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      If you don't find it, let us know - I've heard that Workshop Rearranged might put them somewhere unexpected. But if you have the Settlement Menu Manager they should still be easy to find.
    4. Sculpur
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      Nah, they're exactly there with the menu manager, I probably glossed over that section when I was looking for them.
    5. Tinuvia
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      All good then!
    6. Ludovician
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      Oh, thank you for this; this post is what I came here looking for too. I built a furniture store by accident so I decided to see what it was selling. I now have Captain Bacon Sausage running around Home Plate. He's so cute! I will definitely be building a few more furniture stores for easy access to the new goodies. Really imaginative stuff, thanks Tinuvia!

      (Posted a pic to mod images!)
    7. Tinuvia
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      He looks so happy in his mini garden!
    8. technicaltrader
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      I can't assign a settler to captain baconsausage.
  5. iCake
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    Loving the mod, but I don't understand how certain plots manage to strain a freaking RTX 2060 Super at 1080p, saturating it fully (98% + load) and giving drops to as low as mid 40s. I know RTX 2060 Super is not exactly a power house, but at 1080p it is a power house. So far the plots that I found to tank performance are all of interior type for some reason:

    - All agricultural plots save for the silt bin one

    - Residential interior "a bed of flowers" or something like that.

    It would seem that all those plots have in common is bright light emitting from them. Maybe that's what affects performance badly here. I tried to adjust Sim Settlements main mod performance settings but they don't seem to help or perhaps those settings only apply on newly build plots? Or maybe they don't do much at all? 
    1. Tinuvia
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      Have you done a test run with only this mod (and its masters) installed to see if this also leads to the same performance issues?

      Generally, one of the biggest strains on the FO4 game engine is the amount of draws required (i.e how many different textures needed to be rendered at the same time). The amount of polygons is actually less of a strain. For both of these, though, our interior plots are substantially more lightweight than our exterior ones.

      Shadow casting lights are also performance hogs, but our plots only contain them very rarely - most often together with the mesh fire barrel. 

      The only thing I can think of that the plots you mention have in common are flora. Do you have a landscape overhaul? If so, maybe try with this temporarily disabled to see if it makes a difference.
    2. iCake
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      I'll do a test run with only Sim Settlements main mod and this add-on now and see if it changes anything.
    3. iCake
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      Okay, did a test run and didn't notice much of a difference, maybe like a couple FPS more but that's really hard to tell. I don't have any texture overhauls or whatnot, everything, except for Sim Settlements and VW addon, is vanilla, as far as I am concerned. Well, not entriely true I suppose, there are still some active script extender plug-ins, most notably Buffout 4. In any case, it's not that big of a deal though, I can suffer through these drops, especially since I am running the game on a VRR monitor, but I'd like to know why it is so performance heavy all the same.

      Here's that test run with the afterburner overlay to track hardware usage if you have time/traffic for that (1:44 and 600 Mb it is I think). You can see that it's the GPU that's tanking here.

    4. Tinuvia
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      I'm probably misunderstanding the video, but it seems that you are going between 50-60 frames depending on in which direction you are looking, regardless of plot. That's normal for Sim Settlements built settlements. Have you tried building the same plots in different settlements to see if the issues persist? Preferably internal ones such as a vault so you don't also get performance issues from the surrounding world.

      This isn't something we have noticed ourselves (or received reports on) so I don't really have ideas for how to improve your experience. Our plots are generally more performance hogging than the regular SS plots, since they have so much more clutter. But other than that, they are built the same way as the SS plots. kinggath has mentioned a couple of times that his older pc runs FO4 better than his newer with better specs, and several of the heavy players on the forums have agreed - so there seems at times to be the game engine itself rather than one's specific specs that can affect the experience as well.

      Just noticed your mentioning "bright light emitting". Neither the agricultural plots or Bed of Roses should have bright lights on them, so if they do, something else must be interfering.
    5. iCake
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      Okay, looks like I was rumbling a bit, so I'll try to be a bit more coherent. So a few bullet points:

      - I am aware that the game engine has some quirks resulting in horrible performance sometimes. Most notably the shadow distance setting is such a hog that if I set it to Ultra my frames could even drop as low as mid twenties in the downtown area. But it looks like, and I might be wrong about it, that when those quirks pop up you can see that your GPU is being heavily underutilised, like the load on it would be some 30% or even lower, suggesting that it's a CPU bottleneck somewhere or some engine bottleneck that leads to aweful use of resources. There, in my video, you can see that the GPU is being pretty much used to its full potential, being loaded 96 to 98 per cent throught the video, which doesn't look like that engine quirk with heavy underutilization of resources, it is just the GPU not being able to keep up with rendering what is on the screen.

