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Mad Dog Fargo

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maddogfargo

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  1. maddogfargo
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    Sticky
    OK, going to sticky an update post here. Please check this post to see if it has already been edited before requesting a location.

    Important reminder: These cell edits may conflict with OTHER mods that edit the same / nearby exterior cells. That is why I am leaving them modular / separate. You can omit the ones you don't like or that have a conflict.
    1. maddogfargo
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      * EDIT * I think I have the PCV bugs fixed. Look for future updates under the optional files section.
    2. maddogfargo
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      2020-01-01 - 2020-01-02
      Uploaded several more Precombined Mesh + Visibility optimized updates. These are in the Optional files section. This represents about 1/2 the settlements on the map updated with PCV optimizations. These seem to be working OK but I don't have time to test every spot. So as before, if you run into a bug, continue to use the old decombined (ITM-UD) versions instead.

      More coming as time permits...
    3. maddogfargo
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      For those who need a quick list to add to your Plugins.txt file. I use Housza's Easy Homebuilder and Working Double Beds mod. So my list reflects that. Order doesn't really matter, but I recommend putting these at the end, and only activate them after you finish scrapping a settlement and making a save. This will allow you to try it out and if you don't like it or discover a conflict you can easily de-activate and reload your save.

      MDFSanctuaryCleanMinimalHZS-PCV.esp
      MDFAbernathyFarmClean-PCV.esp
      MDFTenpinesBluffClean-PCV.esp
      MDFRedRocketClean-PCV.esp
      MDFHangmansAlleyClean-PCV.esp
      MDFTaffingtonClean-ReRoofed-PCV.esp
      MDFCroupManorClean-PCV.esp
      MDFEgretToursMarinaClean-PCV.esp
      MDFSunshineTidingsCleanMinimal-PCV.esp
      MDFGraygardenClean-PCV.esp
      MDFGreentopCleanHZS-PCV.esp
      MDFCovenantClean-PCV.esp
      MDFOutpostZimonjaClean-PCV.esp
      MDFSomervillePlaceClean-PCV.esp
      MDFCoastalCottageClean-PCV.esp
      MDFCountyCrossingClean-PCV.esp
      MDFFinchFarmClean-PCV.esp
      MDFKingsportLighthouseClean-PCV.esp
      MDFTheSlogClean-PCV.esp
      MDFNordhagenBeachClean-PCV.esp
      MDFOberlandStationCleanHZS-PCV.esp
      MDFBunkerHillClean-PCV.esp
      MDFBostonAirportClean-PCV.esp
      MDFReconBunkerThetaGrassFix-PCV.esp
      MDFTheCastleClean-PCV.esp
      MDFWarwickHomesteadClean-PCV.esp
      MDFFarHarborClean-PCV.esp
  2. maddogfargo
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    Special thanks to LotusFireWolf for creating a merge with many of these fixes rolled into one. It has been posted under the MAIN FILES section. Please visit His/Her profile and give kudos! :)

    Details follow:

    By LotusFireWolf

    This merge includes :

    Oberlandstation (* MDF - Incl 2020-04-23 Scrappable Switching Tower fix)
    ReconbunkerTheta
    RedRocket
    SanctuaryMinimal
    SomervilePlace
    Sunshine Tidings
    Taffingtion Re-Roofed
    TenpinesBluff
    TheSlog
    NordHagenBeach
    BunkerHill
    CountyCrossing
    Covenant
    FinchFarm
    GrayGarden

