This cleanup turned out to be my most popular mod, with the grass fixes close behind. So...I would love to see screenshots of what you have built here. :)
2019-02-24 - *IF* you use this file along with my Abernathy Farm Grass fix and cleanup, you need to load Red Rocket AFTER Abernathy Farm. They are so close on the map that the Abernathy mod will try to add in combined meshes.
About other Previs / Precombine mods and MY mods...
I posted this on the PRP mod page. I do not know if the author will sticky it, but here is a copy of the information:
********** RE: PRP **********
Props: This was a tremendous undertaking, and I absolutely respect the work you put into this. But...
PSA: Users should be aware that blanket Precombine / Previs mods like this one WILL CONFLICT with other mods, such as my settlement cleanups, that regenerate their own Precombines / Previs.
Compatibility: To minimize conflicts, PRP should load BEFORE any cell editing mods that generate their own Precombines / Previs. BOTH PRP + these cell editing mods should be at/near the end of your load order, as stated above. Or...something like this:
All other mods Cell edits with BROKEN precombines / previs PRP Cell edits with REGENERATED precombines / previs (END)
Caveats: This STILL is not a 100% guarantee that you won't have occasional flickering or disappearing near cell borders where the Previs / Precombine data may have a conflict or two. But it should at least minimize it. This is a limitation of the engine and the way it optimizes cell geometry.
Prevention: You won't NEED mods like PRP if you DO NOT use mods that disable previs / precombines to begin with. This includes a lot of OLD green mods like Regrowth Overhaul, which asked users to disable bUsePrecombines. Some mods even turn it off without telling the user, or accidentally break it. You can check this in game with a console command: TPC (Toggle Pre-Culling) If you can toggle it between disable and enable without errors, your cell has working precombines. If you get an error, they are broken.
For modders who want to edit a cell, there are 2 rules you must follow: ( 1 ) If you are going to TOUCH ANYTHING VANILLA in a cell, assume you will break precombines, and need to regenerate precombines + previs. Just CLICKING on a vanilla cell object flags the cell as edited and breaks precombines. This can be fixed using xEdit / FO4Edit to remove the vanilla cell edits. ( 2 ) If you don't want to touch vanilla, and just want to ADD CONTENT to a cell, create a layer and do ALL work on that layer.
Why does this even matter? Performance! Many of the "Fallout 4 is not optimized" complaints were coming from users who broke their precombines with mods. Even Bethesda themselves broke precombines in the General Atomics cell with the Automatron DLC. This has a HUGE impact. Here is a video I made comparing on -vs- off:
Just tested this and the Hangman's Alley clean with All Settlements Extended, as well as Do Your Damn Job Codsworth (hands-down best settlement cleanup mod, PERIOD.)
Works just fine without flickering, disappearing curbs, or what-have-you, as long as the corresponding ASE plugin is BELOW the cleaned settlements in your load order.
What I did was merge all my choices of ASE into one plugin (you should be able to use the all-in-one provided by the author as well) and put it at the very bottom of my load order. Immediately above that, I put, in this order:
1. DYDJC 2. MDF Red Rocket Clean 3. MDF Hangman's Alley Clean. 4. ASE (Merged)
Haven't tested with the rest of my cleaned settlement mods (several different ones from different authors) and I haven't yet tried to merge all of these, nor am I sure it's a good idea. Will report back after more testing (if I remember to.)
Can confirm it works with: Red Rockets' Glare REDONE + Repaired Red Rocket + Luxor HD Overhaul + Previsibines Repair Pack (PRP), just had to put this almost at the bottom of my load order and now is properly removing the junk etc like in the pictures, can't think about other mod that could conflict but those were the most important ones, thanks for the mod and endorsed! <3
Glad you are enjoying it. There is an updated version with switched lighting and a settlement template, if you want to check it out. Link is stickied above.
Also I posted info on load order adjustment for other mods that edit cells and precombines, like PRP, along with an explanation how it works.
Glad you are enjoying it. There is an updated version with switched lighting and a settlement template, if you want to check it out. Link is stickied above.
For people who like to live and work, this is a god level module. Conditions for survivors shouldn't be so bad that they don't have the energy to clean up their strongholds. But the interior walls are a little bad,because it looks like rotten skin, So I highly recommend using it with another module, it can make your wall into a more warm red wall. : Really Red Rocket at Fallout 4 Nexus - Mods and community (nexusmods.com) ,(mods/9870)
If you don't like the wood texture walls you just need the texture that Eli used in her mod. But using the whole Really Red Rocket mod will conflict if it makes cell edits.
