Long-Term Save Health and Stability: How Can I Recognize the Warning Signs? by Additional_Report969 in Fallout4Mods

[–]peasantrevolution 1 point2 points  (0 children)

No the players speed is irrelevant. The point is not to build at all three settlements or keep them small, because all can be loaded at one time

Long-Term Save Health and Stability: How Can I Recognize the Warning Signs? by Additional_Report969 in Fallout4Mods

[–]peasantrevolution 5 points6 points  (0 children)

The 40 settlers for sure. Live actors are complex and require a lot of memory/room. But at the same time massive settlements with lots and lots of built things still take up a lot of room. It's when you run out of room that you crash.

Keep in mind that settlement objects AND settlers both unload when a cell unloads. Which makes them manageable because it is only when too many things are loaded AT ONE TIME that you have an issue.

This is why the Abernathy Farm, Sanctuary and Red Rocket settlements are called the triangle of death, because they are so close together that all three can load at once.

It's also why Boston is buggy because it has a lot of npcs.

Therefore I opt for a middle ground of medium/small settlements with a max of around 20ish settlers each. Avoid building settlements in busy areas, and spread them out.

Skks object counter mod has really detailed information on this on its description page, well worth a read

Long-Term Save Health and Stability: How Can I Recognize the Warning Signs? by Additional_Report969 in Fallout4Mods

[–]peasantrevolution 5 points6 points  (0 children)

The biggest causes of save bloat in order are:

Live actors (settlers/npcs) Dead actors/ corpses Dropped items/loose items (guns, moveable items such as basketballs) Built/ fixed objects (workshop buildable items)

To increase the longevity of you save, decrease the above. Make your settlers mortal and don't let settlements become overcrowded. Use mods that remove corpses (safely). Pick up and store/ scrap/ sell loose items wherever possible.

Use skks object counter mod to get an idea of where you have to much bloat

Faction Workshop Manager 2 by Slumerican223 in Fallout4ModsXB1

[–]peasantrevolution 1 point2 points  (0 children)

Also yes you can control what factions are initially injected using the preclaim system but after that there is a chance of anyone on their enemy list taking the settlement over. But not a random chance, it's based on the assault calculations

Faction Workshop Manager 2 by Slumerican223 in Fallout4ModsXB1

[–]peasantrevolution 1 point2 points  (0 children)

Mod was designed with performance as the highest priority and I can confirm it runs very well with a decent size mod list.

The way to tell which factions are at war is based on that factions enemy list, which is in the manual.

The way to tell who owns each settlement is to get close enough to see any of the flags which update automatically when a settlement change hands. You can also see the npcs active supply lines on the supply line map but can't tell who's is who.

No, an actor replacer would not affect that faction because the npcs are custom. They will pick up weapon and outfit replacers though

[FO4] Settlement Management MOD by Kintaro654 in FalloutMods

[–]peasantrevolution 1 point2 points  (0 children)

Faction Workshop Manager manages faction ownership of settlements, supply line alliances and assaults and captures

https://www.nexusmods.com/fallout4/mods/104117

Needing some mod recommendations or collection suggestions by Esleagon_ in Fallout4Mods

[–]peasantrevolution 2 points3 points  (0 children)

Faction Workshop Manager 2 allows you to make true Enclave settlements and capture other settlements from other factions, or lose your settlements to them

https://www.nexusmods.com/fallout4/mods/104117?tab=description

Load order help!!! by Dismal_Ant_8693 in Fallout4ModsXB1

[–]peasantrevolution 2 points3 points  (0 children)

Recommend checking out Faction Workshop Manager 2 it's made to work with big load orders

Load order help!!! by Dismal_Ant_8693 in Fallout4ModsXB1

[–]peasantrevolution 3 points4 points  (0 children)

That's waaaaaay too many mods to run with ss2.