    * This version includes all settlements with Hoza variants (File has been resaved in CK for NavMesh, BostonAirport not included)
  3. MONSTERaider
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    So I only needed to fix the grass issues in settlements while keeping my grass dense generally without touching the grass mod, so what I did was I kept only the "Landscape" entries of all these settlements and put them all into one ESP patch, worked like a charm!
    Your mod really fixed that for me with these landscape edits. It was better than other mods that remove half of the grass from Fallout. Thank you
    1. maddogfargo
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      Glad you liked it.  So basically you just kept the grass edits but not the settlement cleanups?  If you like I could add your ESP here with credit as an optional DL.
    2. MONSTERaider
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      Yeah I only wanted to fix the grass in the settlements while keeping everything else intact, I uploaded the file I made to my google drive for you to upload it here, I sent the link to your messages.
      Please note that I merged all the grass fixes except these:
      - Boston Airport: doesn't have landscape edits
      - Warwick Homestead: doesn't have landscape edits
      - Taffington: was very very minimal so I didn't include it
      - Outpost Zimonja: didn't clean grass for me so I didn't include it
      - Oberland Station: there was no problem in the first place so I didn't include it
      I removed all the precombined entries and I recovered vanilla edits to all the cells that contain landscape entries, so it will be highly compatible with everything.

      Of course I made these changes after some in-game testing based on my personal preference, but I uploaded another version that has all landscape edits including these 3 removed ones (Taffington, Outpost Zimonja and Oberland Station), in case if you prefer to upload this version instead, or both, it's all up to you.
      It's also worth mentioning that I used this with Grasslands v2.0
      The file is ESL flagged, so it won't count towards plugins limit, it also requires Far Harbor DLC obviously.
  4. xechostormx
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    You are so right about this community. I hope you are doing well man, I appreciate your work and it is teaching me a lot. 
    You being willing to keep it up is giving me the opportunity to understand how and why you made the changes you did so that I can make mods of my own. 
    Respect
    1. maddogfargo
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      Glad you are enjoying it.
  5. Crazyotter321
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    Hello maddog. I am new to using mods. Really dumb question. How do I use this mod?
    I installed using Vortex.
    I am working on Sanctuary. Read the description multiple times.

    There are two files for Sanctuary that Nexus Vortex loaded up:
    MDFSanctuaryCleanMinimalHZS-PCV.esp 4.81 MB
    MDFSanctuaryCleanMinimalHZS-PCV.esp 5.53 MB

    I moved them to the end of the Mod order
    They have a check box in front of them so they are enabled.

    I open my game and place a concrete foundation on the ground and there is grass sticking through it.
    What am I missing?

    I do not have any grass mods or mods to alter vegetation in any way.

    Reading the other comments, it seems whatever I am missing is self-explanatory by dang it is eluding me.
    Thanks.
    1. maddogfargo
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      Sorry for the slow response.  I'm not very active on Nexus anymore...

      I do not use a mod manager.  But if I did, I would recommend MO2 (Mod Organizer 2). 

      As a general rule, mods that edit cells should include precombines, and should also be loaded very late in your load order, usually at the end if possible.    

      Also worth noting, If you use PRP, you need to load mods like mine, and others that edit individual cells, AFTER PRP.    

      Regarding Bethesda's grass, it is a ground texture that actually spawns dynamic grass.  My mods remove this in settlement cleanup and building areas, but not where it makes sense to keep it, like in the surrounding dirt.    

      Also you only need ONE version of the Sanctuary mod.  The NEWEST should be it.
  6. Ionutro
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    Imagine thinking banning racist, homophobic, and transphobic content is "anti-inclusive, anti-diversity," and "phobic".
    1. maddogfargo
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      Imagine thinking.

      The fact is, there's NOTHING racist, homophobic, transphobic or intolerant about ANY Fallout mods.  There never has been.  And there never will be.  Why can I say that with 100% accuracy?  

      Simple:  It's a SINGLE PLAYER GAME.  It is 100% NOT REAL.  It ONLY resides on MY PC.  And only an intellectual infant thinks it is hurting ANYONE for a player to say "I don't want this thing or that" in MY game.

      No.  This level of thought policing is straight out of George Orwell's 1984.  Enlightened, tolerant and free societies do not do this.

