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  1. Eternalspirit
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    Hi Jenn, I asked much earlier about compatibility with Horizon and I've got my answer:

    "To get the item list, I loaded a game with no scrapping mods. I performed a 'scrapall' and then retrieved everything that wasn't scrapped. I looked at what was available and then placed those items in the first aid kit. You are not losing anything in the way of materials, you just don't have to do it yourself."

    Horizon changes the scrap recipes of some items so this is a bit of a bummer. It will be compatible in the sense of not having any major conflicts (that I know of, I'm just learning that your mods do a lot more than just cleaning up junk), but it won't give you the items intended to be received by Horizon. I guess the only real way to fix this is by duplicating your method with Horizon installed.

    I'm not asking you to deal with this, but maybe it would be worth it to pin this post so people are aware?

    On another note, if I were to use your methodology to make it 100% Horizon compatible, is there an easier way to figure out the differences in the item lists other than constantly alt-tabbing to manually compare them?
    1. jenncave
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      Ok I will pin your post.
  2. jenncave
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    Yes, I do plan to do all of the DLC settlements. I have quite a few irons in the fire so please be patient. I am working on releasing a final version of my CAS settlements complete with minor fixes and some changes.
    Yes, I am still working on my Super Clean version of these settlements. I am only planning on doing a few of them though. Sanctuary included.


    If you are commenting about or have an issue with one of these merges that you want me to help you with, please let me know which merged file and the version of it that you are using.
    This is critical in bug reports as I can't respond to you properly without knowing what file you are using. When making a bug report please be specific. Instead of 'the wall is misplaced' with no indication of what settlement or what building, it makes it difficult to respond. Instead of saying the npc's are acting crazy, please let me know what your definition of crazy is...lol For example, "I placed a shop in the third story room of the new building in Jamaica plains but they won't go to it." Thank you!

    Also, I am accepting no more requests for other merges. I am happy to help you make your own merge.
    You need the programs Merged Plugins by matortheeternal, Bethesda Archive extractor, FO4Edit(Xedit) and Bethesda's Creation Kit. It is so easy even I can do it!
    Here is a tutorial on how to make your own custom mod using my settlement locations....https://www.youtube.com/watch?v=HqyFxU79BmM&t=363s
    Here is a tutorial on how to make some edits and find mod conflicts with FO4Edit.... https://youtu.be/od4PhzK9lHY
  3. Korach
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    Does anyone else get the bug or what-ever, where they get an instance of double everything? Like two doors in a sanctuary house and two "scrap resource" boxes on the workbench?
    1. Khalifrio
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      Its been a long standing issue for some people. No one had figured out just what causes it aside from a possible mod conflict of some sort.
    2. Traim
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      I read somewhere else that this happens when you Install the All-In-One Merged file (that contains all the settlements as in the description) and...on the next page in the same installer.... choose the Settlement ESLs, effectivly installing 2 copies of the same settlement. I dont know if thats the cause, as I had that very bug, but I am trying to get a clean installation of the mod (after gamefile-validation because this mod + hangmans alley interior Apartments screwed each other over unrepairably...) to repair some stuff... will report later on weather that fixed the Double-Everything Issue. I also had another bug where I can scrap every house in Sanctuary, except for one....the second house on the left side after the bridge to red rocket (if you are facing towards the player-house/roundabout). I couldnt even select it via Console to disable it, it is most likely cursed, but before calling the Ghostbusters, Ill try the clean installation method without any single ESLs....wish me luck =)
    3. jenncave
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      Yes, doubles are generally due to installing both a merged file and the single .esp files. The next update will fix that confusion. There can occasionally be double doors on some locations when upgrading from a previous version. Do not scrap them, as it will resolve on its own. There will be new houses in next update with their own scrap recipes which should fix any problems with scrapping as they will be completely different items.
    4. Traim
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      Thanks Jenncave! Just came back here and wanted to report my success of getting rid of the double-doors by choosing "none" on the first Installer page, than picking all the esl files I want. No issues so far.
      The House in Sanctuary (the Second House on the Left when you cross the bridge from Red Rocket) is still bugged, I can not select it, scrap it and I cant even use the console on it (clicked it and disabled, nothing happens...different angle: one of the hedges behind the house disappeared (I was clicking on the giant yellow Wall, hard to miss...)). I also get other low-res Structures pop in in that one house for a few frames, than they disappear again. I guess the Vanilla House is still in that place and maybe the 2 structures are not cleanly seperated? Cant really express what I want to say in english...sorry.