You can also delete the textures.ba2 file from my mod to go back to vanilla.
There is also an updated version of this mod with lighting features and a settlement template.
Start a new game with both mods. Don't scrap the trees. I use the Raze My Settlement mod to scrap quick but leave trees. You can also use mods like Homemaker for placeable trees.
Hey Maddog, love your cleaning mods mate, however still having some issues with this one regardless of where I drop it in the load order. I get a lot of flickering of objects around it especially the road just before the bridge to sanctuary, the minutemen statue and some trees around it, which is extremely immersion breaking.
Try a new game with my mod only. I'm not getting any glitches, and Raybo confirmed that version 5.2 or 5.21 do not have visibility issues. Also the area you are mentioning is outside my edited cells for Red Rocket, so I am wondering if you are having trouble with a Sanctuary cleanup mod or a sanctuary bridge restored mod?
You could also try the new cleanups for Sanctuary and Red Rocket that I re-released for my MDFs Cozy Player Home Settlements series. I am currently using those versions for Sanctuary + Red Rocket and have 0 issues. You can see the mods working well together in my playthrough here: 2021 Fallout 4 Playthrough
I tried again, it's not working from a fresh game. I do have a bridge mod but that isn't it the issue. Now I haven't tried it will your all in one mod but honestly I don't like half the changes you made in those that fits with my views on the world, hence why I only use the individual mods.
Very late reply but I have found the issue, using your mods with the Boston FPS fix or PRP causes huge flickering to occur. This is a huge shame for me because I've tried adjusting the load orders. I am running Group Manor, Ergets, Hangman's and Sunshine, it's affecting all of them. But alas I don't want to start yet another playthrough so I'm going to have to sacrifice it because I need to run either Boston FPS fix or PRP for playability. Honestly Bethesda better optimise Starfield...
Sorry for the slow reply. I am not that active on Nexus anymore...
If I recall correctly, Boston FPS Fix adds occlusion planes and recalculates some combined meshes. That can potentially conflict with any of my mods that also recalculate precombined meshes and visibility.
This mod is absolutely fantastic. I tend to use Red Rocket as my "main" character base and this thing made it much more fun to use that for. Until...
Can anyone think of any reason why it was working spectacularly, with the tables and those REALLY annoying frikken always in the way Pump Arms gone and then suddenly the tables and pump arms are back, but the wood paneled walls are still there? Could really use some insight on this one. This mod is down at the very bottom of my load order (using MO2).
Hey I appreciate the response! Figured out it was the load order. Moved yours down to the very bottom and it works like a champ now.
I did check out your other template and whereas I did like it, I have my own Red Rocket "ideas" so went with this one instead as it gets rid of all the annoying crap but allows me to build as I want:)
Coming back to FO4, I install your mod 'cause I really appreciate the wood walls ! But infortunately, there is an issue : once the garage door is open, it's impossible to shut it down. I don't know if you maintain this mod ; if yes an up will be appreciate :)
That's an odd issue. The button inside the garage that controls the door is vanilla and the script/function has not been altered in any way. Try reloading and see if that helps.
If that does not work, try starting a new game with just my mod active and see if it works OK.
I was using spring cleaning up until now for some reason it just decided to s#*! itself so this is a godsend, even if the mod is abandoned/forgotten about
It's not abandoned. I still check in from time to time. There is also a newer version with a settlement template and switched wall lighting, if you want to check it out.
Should be rock solid stable. You may have a conflict OR could be you loaded the mod while you were in the cell. Try putting the mod toward the end of your load order and start a new game.
FO4Edit says your no scripts version has 2 broken nav meshes that require a manual fix. Also, if you're navmeshing an exterior, you should be making the edits into a master file (esm).
I put ZERO stock into any auto error reporting. The "navmesh herrors" the CK has shown me in my mods have been on vanilla meshes that I never even touched. I know this because I actually checked them myself, in the editor, prior to release.
As for navmesh edits needing to be in ESM files, I'm going to need a source on that.
97 comments
I posted this on the PRP mod page. I do not know if the author will sticky it, but here is a copy of the information:
********** RE: PRP **********
Props: This was a tremendous undertaking, and I absolutely respect the work you put into this. But...
PSA: Users should be aware that blanket Precombine / Previs mods like this one WILL CONFLICT with other mods, such as my settlement cleanups, that regenerate their own Precombines / Previs.