      Any argumant supporting this behavior is absolute hypocricy!  Nexus is fine with mods that add full nudity, child murder, and we are playing a game where we can murder everyone.  Nexus is FINE with all that.  But to claim the moral high ground, you cannot be OK with ACTIVE PARTICIPATION in VIRTUAL MURDER, but not OK with other mods that simply REMOVE something from my own private VIRTUAL world that I do not want, and that NO ONE ELSE will EVER SEE.  That's a double standard and intellectual dishonesty.  If you don't like a mod, don't download and install it!  NO ONE is FORCING YOU!

      So take your fake outrage and virtue signaling elsewhere.  You aren't fooling anyone, and I have no interest in your toxic stupidity.
  7. Rearrangeyourface
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    Got the grass out of the houses but not out of the carport floors... :(
    1. maddogfargo
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      Works fine for me.  Provide more details and I can probably help you figure out why it's not working for you.  Otherwise this is not a very helpful post.

      What carports?  Where?  Are you using any grass mods?  If so which ones?  How about a screenshot?  Did you start a new game?
    2. Crazyotter321
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      How did you get the grass out of the houses? I cannot figure out this mod.

      I am working on Sanctuary. Read the description multiple times.
      I open my game and place a concrete foundation on the ground and there is grass sticking through it.
      What am I missing?

      Any input would be much appreciated. Thanks.
  8. Sngll17
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    Hey maddogfargo and MONSTERaider,

    I'm currently using VELDT (True Grass plugin) and Better Landscape Grass to fix the clipping grass in concrete areas and mostly because I'd like to make it work the exact way MONSTERaider wants :
    I only needed to fix the grass issues in settlements.

    But BLG doesn't seem to work properly in every one of those (but works in some and around the CW as I see fit).
    So I'm very interested in your mod, maddogfargo, and even more with the merge from MONSTERaider.

    My only question is : will it work with VELDT or do I need a dedicated patch to make it so ?
    Not mentioning that I'm totally unable to patch this on my own !
    1. maddogfargo
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      I do not know as I have never used VELDT and cannot speak for how they designed their mod.  As long as the authors of VELDT respected the "no grass" defined landscape textures it should work fine.  You can usually tell by looking at roads.  If the paved roads of the Commonwealth do not have excessive grass growing through them when you use VELDT, that usually means they did not mess around with the "no grass" terrain textures.  There is nothing I can do about it if they ignored this and added grass to those textures anyway.
    2. Sngll17
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      Yeah, roads have no grass that grows through them. But the entire concrete area in Starlight (for example) has them filling it all. It also clips through Red Rocket interior grounds, as an another example. Not sure how it works.
      Thanks for your kind answer, anyway !
  9. Brownny2
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    Is there a way to remove the tall grass in the castle’s courtyard? I use TrueGrass and I use the TrueGrass Grass Reworked version as well. I would just like to build in settlements without grass sticking through everything 