      Anyways, great mod overall! You already saved me hours of scrapping trash :D!
    5. jenncave
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      Hi, glad that resolves some of your issues. Which hedge are you referring to? There should only be one. Also I do not know what giant yellow wall you are talking about?
      Also those low res houses are LOD and I can not do anything about them.
  4. taglag
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    I really wanted to like this mod, but I noticed, and maybe I installed something wrong, but if I clean sanctuary on my own, when I am done, my settlement size bar is like at like 25% full.

    If I allow this mod to do it's clean and simple when I get to sanctuary My size bar is at like 75% full. and it does not get smaller.

    As best I can tell this mod reduces my settlement size at least on sanctuary by 50%, maybe more.

    Like I said maybe I installed something wrong, but that is the way it worked for me.
    1. jenncave
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      Hi, I did not adjust the settlement size since I wanted my mod to be compatible with other mods. You can use pretty much any settlement budget mod there is to expand or eliminate the budget. The main thing to remember about the settlement budget is that Bethesda created them so that low end machines won’t be bogged down with having to render so many objects in a certain location. The objects I removed, while they do contribute to the budget, don’t have to be rendered in game so it saves your video card.
    2. taglag
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      I may look into it, I know the console commands to extend my budget, but I hesitate to use them ( I have though in certain Profiles ), as I like to stay very close to the intended budget, and finding exactly how much to extend it to match that can be difficult, or at least is for me.
    3. jenncave
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      Yes, unfortunately there isn’t much if any information on how to recreate a budget based on what they had created. Mainly due to the fact that since the items are still present, they would be accounted for.
    4. elrofrost2
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      First, thanks for a great mod(s).

      But your reply doesn't answer the question.. if you don't edit the build.size limit then why is Sanctuary at 75%? Even if I scrap every house, it still sits at 76%. Should be like 12 to 15% at the most, with nothing there but grass and trees.
      So either i start the game over, and run through the intro again, or raise the limit.

      Besides the bridge, did you add anything else? maybe fix the river wall, or add more tress or anything else? I noticed the plants around the tree. Anything else?

      EDIT: I have figured out a work around. I use Sim Settlements. I use this mod on places where I don't plan on using RotC (the SS auto builder). But included in SS config, is a simple tool to increases build limit 25% at a time. So now I can add as many SS plots I want in Sanctuary. So far increased 50% and everything is fine. I am running on a kick ass pc through.

      Still doesn't answer why the limit is set at 75%, but for me, at least, it doesn't matter.

      Thanks.
    5. jenncave
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      I did actually answer the question. The reason that the budget is consumed so much is because those items are disabled not deleted. If I were to just delete those items, it would cause a CTD.
    6. elrofrost2
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      Ahhh you disabled them. Ok, That makes sense. But why would the game CTD? Doesn't really matter though, for me at least. Easy enough to increase the limit.

      Thanks again.
    7. jenncave
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      Deleted objects cause a CTD if there is another object that references it for whatever reason. The deleted object is gone and the game engine doesn’t know how to reconcile that so it quits.
    8. elrofrost2
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      Ahhh I got it. Thanks. And thanks for the mods. Spares me the worse part of this game, cleaning up.

      By the way, check out Sim Settlements. You can't use RoTC (it;s auto-builder) on any settlements you've used one of these mods for. But you can use the plots.

      Thanks again.
  5. KhaosZand3r
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    Is this compatible with Sim Settlements? Specifically Conqueror where it prebuilds most of the settlements.
    1. jenncave
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      I do not know as I don’t use that mod.
    2. MadTurin
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      Highly unlikely as every city plan I've ever seen / used for Sim Settlements takes the settlements' build limits and snaps their spines like Bane did to Batman. Many of them alter the build zones in addition.
    3. jenncave
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      That won't be a conflict since I don't edit the settlement build limit some locations the build zones though
    4. BenRierimanu
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      As per https://simsettlements.com/web/wiki/index.php?title=Rise_Of_The_Commonwealth_FAQ#Non-Sim_Settlement_Mods