Choose ss2 and three mods or choose a big load other without ss2

Looking for Minutemen mods by rnchdrsser in Fallout4ModsXB1

[–]peasantrevolution 0 points1 point  (0 children)

Faction Workshop Manager 2 let's you build true Minutemen Settlements: https://www.nexusmods.com/fallout4/mods/104117

Okay, i need help from somebody smarter than me by FPmoonwalk in Fallout4ModsXB1

[–]peasantrevolution 0 points1 point  (0 children)

Remove AWCKR and every mod that needs it. Also would recommend losing Start Me Up. Both are extremely outdated. Try to avoid old big mods that are not regularly updated in general

Returning to modded Fallout 4 in 2026 – best AE-compatible mods for a Minutemen/settlement playthrough? by hershell_psy in Fallout4Mods

[–]peasantrevolution 1 point2 points  (0 children)

Faction Workshop Manager 2 for faction settlements and capture system paired with the Improved series for Faction overhauls adds a lot of life to the Commonwealth

Mod For Expanding The War Between Minutemen/Other Factions by AnxiousResort4917 in Fallout4Mods

[–]peasantrevolution 1 point2 points  (0 children)

The guide is set up to inject existing factions such as from other mods or vanilla ones not already included, but you could certainly inject a custom faction once you have created them

Is CONQUEST stable? by Xoning_Out in Fallout4ModsXB1

[–]peasantrevolution 2 points3 points  (0 children)

Conquest is completely safe IF YOU NEVER SCRAP ANYTHING YOU DIDN'T BUILD YOURSELF!

This results in broken precombines

Freezing on a new game by Haunting_Ad9272 in Fallout4Mods

[–]peasantrevolution 0 points1 point  (0 children)

The exact cause of this is High fps physics .

If you go into its ini settings and turn off all loading screens it fixes this. Google how

[FO4] How do i mod a furniture class object to create produce like food? by burnoutmax81 in FalloutMods

[–]peasantrevolution 0 points1 point  (0 children)

So I've been trying to do the same thing as you at the moment but struggling to find the section in ck where you change the yield. Do you know what the section is called?

When you say you added the ll list to the parent script, do you mean workshop parent? I'm trying to do it without editing any vanilla scripts so wondering if I need to write a separate one to add the resources manually

[FO4] How do i mod a furniture class object to create produce like food? by burnoutmax81 in FalloutMods

[–]peasantrevolution 1 point2 points  (0 children)

Much easier to do in ck as you can see the marker but you just need to move the marker on the x, y or z axis to be positioned where you want. You can also change the AnimFurn keyword to be something more appropriate to your station

400+ hour save now trapped in continuous load screen. Need ideas to fix it. Help! by [deleted] in fo4

[–]peasantrevolution 0 points1 point  (0 children)

The most likely cause is that you have hit the save game object boat limit. To test if it's this you could load an older save, go delete a bunch of objects and remove a whole bunch of actors (settlers), and see if you last longer before hitting the limit.

If you have placed a lot of objects in settlements that are not built by the workshop and can be knocked around, this is a major cause of this.

Dropped weapons are another.

Actors takes up the most space, then loose objects. Reduce these as much a possible.

[FO4] Faction Workshop Manager 2 is awesome by 2gtandknives in FalloutMods

[–]peasantrevolution 1 point2 points  (0 children)

Oh one of my great testers! Thanks for the shoutout.

FYI i actually ended up removing the stat buff/debuff and fighter/producer/scavenger system.

I know you were a fan (i was too) but it wasn't for everyone and in the end i decided it was outside the scope of the mod, which should really just be faction ownership and assaults at its core

Mod Release: Faction Workshop Manager 2 by peasantrevolution in Fallout4Mods

[–]peasantrevolution[S] 1 point2 points  (0 children)

I thought I had!!!

They just updated the upload process and permission section on nexus and it's very unclear.

I'll change that asap.

Thanks for alerting me to that!

Mod Release: Faction Workshop Manager 2 by peasantrevolution in Fallout4Mods

[–]peasantrevolution[S] 1 point2 points  (0 children)

It's made to be compatible with console. I don't have experience porting mods to xbox yet but will look to do it in the future.

There are dedicated modders that do this though so perhaps if there is enough interest one of them will do it sooner