pepperman35 Posted January 12 Share Posted January 12 Questions: 1) What is the upper limit of workshop work objects that can be connected to a settlement workshop? 2) What is the max number of settlers that can be assigned to a settlement? Seems like I have seen these number published somewhere but haven’t been able to lay my eyeballs on the them. Advice is welcomed and appreciated. Link to comment Share on other sites More sharing options...
South8028 Posted January 13 Share Posted January 13 (edited) I only read that there is a limit to the activators that can be used. But the number of settlers and jobs is probably proportional to the processing power of your PC. They are subject to the same conditions as the handling of npc actions within uGridsToLoad. There are videos on YouTube where a supercomputer processes ~50k npc and there is no engine limit. There are definitely no restrictions on static objects. I built mega-huge settlements and even settlement worlds, in a sandbox of ~500k x 500k cells. No problem. My largest construction esp (which is crazy garbage in which I myself don’t remember what and where it is) includes thousands of building elements. I've been adding my own models for many years. It’s just that now this esp takes a long time to load into ck, this is not reflected in the game itself. Edited January 13 by South8028 Link to comment Share on other sites More sharing options...
AndalayBay Posted January 13 Share Posted January 13 There is a population limit in your settlements. In terms of objects, I think the game shows the limit in the progress bar when you look at your settlement in the workshop. I've seen posts on the crazy work-arounds people needed, but they seem to be old. I wonder if that changed with next gen. Here's the formula for the population limit. Link to comment Share on other sites More sharing options...
SKKmods Posted January 13 Share Posted January 13 Consider the Papyrus script array limit of 127/128 items. I apply that cap to settlers and work objects in my scripts to ensure they will never fall over. Link to comment Share on other sites More sharing options...
pepperman35 Posted January 13 Author Share Posted January 13 Just wanted to say thank you to all who responded. I have a tendency to lean towards building larger settlements but with large settlements comes the challenge of making them seem used/active (i.e., populated). SKKmods, I had forgotten about the Papyrus script array limit of 127/128 items, so thanks for that reminder. With that constraint, capping settlers, work objects, and activators at 127/128 makes perfect sense. It will be interesting to see what 125 settlers looks like sandboxing within the settlement and whether my PC will like it. As for populating the settlement, I played around with something I called it the Intelligent Recruitment System (IRS) in my last mod, Bartonville Township II. The IRS, which was a Papyrus script, assessed the settlement, counted the number of workshop work objects, recruited settlers, assigned settlers to the work objects, and outfitted them with outfits appropriate to their assigned station. A rather nice plug and play solution (lol). My journey with Papyrus scripting has been a slow one but I have learned a bit in the process. If I decide to go with an IRS solution in my next creation, I will certainly keep the Papyrus script array limit in mind. I have attached the IRS script, if anyone is interested. Just keep in mind, I consider myself a noob when it comes to scripting, and I am always willing to learn. IntelligentRecruitmentSystemScript.rar Link to comment Share on other sites More sharing options...
LarannKiar Posted January 15 Share Posted January 15 1) WorkshopMaxDraws [AVIF:0000034B] and WorkshopMaxTriangles [AVIF:00000349]. You can increase them but excessive draw calls can cause stuttering. 2) Not a workshop specific limit but various actor related processes like face gen, AI would probably hit their hardcoded limits if there are too many actors in the loaded area. Link to comment Share on other sites More sharing options...
niston Posted yesterday at 02:03 PM Share Posted yesterday at 02:03 PM The activators per settlement limit is due to the 128 elements array limit. Specifically, this applies to resource objects counted by the workshop and likely to settlers as well, ie things managed by the Workshop scripts. There seems to be no discernible limit in the number of reflinks (WorkshopItemKeyword to settlement workbench). I think SKK tested with 30k reflinks or something and then gave up. LLFourPlay DLL has a patch for the array limit, which will also let you have more than 128 settlements (workshops array) in your game. I've accidentally spawned around 500 settlers in Concord once. It just works! Link to comment Share on other sites More sharing options...
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