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ViralGamer

Uploaded by

FortuneQuacker

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About this mod

I am no longer supporting this file, discussion and bug report forums have been closed. - This mod disables pre-culling in settlement cells making it possible to scrap large objects such as houses and hedges without causing the world to blink out of existence as your character passes through the area where the scrapped object once stood.

Requirements
Permissions and credits
Changelogs
I am no longer supporting this file, discussion and bug report forums have been closed. -

Be sure to check out my other mod.  MOVE OVER TRASHCAN CARLA.

If you are coming back to get the latest update, please endorse my mod. It means a lot to me. Thank you for your support.

DESCRIPTION

This mod disables pre-culling in settlement cells making it possible to scrap large objects such as houses and hedges without causing the world to blink out of existence as your character passes through the area where the scrapped object once stood.

Areas outside of the vanilla settlements have been included for those who are using mods which create alternate settlements.  Cells surrounding the settlement locations have been added to accommodate players who use mods which expand the existing settlement areas.

INSTALLATION (IF YOU OWN ALL THE DLC, PLEASE BE SURE YOU DOWNLOAD AND INSTALL VERSION 1.0.7 alpha of NMDA.)

Any mod, including this one, which makes changes to a cell or it's properties, can uncover an array of strange issues.  Here are a few that you may see, and what to do about them.

Bugs and Glitches

Definitions

A bug, is an issue caused by incorrect development of a mod.  Bugs can be corrected, once the mod author understands what is causing the issue.
A glitch, is an issue caused by incorrect development of the game itself.  Glitches cannot be corrected by the mod author and must be  dealt with by work-arounds.

Cell Reset -When this glitch occurs, all of the changes you have made to a cell will revert back to their original state.  This in not actually a bug. It is a glitch that can be caused by removing the esp file from your load order OR by changing the name of the esp file. This is why starting a new game after installing a mod is recommended, among other reasons.  All of the ALL IN ONE files for this mod are named the same, so you should not encounter this bug unless you are switching from one of the other version to the AIO version.  In this case you will need to start a new game.  Or, redo changes to your settlement cells.

No Sprint - When this glitch occurs, you cannot sprint in a settlement.  This too, is not a bug, but a glitch.  To work around this "bug", Open up your Fallout4Custom.ini and under [Gameplay] tab add fPlayerDisableSprintingLoadingCellDistance=0.

Workshop Boot - When this glitch occurs, you will be kicked out of workshop mode for no apparent reason.  This is not a bug or a glitch.  It is a game mechanic that you will notice in the vanilla game if you walk out of the build area while in workshop mode.  Specifically, this issue occurs when you move from a cell that is in the build area (or changed by a mod) to one that is not while in workshop mode.  The simple solution to this is just to go back into workshop mode.  I have done my best to include cells surrounding all the settlement areas, so that you will not experience this issue.   But, since there are many expansion mods, I cannot accommodate all of them.  If you have this issue, please make a note of your exact location relative to vanilla map locations.  Post this location here, and I will do my best to modify the cells causing the issue.

Power Armor Reset - When this glitch occurs, you will notice that your Power Armor has disappeared off of any frames that have been left in the cell with armor attached.  The work-around for this is to either remove armor and store it in a container, or to scrap and rebuild frames that have been found in the game.  There are several mods available which allow build-able power armor frames.

Can't Move in Build Mode - If you find your self in this predicament, simply exit build mode, go into third person view and then re-enter build mode.

Load Order

The only requirement is that this mod is loaded as close as you can get it to the end of your load order.  So, install normally, use LOOT, then drag this mod to the last of your load order.  I am currently running my mod last of 254 mods and the game runs great.

My load order works with 254 mods installed. Here are the last few lines.

FQ_NoMoreLODFlicker_AIO.esp 250
Scrap Everything - Core.exp 251
Scrap Everything - Ultimate Edition.exp 252
ScrapUpdate - Ultimate.esp 253
Bashed Patch, 0.esp 254

I also have bUseCombinedObjects = 0 and bUsePreculledObjects = 1 set in my Fallout4Custom.ini file under the [General] section and fPlayerDisableSprintingLoadingCellDistance=0 under the [Gameplay] section.

This is the only configuration that I can say for sure works.

I am not a developer. I just made a mod. I do no testing other than on my own PC.

NO ANIMALS WERE HARMED IN THE MAKING OF THIS MOD.

AREAS INCLUDED IN THE NEW AND IMPROVED UPDATED ALL-IN-ONE VERSION OF THE MOD. (TEST IT AT YOUR OWN RISK).

COMMONWEALTH AREAS:
Abernathy Farm*
Atomatoys Factory
Atom Cats Garage
Billys House
Boston Airport*
Breakheart Banks
Bunker Hill
Concord
Corvega Assembly Plant
County Crossing
Covenant House*
Croup Manor*
East Boston Prep School
Easy City Downs
Egret Tours Marina
Fairline Hills Estates
Federal Ration Stockpile (Included Lonely Chapel)
Evans Way Cul de sac
Finch Farm*
Fort Hagen
Gray Garden*
Greentop Nursery*
Hyde Park
Ivans
Jalbert Brothers Disposal
Jamaica Plains*
Kingsport Lighthouse
Lake Cochituate (West Bank)
Lexington
Mystic Pines
Natick Banks
Natick Power Plant
Neponset Park
Nordhagen Beach*
Oberland Station*
Poseidon Energy
Quincy Ruins
Quincy Quarry
Ranger Cabin
Red Rocket*
Red Rocket Cave
Relay Outpost Zimonja
Revere Beach Station
Revere Satellite Array
Roadside Pines Motel
Rocky Narrows Park
Sanctuary Hills*
Spectacle Island*
Starlight Drive-In*
Suffolk County Charter School
Sunshine Tidings*
Taffington Boat House*
Tenpines Bluff*
The Castle*
The Slog*
Thicket Excavations
University Point
Vault 111
VFT Far Beacon
Warwick Homestead*
Westing Estate
West Roxbury Station

FAR HARBOR AREAS:
Acadia Observatory
Dalton Farm*
Echo Lake Lumber*
Eden Meadows Cinema
Longfellow's Cabin*
National Park Campgrounds
National Park Headquarters
National Park Visitor's Center

NUKA WORLD AREAS:
Bradberton
Hubologist Camp

Fifty plus Points of Interest and multiple Wilderness cells surrounding the areas listed.

*Vanilla Settlements

Be sure to check out my other mod.  MOVE OVER TRASHCAN CARLA.

THANKS

I'd like to thank Bethesda for the CK and all their games.  I would also like to give a shout out to the mod authors of the mods that allow us to Scrap more items.

Happy Hunting!
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