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.
# This file was automatically generated by Mod Organizer.
Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
DLCCoast.esm
DLCworkshop02.esm
DLCworkshop03.esm
DLCNukaWorld.esm
Unofficial Fallout 4 Patch.esp
ArmorKeywords.esm
HUDFramework.esm
SimSettlements.esm
CROSS_InstituteExpeditionarySuit.esp
TrueStormsFO4.esm
TheKite_Railroad_Handmaiden.esp
SimSettlements_IDEKsLogisticsStation.esl
MJC_City_Pack.esl
Homemaker.esm
Taffington Motel - Hot Tub.esl
Sunshine Tiding Wild West.esl
EthreonMasterPlan.esm
Yagisan_SSCP_Northwest_Pylon_Mines.esl
Yagisan_SSCP_Lakeside_Cabin_Brewery.esl
MJC_Roadside_Shack.esl
Nordhagen Ferris ESL.esl
CROSS_CryoLance.esp
ValdacilsItemSorting-ModsWeightless.esp
Armorsmith Extended.esp
Snappy_HouseK.esp
WorkshopRearranged.esp
ValdacilsItemSorting-JunkBetter+DEF_INV.esp
ValdacilsItemSorting-MiscWeightless.esp
ValdacilsItemSorting-ZY-DLCAutomatron.esp
Workshop Rearranged - Valdacil Patch.esp
ValdacilsItemSorting-ZY-DLCNukaWorld.esp
EasyHacking.esp
EasyLockpicking.esp
Faster Terminal Displays (20x).esp
VATST_BulletFly.esp
VATST_Combat_SlowMo_25.esp
VATST_CombatAdd_CrippleAndReverseOff.esp
VATST_Distance_10000.esp
VATST_KCCAdd_KillCamAndCriticalOff.esp
VATST_Targeting_Slow.esp
Starstruck Companions - Extreme.esp
No Movement Fusion Core Drain.esp
Binary Speech Checks V.4 Forgiving.esp
RichMerchants.esp
CarryWeight2000.esp
CarryWeight200Strength.esp
BP VIS AE patch - CROSS_IES.esp
Armorsmith All DLCs Patch.esp
LegendaryModification.esp
Vivid Fallout - All in One - Best Choice.esp
LegendaryModification - DLC Far Harbor.esp
EAMR.esp
CROSS_GoreCrits.esp
CROSS_GoreCrits_FarHarborPatch.esp
CBBE.esp
AzarPonytailHairstyles.esp
LooksMenu.esp
LooksMirror.esp
LMBTOverlays.esp
KSHairdos.esp
The Eyes Of Beauty.esp
SettlementMenuManager.esp
Loot Detector.esp
Better Weapon Scrap.esp
PIP-Pad.esp
LooksMenu Customization Compendium.esp
THBrows.esp
wasterArmor.esp
PIP-Pad_LMCC.esp
PIP-Pad_THBrows.esp
Kerrigan.esp
KerriganColorChange.esp
KerriganGlasses.esp
MeanMachineEyes.esp
512StandaloneHairColors.esp
DreadCaitOverhaul.esp
Companion Infinite Ammo.esp
Sim_Settlements_Mayors.esp
IndustrialCity_Sim_Settlements_Addon.esp
g2m_Workshop_Nexus.esp
AllSetsExtended.esp
BTInteriors_Project.esp
FunctionalDisplays-Collectibles.esp
FunctionalDisplays.esp
FunctionalDisplays-MISC-VIS.esp
MojaveImports.esp
ValdacilsItemSorting-ZY-DLCFarHarbor.esp
ValdacilsItemSorting-Aid.esp
chem redux.esp
ValdacilsItemSorting-Perks.esp
BetterCompanions.esp
JabbosWarwickHarbor.esp
woodysWastelandStuff.esp
Homemaker - Streetlights Use Passive Power.esp
dinoshelf.esp
dinoshelf_extra_ammo.esp
dinoshelf_retex.esp
CREAtiveClutter.esp
Northland Diggers New.esp
Thematic and Practical.esp
Jabbos Hangman.esp
GruffyddsSignsAndPosters.esp
SignsOfTheTimesCategorized.esp
SettleObjExpandPack.esp
Crimsomrider's Unique Furniture.esp
XnjguyFilledMods_AIO.esp
JavasStarlightFOB.esp
TNCCastle.esp
TNCSanctuary.esp
TNCTenpinesBluff.esp
MoreVaultRooms.esp
FogOut - Interiors - All DLC.esp
slogland-01.esp
Insignificant Object Remover.esp
InteriorsEnhanced-All-In-One.esp
Fr4nssonsLightTweaks.esp
