Hey just had a quick question regarding the abernathy and Obernland blueprints added by this pack, are the vanilla parts of the settlement such as the the tower at oberland and the Roof top and duct-work at abernathy supposed to remain unedited when the settlement builds to lvl 0, as it curently makes parts of the settlement physically impossible for the player or npcs to access (tower at oberland clips through cargo containers, the roof and duct-work in abernathy makes it impossible to use stairs both inside and out side, there is a commercial plot near the window counter at Red Rocket that is literaly impossible to access.) I have all the mod requirement's for the pack and the settlements look nice, otherwise, so what is it that I am missing here?
Apparently this does not happen to everyone. I'm not sure why it happens so its impossible for me to fix.
For Oberland, The tower should not be there at level 0 . I removed it and spawned in a copy that should be laying on its side among the boxcars.
In Abernathy, ROTC fails to remove items I deleted. Like the Pipes and a half wall at the top of the stairs after the pipes. I replaced the roof with Floorboards so the roof should be gone.
At Red Rocket, again ROTC fails to delete the tables I removed along the window where the roadhouse bar should be as well ass the counter by the office. It may look like the Roadhouse bar plot will not work there but it does work perfectly.
I have also noticed the Molerat hill does not build like it should. and stays at level 0 unless you pick another plot then pick the molerat farm again. I assume it is because it is flag as select build only and ROTC has issues with that. Also if you see floating turrets at the south side of the settlement, its because there should be a bus there that does not show up unless you refresh the settlement.
You can remove all of these elements yourself using Place anywhere. I will release an update later if/when KG fixes his bugs.
The tower at Oberland should be removed without need for Scrap Everything, right? It reappeared for me a bit ago and didn't seem to be selectable as an object without disabling precombines, but maybe it was an issue on my end.
Refreshed city, tower's still there. You don't use some other mod or manual ini edit that disables precombines, do you? I can't get a reference id on it with console, so it must be part of the precombined terrain mesh I think.
Edit: Found it in the precombines :( is your build compatible with Clean and Simple Oberland? It's possible for a mod to break just one cell's precombine; Scrap Everything breaks precombines for the whole game to do its thing. I don't know if there's a mod that strategically disables precombines in just the settlement cells.
[REFR:00159F8F] (places RRBldSwitchingTower01 [STAT:0004D214] in GRUP Cell Temporary Children of OberlandStation [CELL:0000E44E] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -12,-2) in Precombined\0000E44E_01B8656E_OC.nif)
Ah yes. Thats the issue for you. It should work with Clean and Simple Oberland if you're a purist and don't use scrap mods. I suspect this explains your issues with Abernathy and RR as well.
I didn't see Place Anywhere in your load order (How do you live!?) I believe that is safe to use and will allow you to delete things without breaking precombines if you press INS key in workshop mode to enable extra item editing.
It was someone else that reported issues with Abernathy and RR but I suspect I have the same problems whenever Scrap Everything is not installed.
PlaceAnywhere is in my load order somewhere I know, but it doesn't let you edit precombines - it just allows for selection of items not traditionally marked as "Scrappable", I believe. Precombines can only be broken by a .esm deleting an item in them, like Clean&Simple, which will then disable the precombine for that particular cell. (the fix with least impact on performance; Scrap Everything or ini change disables precombines everywhere including downtown Boston)
I don't think in this case it's a bug with ROTC because if precombines aren't off, ROTC has no access to change those items, as it's not modifying the cells but just interacting with objects that don't exist in game when precombined. You might want to mention on the prerequisites area that without Scrap Everything etc. users may see these issues, and the potential fixes.
I've decided to just keep Scrap Everywhere on because my rig can handle the performance hit, and I get OCD about deleting Brambles and Hedges. (to my dismay once I realized what I'd done to the hill between RR and Sanctuary with Extended Build Area :D)
You will indeed have a few things not getting scraped if you have precombines enabled.
I dont use scrap mods, but I do have precombines disabled in my game.
I will add a warning to the mod regarding the issue. I tend to ignore the plight of low end PC and console users.
One point in which I vehemently disagree with Kinggath is his approach in trying to cater to everyone. All the time he spends making his Mod compatible with a potato only increases his workload, reduces the quality and features he could develop. He likes to have as many people using his mod as possible, which in the end makes a huge support problem not to mention frustrated people. I have seen many drop the mod for this reason. If it was my project I would create a very simplistic version with just plots and only update it when necessary and calling it done then focus on the cutting edge version instead of limiting yourself because some poor slob spent money on an Xbox instead of a real gaming device.
My point is, if you barely meet the minimum requirements for Fallout 4 or you're on a console, I would recommend you not waste your time with Sim Settlements or just stick with the basic Mod and no Addons or expansion packs. You will only find frustration if you try to push the envelope with it.
And please don't read the above comments as a slam on KG. He is a kind and generous person. I on the other hand am pragmatic and practical. Fallout 4 wont hold peoples interest forever so I chose not to cater to the potato users and let my imagination go at it.
FYI. I tried Oberland Clean and Simple and unfortunately the smoothing of elevation causes some of your stuff to be half underground, so I'll be just going with overall precombine disable. Was worth a shot though.