    I know scrap everything can probably remove the grass but I used that mod in the past and it caused a lot of issues. If there was a mod that made it so that floors or foundations will hide grass when placed instead of letting grass poke through it would be a game changer.
    1. jaydawg55
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      You might try 'Clean My Settlement REDUX' (Clean My Settlement REDUX at Fallout 4 Nexus - Mods and community (nexusmods.com)). Unlike 'Scrap Everything' it does not break pre-combines -- which is probably the source of your problems with using it (it was for me). I tried the earlier version of this mod, and it worked fine for me. I have not tried it in combination with MDF's mods yet, but I think the REDUX version should work fine. Starting a new game soon to find out. 
    2. maddogfargo
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      Flecked has released several grass fixes that handle this.  Grass in strange places is usually because the original grass mod author did not respect the "no grass" terrain textures.
  10. AngriusWindstorm
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    Just curious, I am using LotusFireWolfs merged ESP version. Is it tecnically possible to create a merged BA2 file as well? I seem to be having an issue with loading more than 530 BA2 files. And I thought merging the BA2 files myself might be an option.
    1. maddogfargo
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      I generally merge all retexture mods into one, but I do not know enough about merging mods or making merge patches to tackle a 500+ mod list.
    2. Ver3ion
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      I think the easiest way to tackle the archive limit is simply unpack all small BA2s to loose files. But to be clear, the limit is actually on the number of plugins loading archives not on the total number of archives, so if a plugin loads multiple BA2s, then extracting one of them won't change anything, all those BA2s have to be unpacked to free that plugin. Honestly this mod doesn't need a merged version due to the nature of esl; loose-file precombine/previs meshes should work better to serve the same purpose.
  11. Thales0123
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    I play the game almost completely for the settlement play, building and stuff with my mother who loves it.  But the grass thing is a killer.  She wants green vibrant lush grass but we're tired of the tall grasses making settlement building impossible.  I've tried almost every grass mod I can get my hands on.  I've tried Fleckeds and your mod and all the patches.  But with the most limited success I can't seem to get anything to work.  I can scrap a lot of things with Scrap everything but I tried to limit that with the whole breaking mesh thing.  So I tried Clean My Settlement Redux.  As far as I can tell it does absolutely nothing.  not a thing.  No trees, branches, trash or vines removed.  I have no idea why.  I click the holotape it says its cleaned.  0 discernible change.  Settlement as is.  So I tried fleckeds and removed a bunch of grass mods and the grass in Sanctuary is better, the red rocket is good.  Nothing else effected.  Tenpines is a disaster with its tall spikey grass and now I have oberland with its tall grasses.  I carefully read through your description like 15 times.  clear away the settlement with scrap everything the tower, the fence, the fallen branches.  Save game.  Enable your mod here.  Reload...0 change or effect in game.  No switching tower, no landscape change, grasses as tall as everything.  Made sure it was at the bottom of my load order.  Its like the mods just aren't even effecting the game.  I have no idea about cell edits, I just want to build a decent settlement that isn't on stilts or fifty feet up all the time.

    I'm using Borealis Landscape, True Grass-Reworked and A forest trees only.  Please tell me what am I missing?  Why do none of these mods help the grass height and going through concrete I place in my settlements?
    I've been grooming and working on my mod order for approx 120 hours clean start each time.  Others have success.  Am I missing something in applying them?
    1. maddogfargo
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      I would avoid scrap everything style mods, and anything that lets you remove vanilla static objects from the world.  These break precombines and may edit the same cells I have edited.  If that is the case they will conflict.    

      To test, you should start a new game with JUST your grass mod + my cleanup mods active and see if that fixes the grass issues.  Make sure mine loads after the grass mod.  If you also use Flecked's fixes, the order should be Grass Mod -> Flecked's mods -> My mods.
  12. Mecryes
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    Can somebody teach me how to remove all the grass in Goodneighbour?
    1. maddogfargo
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      Sorry for late reply.    

      If I recall correctly, Goodneighbor grass is coming from some dirt mound meshes under the ground.  Removing these would require regenerating the precombined meshes for the area.  (* See Trosski's or Gopher's tutorials for info on that)  That has it's own set of problems and there was so little grass in Goodneighbor I didn't feel like it was worth the risk personally.  But that is how I would do it if I was going to.
  13. Magickingdom
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    Don't know if you are still messing with this stuff, but I could use a Taffington version that just does smack down on the grass, as I have crimsonrider's taffington boathouse rebuilt mod installed. Or how do I modify the mod with fo4edit?
    1. maddogfargo
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      Sadly, mods that edit the same cell will conflict.  Merging is not so simple either because you would need to generate precombines/visibility that work with both mods.

      Perhaps Crimsonrider would be willing to fix the grass in his mod?  OR...you could use Flecked's grass mod tweaks and see if they help:    
      https://www.nexusmods.com/fallout4/mods/37891
    2. Magickingdom
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      Thank you for the reply, and Flecked mod is working, saved my transfer settlements.
    3. maddogfargo
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      Glad to hear it!    

      My fixes leave the grass mod you may be using alone and fix the site by making sure there are 'no grass' textures in the important spots.  Flecked's fixes actually tweak the grass height in several grass mods.  Mine are site specific, his are global.  Glad his worked for your purposes since the Taffington cell is already edited in your mod list.