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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. Vanguardascendant
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    Is it fairly safe to say that the Clean and Simple series is friendly towards FPS and CTDs than using something like Scrap Everything?
    1. jenncave
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      I would say that since it isn't a complaint that I get from users.
    2. Vanguardascendant
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      Thanks!
  4. Agiselus
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    It is nice to see the evolution of the mods, specially when you need it and myself remembers; -Hey there was a mod that removes all the crap from the settlements... Now i came here and you have a lot of settlements cleaned, simply nice and awesome,

    Thanks for sharing your work.
    1. jenncave
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      Thank you!
  5. Rhaevyn
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    Hello dear Jenn...

    I know you're extremely busy and that you're planning to update, so I wanted to toss in a request if I may. Could you please make the ferschleppin HAMMERING in Sanctuary visible somehow so I can scrap them? It makes me insane. I have to install mods to get rid of the sound but they still hammer away in silence. I do NOT use scrapping mods and the "insert" function of place everywhere still does not target them. My sanity thanks you in advance :)
    1. jenncave
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      Lol the new update for sanctuary won’t have those markers anymore
    2. Rhaevyn
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      Have I told you lately that I love you? You are beyond awesome my good lady *HUGS*

      EDIT: Miss Jenn... I seem to have an old problem cropping back up. I'm using the complete package, all 29 settlements. I have no mods that alter Sanctuary. And I'm finding that fast traveling into Sanctuary now and then the settlement is back to vanilla, all filthy. Have to reload the game to reset it to your nice cleanness. How on earth does this happen and what can I do to troubleshoot this? Thanks doll.
    3. jenncave
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      Sorry, for some reason, edits to posts don't show up for me to see. I am not sure why you are seeing things. Are you using scrap everything or some other mod that loads after mine? The only reason you would see reappearing items is if something else touched the item after my mod did..
    4. Sinapus
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      I've mentioned that problem before, and I have a guess:

      It seems to happen when I've been playing the game for awhile and seems similar to that vanilla glitch where doors open but you get this hazy image of the door, or when the concrete looks "smoky" and your character is partially submerged in it. Since shutting down the game and then starting it resets it, it might be something in the graphics card maybe? It forces a reload of everything at least, and I know my card isn't the very best (GTX 960) so it might be that.
  6. 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.
    9. ScorpioMaurus
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      I use the Rise of the Commonwealth blueprints on most settlements and I use the AIO version of Clean and Simple, The only settlements I've had problems with using RotC is Sunshine Tidings (Every blueprint causes CTD there), Tenpines Bluff (Though I did have success with one of the contest blueprints, the RotC blueprint causes CTD). I also do not use RotC on Coastal Cottage, Croup Manor or Taffington Boathouse because Jenn's houses there look so nice, but other than that I've used it everywhere else.

      A few notes on that though is that 1) sometimes old items like the broken Sanctuary houses come back, but they can be scrapped and 2) RotC blueprint for Hangman's alley won't look right if you use the extended borders version of C&S. But for anyone considering using to two mods I'd say just be cautious and make a new save before trying any Sim Settlements RotC blueprints.
  7. mlmlars
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    after serval headaches and mental level ups with new savegames and scrapping up settlements i gave this one a try.
    this mods and its parts are realy awesome, thanks for sharing! there is plenty work in it, like hundrets of hours?


    Q @jenncave: are there similar mods to settlements of DLC nuka world and far harbor too?


     
     


     
    In response to post #69566622.


    Spoiler:  
    Show

    I haven't made them for the DLC yet. I am working on final update to these mods and then we will see.
     


    thanks!
  8. mlmlars
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    after serval headaches and mental level ups with new savegames and scrapping up settlements i gave this one a try.
    this mods and its parts are realy awesome, thanks for sharing! there is plenty work in it, like hundrets of hours?


    Q @jenncave: are there similar mods to settlements of DLC nuka world and far harbor too?
    1. jenncave
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      I haven't made them for the DLC yet. I am working on final update to these mods and then we will see.
  9. AkelFerris
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    Hi,

    By the screenshot on the nexus i'm amazed by the work you've done. I want to dl this mod but before i'd like to know if there might be conflicts with Sim Settlement and/or Leaders of the Commonwealth mods ? I'm thinking about the city plannings of the settlement.

    Thank you in advance for your answer.
    1. jenncave
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      There may be some conflicts with sim settlement blueprints or the ones that place items already because they use items that I removed. etc. (not the menu item Sims where you place them) And I don't know what the other mod is so I can't give an informed answer.
    2. AkelFerris
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      Leaders of the Commonwealth makes some of the NPC like Sturges leader for the city planning part of the mod. I'm not sure how the modding of your mod and the Sim Settlement really works, but i noticed that if you scrap (IG with the workshop) items used in the blueprints, Sim Settlement "rebuild" it. I'm thinking about the destroyed house in Sanctuary. So i don't know if it may help you to know if there will be conflict or not. (And Sim Settlement srap everything before it start a blueprint, so i don't know if what you added is scrappable or not)

      Thank you for your quick answer !
  10. KillMonday
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    Is it possible to have these as esl s? Love this mod but at higher levels it eats up my load order slots.
    1. jenncave
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      well, I am considering it when I get done :)
  11. BebopCola
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    Does anyone else have any terrain issues between Lonely Chapel and sunshine Tidings Co-op? Specifically, when walking to Sunshine Tidings from the Chapel?

    I've not ever paid much attention to that area before so I dunno if it's a bug. Posting here to see if anyone can confirm it happening to them as well.

    1. jenncave
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      Can you say what the terrain issue is? Or post a pic
    2. BebopCola
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      I'll give this a try.

      Here should be a screenshot when facing Lonely chapel coming from Sunshine Tidings. Turning to the right and that hill and some of the trees disappears:


      This is facing Sunshine Tidings from the other side of that hill, with your back to the Chapel. The log Dogmeat is standing on disappears, but the shadow remains. There's also a mound of grass that only appears on the very peripheral of the screen:


      Here is facing towards sunshine tidings from just past the Chapel. The hill vanishes when the view is turned:


      There are more in that area facing both away and towards Sunshine Tidings. In most every case, even if these terrain elements are invisible, they are present and block travel.
    3. jenncave
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      That is bizarre. I will look in my game and see if I see that. Those items are present in the mod so it has to do with previs. My mod doesn't remove it so...
    4. BebopCola
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      Thank-you! I'm using your combined ESP for all the settlements, if that helps/matters.
    5. BenRierimanu
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      Are you using the beta?
    6. JDaremo
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      You could give No Disappearing Act a try
    7. BebopCola
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      @BenRierimanu - Not using the Beta.

      @Daremo069 - Thanks. I'll keep it in mind, but I'd rather not grab another mod for this right now.
    8. StoneOfChaos
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      It's happening to me, at the same area.
    9. jenncave
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      it is previs.
  12. 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.
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