      Sim Settlements is only incompatible for cases where you use the city plans/automatic building functionality (the cleaning changes available objects in the plans and have to be updated specifically for the jenncave variants.), everything else works fine.
  6. JOHNBELT
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    I read through many of the posts and see some discussions of this topic but nothing definitive. So let me ask straight up. Does this mod break the precombines and previs of the game? I think I saw a post saying you "fixed" the precombines. Would such a fix prevent the issues associated with altering precombines?
    1. jenncave
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      Ok, I did not recreate them as it creates more issues with conflicting mods and such.
    2. JOHNBELT
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      You didn't recreate them. Did you alter them? If so, won't that cause issues with the game in the long run?
    3. jenncave
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      If you are running a lot of mods that edit the precombines (pretty much any mod that alters the world space, you would be better to disable precombines for your game. If I recreate them, my mod will over write any mod that comes before hand and any mod that comes after mine will over write mine. I can give you a better description that my friend who is also a mod author said but gimme a day or to to find her comment regarding that.
    4. jenncave
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      Edit: ‘One thing you both want to keep in mind is that if the author does recalculate that data this mod will become HARD incompatible (load order can't fix it) with virtually every other mod that modifies the worldspace because previs alone means that the data for nearly the entire map will change. Exploring new location mods such as Beantown Interiors, new settlement mods, mods which clean up non-settlement locations, new player home mods, the use of scrap mods, etc. will all become incompatible. So consider just how badly you want to use a bunch of world editing mods and have good performance. You likely can't have both unless you recalculate your own data based on your individual load order.‘ comment from mod author Damanding
    5. JOHNBELT
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      From what I've read, and I'm no expert by any means, disabling precombines will cause lag, CTDs, freeze-ups and general mayhem. I have been having issues in game with just these problems. I have a pretty good rig but it isn't top of the line so I've been trying to figure out why I am crashing and freezing. The only thing I can come up with is this precombine issue. I have been going over my load order and removing mods that effect precombines, which are a quite a few. Hopefully I have a load order left when I'm done. I do like the idea of your mod as it makes starting a new game so nice and simple, but I can't get past about 20 hours of play before the (fallout) world ends.
    6. jenncave
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      I also didn't do precombines/previs because of the way the game engine runs. Please read this page about the topic written by Bethesda https://www.creationkit.com/fallout4/index.php?title=Precombined_References#Related_INI_Settings
      According to the information in this article, the game engine automatically deactivates this system in cells that have been edited so it won't affect the entire world like using the .ini setting for disabling precombines.
      For more information, please read this forum written by some of the best mod authors out there.
      https://forums.nexusmods.com/index.php?/topic/5522717-fallout-4-optimization-and-performance-systems-explained/
    7. JOHNBELT
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      Those two articles, particularly the second one, which also suggests watching a video by Gamerpoets, pretty much backs up my concerns. They state outright that altering precombines will,in all likely hood, end up causing CTDs and significant performance problems. Maybe if I was using a top of the line, uber-gaming rig, I could ignore this, but I'm not so I guess I have to drop your mod. Tell me, have you played the game to the end using your mods? Do you use a high end rig? Have you had any issues?
    8. jenncave
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      Yes, I have played to end with my mods. No, I don’t have a high end rig but I do have a decent one. And no, I have not have had any issues. The only time I get a CTD is when I have a mod conflict and the only time I experience any lag is in downtown Boston but only from 60fps to about 50 and I got that while running a vanilla game. Have a good one!
    9. JOHNBELT
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      Well, I removed every other mod that alters the precombined settings, including yours. I had a couple of others, mostly foliage mods and from my reading they are the big culprits. I started a game without your mod, and I came to an epiphany. I see people comment that such and such a mod is a 'must have' but in the case of your mod, that's not just lip service for me. I can't deal with scrapping another settlement or the trashy look of the vanilla settlements. I would rather not play Fallout again than deal with that headache, so I reloaded your mod and I'll hope for the best. Thanks for all the insights into this issue. I think i understand it well enough to realize your mod probably wasn't the cause of my problems. Also, thanks putting up with all the questions and criticisms so gracefully. Many modders would have told me to drop dead by now.
    10. jenncave
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      I don't mind questions. I figured you liked the mod or wouldn't bother commenting or trying to understand why I didn't regenerate, you would simply move on.
    11. BenRierimanu
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      That very topic has the results of someone's work in trying to figure out how to automate building the precombine/previs data for the game, and I'm currently testing the results.

      A proper version with the data available may soon follow.

      ... this is good considering I tried building that stuff one by one in the CK a long time ago.
  7. ContentChop
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    Note for everyone using the Sanctuary bridge mod (https://www.nexusmods.com/fallout4/mods/22949), Fallout seasons (https://www.nexusmods.com/fallout4/mods/5810), and Repairable Sanctuary mod (https://www.nexusmods.com/fallout4/mods/8610) to make sure that they ALL load after Clean and Simple since you're going to have problems if not. Also, you might need to adjust the walls on the side of the bridge.

