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how many settlement mods is it safe to have?


DevinJam

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i read somewere and cant find it now that the game machanics can only handle so many settlements. is this true? if so how many can it handle im downloading some settlment mods.
i got a gaming laptop now and trying to test how much it can handle for this game too.

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I've had as many as 108, without too many problems, except for overpopulation (using a mod that allows up to 500 settlers in a settlement) and the occasional Commonwealth entry instead of the settlement's name in the pipboy, which means the radio beacon won't attract settlers and supply lines can't be sent to the settlement. Its workshop will also not share ingredients with other settlement's workshops.

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You can have as many unregistered/isolated workshops as you like, although overlapping build areas will cause problems.

 

But, you can only have 128 workshops registered with WorkshopParentScript (to create supply lines, move settlers, calculate resources) as script arrays are limited to that number. SKK Workshop Utilities - Corrupt Workshop Lists

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You can have as many unregistered/isolated workshops as you like, although overlapping build areas will cause problems.

 

But, you can only have 128 workshops registered with WorkshopParentScript (to create supply lines, move settlers, calculate resources) as script arrays are limited to that number. SKK Workshop Utilities - Corrupt Workshop Lists

does this count for player homes?

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No idea what qualifies as a "Player Home" as that is not a defined term.

 

The technical limitation is on Workshops registered with WorkshopParentScript and I don't have any other language to describe that.

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No idea what qualifies as a "Player Home" as that is not a defined term.

 

The technical limitation is on Workshops registered with WorkshopParentScript and I don't have any other language to describe that.

Essentially, if you can send a provisioner there, it counts, if you can't, it doesn't.

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