      - I am aware that it's quite normal to see performance drops with Sim Settlements built settlements, especially those build with a city plan and I experienced those issues, most notably in level 3 Sanctuary. However, I could also see the underutilization thing going on there, so I did take it as a game engine's fault, not being able to use hardware to its full potential.

      - I tend to keep my settlements small, no more than 10 people or so, only going like as many as 15 or a bit more in larger settlements like Sanctuary and the Castle and due to that I hadn't seen any performance issues in my settlements as in fps was pretty much always well over 60 in them, untill I installed WV addon and started building with it. There were some very specific spots that where the FPS would tank even before, but again it was all about the underutilization quirk.

      - As the above point has it, I installed the WV addon mid game and built quite a few settlements with it. Now every settlement that has those VW plots that I mentioned in the original post here, interior ones, mostly agricultural, give me these performance drops that I didn't have in settlements built with plots only from SS main mod.

      - My monitor is 75 Hz VRR so I capped my FPS at 73. 73 it is to keep VRR active and not have it default to input lag adding regular V-Sync. And I can pretty much mantain those 73 fps anywhere in the Commonwealth, even in the downtown Boston, and the GPU utilization doesn't seem to go anywhere over 60% at that, which makes sense since 2060 Super is such an overkill for this game and at 1080p to boot. The only time my FPS tanks is when I fly over specific spots in the city area in a virtibird, but again when I see those drops I can also see that my GPU is underutilized at those moments.

      - Now this finally leads me to why I decided to bring this up as an issue. That's all because this issue doesn't seem to be the underutilization engine bug, let's call it that, but it looks like it legit just kills the GPU for some reason and given that I don't see much over 60% GPU utilization at 73 fps anywhere in the Commonwealth, seeing close to 100% GPU load in settlements having WV plots and only is settlements having WV plots rings quite a bell here. Why such a GPU utilization spike? I mean it's like 40% more strain on it, and actually even more, those 60% is a rare sight, it's usually somewhere around 50%.

      - Testing these plots in an interior is a bit pointless, I am afraid, like the usual load is about 40% in those cells and thus I imagine those extra 20% will make the difference here and help the card keep it over 60 fps at the very least.

      - Lastly I love this mod and this is not really that much of an issue, as I said, I can happily suffer through this low performance if that means I keep using the awesome mod. But again, such a GPU spike with this mod vs. without is really interesting to me and quite weird. I mean why would the mod plots be like twice as taxing on the GPU as compared to what was before its installation.

      Hopefully, I have managed to make myself clear here and sorry for the long post, I didn't expect it to come out this lengthy :) And yeah, if you find the time to watch that video of mine again, please, take a look how my fps drops to as low as 42 at times when I look closely at the plots that I said I think have issues and how fps would recover as long as I look away from them and how it can go up into 70s at times even. That was the point I tried to convey as well as to show that these drops don't seem to be engine related but rather your usual "not enough horsepower" as the GPU utilization shows.
    6. Tinuvia
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      I can see that you have delved down deep into this but as I said - this isn't something we have ever seen ourselves, in all our play throughs for three years with this mod (and two years with those particular plots). There's nothing particular with these 4 plots technically either. I don't think there's anything else I can add, but I know that the Sim Settlements forums have players with far more experience with different graphical setups, mod configurations. Posting about your findings there might lead to more giving discussions. If you figure something out that we can work with, we'd be interested to know!
    7. iCake
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      Thanks for your time anyway, I appreciate to have at least been heard out. If that's not too much to ask, could you entertain an idea I'm going to run by you now? So if you were to monitor your gpu usage at a specific place that you had picked as a spot for an interior agricultural plot, preferably "happy forest" one, and take a note of what GPU usage you get at the spot, then place the plot and advance it to level 3 immediately somehow (I hope you have the tools or know how to do that, with console commands perhaps) and then take note of GPU usage with that level 3 plot fully built. Possibly take a before and after screenshot showing the numbers? That would be grand :) No presuure here of course, totally up to you if you want to go through this.