Vivid Weathers - FO4.esp
TrueStormsFO4-EarlierSunsets.esp
TrueStormsFO4-FarHarbor.esp
Vivid Weathers - FO4 - Far Harbor.esp
TrueStormsFO4-EarlierSunsetsFH.esp
FogOut - Exterior - All DLC.esp
Starlight DriveIn.esp
LakesideCabinReduxExpanded.esp
ClassicShacks.esp
AnotherBrickInTheWall.esp
Snappy_DLC03.esp
Far Harbor Bridge.esp
SimSettlements_AddOnPack_Utilities_JtBryant.esp
IncreasedSettlerPopulation50.esp
Weeds.esp
Settlement_Markers.esp
AA HotC - Standalone - SE.esp
SolarPower.esp
Evan_Modular Kitchen.esp
100_collection_North.esp
Leaders Of The Commonwealth.esp
CheatTerminal.esp
JibsResidentialAddOnPack.esp
Altairp's Animal Farm.esp
SimSettlements_AddOnPack_AwsomeTown.esp
WET.esp
Mercenary.esp
SS_AddOn_CbC_AIO.esp
B84sThemedResidentials.esp
118_settlement.esp
SimSettlements_AddOnPack_Defences_Brae.esp
ohSIM_Sim_Settlements_Scrappers_Addon.esp
120_settlement.esp
WattzLaserGun.esp
ClassicSniper.esp
LAER.esp
JunkTown.esp
Lore Friendly Posters.esp
TransferSettlements.esp
Settler Sandbox Overhaul.esp
Multiple Floors Sandboxing.esp
ValdacilsItemSorting-Ammo.esp
ValdacilsItemSorting-ArmorByClass.esp
ValdacilsItemSorting-ZZ-DLCCosmeticsByClassOverride.esp
ValdacilsItemSorting-CosmeticsByClass.esp
ValdacilsItemSorting-ExplosivesSortBottomWeightless.esp
ValdacilsItemSorting-NotJunk.esp
ValdacilsItemSorting-ZZ-DLCWeaponsOverride.esp
ValdacilsItemSorting-Weapons.esp
ValdacilsItemSorting-ZY-DLCContraptions.esp
ValdacilsItemSorting-ZY-DLCVaultTec.esp
ValdacilsItemSorting-ZZ-DLCArmorByClassOverride.esp
VIS-PatchChemReduxWeightless.esp
WestTekTacticalOptics.esp
PreWarSafes.esp
WestTekTacticalOptics-AWKCR.esp
SpawnSettlerButtonSS.esp
LongerPowerLines3x.esp
Vivid Weathers - Nuka World.esp
SpawnSettlerButton.esp
PA-Quick Animations.esp
NSA All-in-One.esp
NSA DLCNukaWorld.esp
FAR.esp
SkjAlert_All_DLC.esp
NSA DLCCoast.esp
NSA DLCRobot.esp
NSA DLCworkshop01.esp
m82a.esp
GaussRifleMk2.esp
GaussRifleMk2 - AWKCR.esp
Quad_Accelerator.esp
CROSS_Cybernetics.esp
CROSS_Jetpack.esp
AnS Wearable Backpacks and Pouches.esp
SWG.esp
BetterJunkFences.esp
BetterShackBridges.esp
CraftableHugeShip_byFUNS.esp
CROSS_RugerMkV.esp
BorderJunk.esp
OCDecorator.esp
OCDecoratorDLC.esp
OCDispenser.esp
ASmallAdditionStandaloneTurrets.esp
AutoDoors.esp
Boats.esp
CounterBarAnywhere.esp
Generator Fusebox - More realistic version.esp
ImmersiveFastTravel.esp
IFT_Automatron.esp
IFT_NoFuel.esp
IFT_NoQuest.esp
LivingInterior.esp
FunctionalDisplays-AID-VIS-WI.esp
FunctionalDisplays-Patch-DLC-ALL-VIS.esp
dinomore.esp
AdvBubbleTurretSet.esp
BetterStores.esp
SimSettlements_MegaPack_YearOne.esp
SS MegaPackOneYear-Previews.esp
SimSettlements Previews Newest.esp
Kraggles - Structures.esp
ruined_simsettlement_addonpack.esp
WVSimSAddon.esp
MJC_Sim_Settlements_Addon.esp
SimHomestead.esp
SS_Addon_PbPP.esp
SimSettlements_AddOnPack_SimTowers_JtBryant.esp
Sandbag Fortifications - Version 2C.esp
CabinInTheWoods.esp
CastleInTheSky.esp
SimSettlements_AddOnPack_Foundations_JtBryant.esp
EnhancedLightsandFX.esp
CWSS Redux.esp
BS-ExtraCustomProps.esp
BS-FarHarborExpansion.esp
BusySettlers.esp
cartman1975_warehouse.esp
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