    Fantastic mod btw Jenn! You made my life so much easier!!
    1. jenncave
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      Thank you!
  8. XannahDeux
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    The only problem I have, is that in my play-throughs, I VERY much depend on the scrapped junk as a source of materials for the next leg of my journey.. Especially the large amounts gained from buildings, cars & furniture.
    You could off-set this for players like myself by depositing the materials into a container or possibly the workbench, but uncertain how much trouble that would be for you.. But I assure you its very needed, as NObody with this type of mod has thought of the player's needs, in this way yet.. I hope you will consider.

    Best wishes-
    1. jenncave
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      There is a container of scrap on or near every workbench
    2. XannahDeux
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      You're kidding!.. Wow, I stand corrected! I'm very impressed. Every similar mod I've tried forgets this completely*
      Please accept my endorsement and virtual 'handshake' Thx-
    3. jenncave
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      yes, that was the first thing I thought of when I was creating the series was that I and others would depend on the scrap. Glad you like it!
      Each location has a different container so look around for something that has a lot of items that is right next to workbenches. Sometimes a wall item, sometimes a free standing item, most of them are not something that is usually a container....such as...teddy bears, alarm clocks, phones. etc. I had fun with that part of it, too. But if you get stumped, check each settlement location's mod page for the description.
  9. ymbaby002
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    Hope all synthetic a ESP or replace the ESL version
    If all use, occupy the position of too much
    1. jenncave
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      There are several merged files available.
    2. XannahDeux
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      Wow.. You understood that?
    3. jenncave
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      I have a dyslexic son and several foreign friends
  10. BasHzz
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    This mod saves the work of scrapping all the random crap around the settlements and even repairs the shitty houses! You cant please everyone! Not all settlements are for everyone but as you install it you can select which settlements you want. Me personally i actually like how small hangmans alley is, i find it a challenge to fit 20+ settlers in there, but this mod turns hangman's into spectacle island! (exaggeration)
    For sure this is somewhat of a must have mod for settlement building as it repairs certain things that you'd need 10+ other mods for.

    One question! is it compatible with https://www.nexusmods.com/fallout4/mods/22442Settlement Transfer Blueprints
    Depending on my mood I may not feel up to making a whole village at the time or whatever so if i could just load in some blueprint that would be pretty nice.

    Endorsed!
    1. jenncave
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      Well, I am sure that it is compatible with transfer settlements but of course it depends on the individual blueprint. Thank you!!
  11. pray4urbeats
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    Hey what are you using to make the ground look so green?
    1. jenncave
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      It is a mod called Fallout 4 seasons by frogprincess there is a link in the description on any of the individual mod pages
  12. ghost23d
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    Does anyone know if Jenncave has handled rebuilding the precombine meshes and previs data for the settlements that have been cleaned to keep the fps stable? Just curious to know if anyone has seen any cleaning mods that have rebuilt the precombines...
    1. jenncave
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      I have not rebuilt the precombines due to the fact that the only area it would really benefit from it is in downtown area and any mod that loaded after it would simply override mine for those cells anyway. :)
    2. EighmyLupin
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      So this mod shouldn't really effect Performance in the downtown area.
    3. jenncave
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      No, it is almost a wash on the things I remove vs things I add to the only settlement downtown...Hangman’s Alley
    4. iRulz
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      it does affect it badly causing micro stutters and if you are sensative to motion or stuttering you will feel realy bad with it, i loved this mod and was upset to realise all precombines and previs werenot been rebuit, not only that it affects a large area around each settlement with the way combines and previs works, it affects around 4 squares on the map around each settlement and that is alot. im not pulling thiw mod down by the way i loved it but could not handle the micro stuttering my self, it is quality work :)

      all precombines and previs should alway be rebuilt to stop any issues like this :)
    5. jenncave
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      Please, I do mean no disrespect but I will disagree. If I were to rebuild precombines and the associated previs, my mod would conflict with every other mod that loads after mine or any of the DLC for that matter. It is just not worth the time nor the effort for a mod author to do this. If you load the Bethesda dlc files into FO4EDIT you will see that the dlc files invalidate each other in regards to precombines and previs. It is recommended to disable precombines if you use any mod.
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