      Ah, and of course, the before part must be well below 100% GPU usage for this experiment of sorts to yield any useful results.
  6. zed140
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    I have no choice on asam to select your plots... The plugin is activated. I reinstalled the mod. Nothing appears in plot choice. I see the regulars ss plots. Possibly because I installed your mods on mid game, I don't know. I have just ss and industrial revolution, no other ss mods. I restart a new game to see if it's repaired.
    1. Tinuvia
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      As long as you have the latest version of Fallout 4 (or at least 1.10.162) our mod should work, and you can install it on an ongoing game. It can take several minutes after you load your game for the new building plans to register, so sometimes you just need to wait it out. In this version of WV not all plot types have building plans (industrial and martial 2x2), so you might be safest to check if the residentials show up. All our building plans start with [WV]. Let us know how it goes!
  7. bucky699
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    Is this for SS2 or regular SS?
    1. Tinuvia
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      This is for regular SS, the version for SS2 is here: https://www.nexusmods.com/fallout4/mods/48060

      Since (as you probably noticed) the SS1 addon packs can’t be used with SS2, to find the ones that have been converted you can either look at the requirements section of the addon pack and make sure it has SS2 as a requirement, or you can see them all in the SS2 category on Nexus here: https://www.nexusmods.com/fallout4/mods/categories/68/
    2. bucky699
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      Thanks, sticking with SS1 for now until they iron out more of the bugs and add more support for new mayors and such, like my settlements to be fully self sufficient.
    3. Tinuvia
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      All good! In SS2 any settler can be a mayor - though only the ones with leader cards (like the companions and the SS2 unique NPCs) have bonuses. And the cityplans that come with SS2 only have 1 level so far. I'm sure there will be lot's more content along the way.
  8. Skr3s
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    Amazing mod, only a problem imo, if i assign a settler to a home plot that also works in a shop instead of work he goes back and fort, like 1 minute at the shop 2 minutes at home all the time, idk if that's a feature or a problem tbh, i tried to switch to a home plot from SS and the settler worked all time no problem and went home only to sleep 
    1. Tinuvia
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      Thank you :)
      I have never seen them jump back and forth like that, but there are a couple of reasons I can think of for why the settlers play truant. The assignment can be problematic in Sim Settlements itself, re-assigning a settler can "clean up" the code. Some of the SS building plans are more sparse than our homes, where ours have more idle markers which could lure the settler to take a break. The biggest contributor to this settler behavior though, I think is that some of the markers are set as a workshop work object. In the case of my plots, that's accidental. In the case of the plots of my co-author, less accidental (he aims to free the settlers from the player oppression). Either way, if you find a particular plot that is especially obnoxius, send me its name and I can look into it.
  9. rayhne
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    Is the turret tower supposed to have bunk beds? I'm asking because I believe it is a designers choice in kinggath's customizable Sanctuary and the bunkbeds hang out in the air ...
    1. Tinuvia
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      Hi rayhne! No, the Turret Tower is a martial plot, it doesn't have any beds.
    2. rayhne
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      Okay well that's weird....

      This is what I mean
    3. rayhne
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      Okay, figured it out. Somehow there was a residential plot over the martial plot.
  10. quadraphone
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    OMG, I love this add-on for Sim Settlements! Every plot is so aesthetically pleasing, and shows so much creativity! Thank you for sharing all of this hard work!

    And the ice cream :-)
    1. Tinuvia
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      Thank you so much! Comments like yours make us so happy and proud. Very glad you took the time to let us know
      Yes! we felt there was a sore lack of ice cream in the Fallout universe.
  11. kinkyfella
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    Hi. When I scrap the fishing hut from WV, the bed remains there. Still intractable but invisible. Blocks path and i cant just point and disable it. help?
    1. Tinuvia
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      EDIT: I just noticed that you are playing on a very old version of our mod (v4.1.1 according to Nexus). This could cause issues in itself, since you have a much later version of SS.

      That’s a Sim Settlements problem that can happen at times, usually when the workshop scripts are backed up. From the SS forums, the solutions are usually to (make a backup save first) either 1) try leaving the settlement, doing something else for a while and return, 2) go to another worldspace such as Diamond City, preferably go into an interior cell and wait 30 minutes real time while not being in any menus, 3) worst case, go back to an earlier save from before you scrapped the plot.

      Also, make sure you scrapped the whole plot (so there’s no pole with ASAM-sensor left) and not just the building structure. (Just to be clear, this is not an issue with the Fisherman’s Hut plot or this addon, but with SS in general).