Found a solution! https://www.nexusmods.com/fallout4/mods/12702 is kind of misnamed because it actually allows all kinds of stuff by selectively editing all settlement cells to disable precombines, which should fix the Oberland tower etc. without any FPS hits in Boston. Spring Cleaning or Scrap Everything can then be activated and deactivated at will to clean settlements efficiently and when disabled again, the changes made to the settlements should stick.
Looks like there was an error in the instructions on making the City Plans that may have caused this issue. I just heard about it so I haven't tested it yet but if its true:
Going from ESP to ESL does require you to restart the city. The FormIDs get changed during the conversion. Sorry I din't see your question to warn you in time.
is there a way to create a version that doesnt require the high res texture pack, in my case in particular it doesnt matter if i have only no mods, a few mods, or a lot of mods, the high res texture pack always results in my game ctd, i really like the idea of the city plans, but alas cant use them now because they require the high res texture pack
I don't have the high res texture pack. I use the Vivid series of texture replacers. But I don't think that should matter. They all reference the same file names.
ok the only reason i inquired was because under the requirements section it lists the high res texture pack, i have it downloaded but not installed (constant Ctd when it is) but i also use the vivid all in one so i will give this a shot, i have many of your other Sim-Settlement mods and i love them
39 comments
https://www.nexusmods.com/fallout4/mods/12099/ -Build and Scrap Beyond Workshop Boundaries
Please delete.
For Oberland, The tower should not be there at level 0 . I removed it and spawned in a copy that should be laying on its side among the boxcars.
In Abernathy, ROTC fails to remove items I deleted. Like the Pipes and a half wall at the top of the stairs after the pipes. I replaced the roof with Floorboards so the roof should be gone.
At Red Rocket, again ROTC fails to delete the tables I removed along the window where the roadhouse bar should be as well ass the counter by the office. It may look like the Roadhouse bar plot will not work there but it does work perfectly.
I have also noticed the Molerat hill does not build like it should. and stays at level 0 unless you pick another plot then pick the molerat farm again. I assume it is because it is flag as select build only and ROTC has issues with that. Also if you see floating turrets at the south side of the settlement, its because there should be a bus there that does not show up unless you refresh the settlement.
You can remove all of these elements yourself using Place anywhere. I will release an update later if/when KG fixes his bugs.
Edit: Found it in the precombines :( is your build compatible with Clean and Simple Oberland? It's possible for a mod to break just one cell's precombine; Scrap Everything breaks precombines for the whole game to do its thing. I don't know if there's a mod that strategically disables precombines in just the settlement cells.
[REFR:00159F8F] (places RRBldSwitchingTower01 [STAT:0004D214] in GRUP Cell Temporary Children of OberlandStation [CELL:0000E44E] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -12,-2) in Precombined\0000E44E_01B8656E_OC.nif)
I didn't see Place Anywhere in your load order (How do you live!?) I believe that is safe to use and will allow you to delete things without breaking precombines if you press INS key in workshop mode to enable extra item editing.
PlaceAnywhere is in my load order somewhere I know, but it doesn't let you edit precombines - it just allows for selection of items not traditionally marked as "Scrappable", I believe. Precombines can only be broken by a .esm deleting an item in them, like Clean&Simple, which will then disable the precombine for that particular cell. (the fix with least impact on performance; Scrap Everything or ini change disables precombines everywhere including downtown Boston)
I don't think in this case it's a bug with ROTC because if precombines aren't off, ROTC has no access to change those items, as it's not modifying the cells but just interacting with objects that don't exist in game when precombined. You might want to mention on the prerequisites area that without Scrap Everything etc. users may see these issues, and the potential fixes.
I've decided to just keep Scrap Everywhere on because my rig can handle the performance hit, and I get OCD about deleting Brambles and Hedges. (to my dismay once I realized what I'd done to the hill between RR and Sanctuary with Extended Build Area :D)
I dont use scrap mods, but I do have precombines disabled in my game.
I will add a warning to the mod regarding the issue. I tend to ignore the plight of low end PC and console users.
One point in which I vehemently disagree with Kinggath is his approach in trying to cater to everyone. All the time he spends making his Mod compatible with a potato only increases his workload, reduces the quality and features he could develop. He likes to have as many people using his mod as possible, which in the end makes a huge support problem not to mention frustrated people. I have seen many drop the mod for this reason. If it was my project I would create a very simplistic version with just plots and only update it when necessary and calling it done then focus on the cutting edge version instead of limiting yourself because some poor slob spent money on an Xbox instead of a real gaming device.
My point is, if you barely meet the minimum requirements for Fallout 4 or you're on a console, I would recommend you not waste your time with Sim Settlements or just stick with the basic Mod and no Addons or expansion packs. You will only find frustration if you try to push the envelope with it.
And please don't read the above comments as a slam on KG. He is a kind and generous person. I on the other hand am pragmatic and practical. Fallout 4 wont hold peoples interest forever so I chose not to cater to the potato users and let my imagination go at it.
https://www.simsettlements.com/site/index.php?threads/horrible-mistake-in-documentation.5780/
Looks like Kinggath may have found some other bugs as well. Lets see what the next patch has.
Edit: I just tried it, and it _seems_ okay.
I'm sorry for your loss.
EDIT: apparently for some weird reason, your plugin wasnt active