Compatibility: To minimize conflicts, PRP should load BEFORE any cell editing mods that generate their own Precombines / Previs. BOTH PRP + these cell editing mods should be at/near the end of your load order, as stated above. Or...something like this:
All other mods
Cell edits with BROKEN precombines / previs
PRP
Cell edits with REGENERATED precombines / previs
(END)
Caveats: This STILL is not a 100% guarantee that you won't have occasional flickering or disappearing near cell borders where the Previs / Precombine data may have a conflict or two. But it should at least minimize it. This is a limitation of the engine and the way it optimizes cell geometry.
Prevention: You won't NEED mods like PRP if you DO NOT use mods that disable previs / precombines to begin with. This includes a lot of OLD green mods like Regrowth Overhaul, which asked users to disable bUsePrecombines. Some mods even turn it off without telling the user, or accidentally break it. You can check this in game with a console command: TPC (Toggle Pre-Culling) If you can toggle it between disable and enable without errors, your cell has working precombines. If you get an error, they are broken.
For modders who want to edit a cell, there are 2 rules you must follow: ( 1 ) If you are going to TOUCH ANYTHING VANILLA in a cell, assume you will break precombines, and need to regenerate precombines + previs. Just CLICKING on a vanilla cell object flags the cell as edited and breaks precombines. This can be fixed using xEdit / FO4Edit to remove the vanilla cell edits. ( 2 ) If you don't want to touch vanilla, and just want to ADD CONTENT to a cell, create a layer and do ALL work on that layer.
Why does this even matter? Performance! Many of the "Fallout 4 is not optimized" complaints were coming from users who broke their precombines with mods. Even Bethesda themselves broke precombines in the General Atomics cell with the Automatron DLC. This has a HUGE impact. Here is a video I made comparing on -vs- off:
Hope this helps.
Works just fine without flickering, disappearing curbs, or what-have-you, as long as the corresponding ASE plugin is BELOW the cleaned settlements in your load order.
What I did was merge all my choices of ASE into one plugin (you should be able to use the all-in-one provided by the author as well) and put it at the very bottom of my load order. Immediately above that, I put, in this order:
1. DYDJC
2. MDF Red Rocket Clean
3. MDF Hangman's Alley Clean.
4. ASE (Merged)
Haven't tested with the rest of my cleaned settlement mods (several different ones from different authors) and I haven't yet tried to merge all of these, nor am I sure it's a good idea. Will report back after more testing (if I remember to.)
Stickied.
Also I posted info on load order adjustment for other mods that edit cells and precombines, like PRP, along with an explanation how it works.
Thank you for your work and sharing.
Endorsed, and kudos to you....
Conditions for survivors shouldn't be so bad that they don't have the energy to clean up their strongholds.
But the interior walls are a little bad,because it looks like rotten skin,
So I highly recommend using it with another module, it can make your wall into a more warm red wall.
: Really Red Rocket at Fallout 4 Nexus - Mods and community (nexusmods.com) ,(mods/9870)
You can also delete the textures.ba2 file from my mod to go back to vanilla.
There is also an updated version of this mod with lighting features and a settlement template.
You could also try the new cleanups for Sanctuary and Red Rocket that I re-released for my MDFs Cozy Player Home Settlements series. I am currently using those versions for Sanctuary + Red Rocket and have 0 issues. You can see the mods working well together in my playthrough here: 2021 Fallout 4 Playthrough
Hope that helps.
If I recall correctly, Boston FPS Fix adds occlusion planes and recalculates some combined meshes. That can potentially conflict with any of my mods that also recalculate precombined meshes and visibility.
Can anyone think of any reason why it was working spectacularly, with the tables and those REALLY annoying frikken always in the way Pump Arms gone and then suddenly the tables and pump arms are back, but the wood paneled walls are still there? Could really use some insight on this one. This mod is down at the very bottom of my load order (using MO2).
Thanks in advance
Also, if you REALLY like Red Rocket, check out my cosy player home style template/build with modded in switched lighting.
MDFs Cozy Player Home Settlements
I did check out your other template and whereas I did like it, I have my own Red Rocket "ideas" so went with this one instead as it gets rid of all the annoying crap but allows me to build as I want:)
Again, thanks for responding:)
I don't know if you maintain this mod ; if yes an up will be appreciate :)
If that does not work, try starting a new game with just my mod active and see if it works OK.
MDFs Cozy Player Home Settlements
As for navmesh edits needing to be in ESM files, I'm going to need a source on that.