Fallout 4

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  1. fftfan
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    I am working on a new Sim Settlements addon pack, coming soon!
    Previews:
    About Precombined Geometry
    Spoiler:  
    Show
    Here is the technical explanation behind Precombineds/Previs:

    TLDR: It is a significant optimization feature used by the game.

    Disabling it allows you to scrap more but may severely reduce performance depending on your hardware.
    Settlement Modding Information:
    Spoiler:  
    Show
    There are some fantastic tutorials available for learning settlement modding:




    Eventual plans may include a City Plan for this someday. Anything I add to the location would be via City Plan only, so that other builders can build whatever they want for their own City Plans, Transfer Settlements Blueprint or personal build. My interest in custom settlements is renewed by Sim Settlements Conqueror!
  2. fftfan
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    DevinJam created a Transfer Settlements Blueprint for this settlement!

    Link: https://www.nexusmods.com/fallout4/mods/39690

    If it works well I will add it to the description. I'm busy right now so will be a bit of a while before I can give it a proper try.
  3. gorgonopsidkid
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    Does this mod include the bowling alley?
  4. courtykat
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    So, the Scrap Addon seems to completely break routing throughout the settlement. The bots won't move an inch, and my followers won't enter the vicinity. It also leaves a lot of things highlightable but still unscrappable & unmovable. I just used it to clean up the place and then disabled it, which seems to have fixed things...

    Side Note: you can use the "disable" command to remove things that you can't scrap. I've never seen any issues arise from this when doing it myself, but if you accidentally disable the wrong thing then you can just "enable" it again and all will be fine.
    1. blueshirt38
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      HEY! Maybe you can help me. I was disappointed with how much clutter is untouchable at the Galleria as well, but I can't seem to do anything about it. I have Place Everywhere (with extra selection enabled), and Scrap Everything, but I can't select anything other than random junk. I have tried console selecting objects like the cars, trees, street lights, etc, and the console immediately comes back with "Picked Non Ref AV Object" and commands return nothing. 
    2. courtykat
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      Hmm, I would assume that's a load order issue. Scrap Everything needs to be the VERY last mod loaded (unless you also happen to use this Castle Walls Restored mod). I was only able to replicate that problem with SE completely disabled, though, so I'm not positive.

      It may be worth trying some of the other scrap mods just to see if they fix the problem or not; could be a mod conflict if they don't.
    3. blueshirt38
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      I think you're not wrong. I had SE already loded last, but I downloaded the Scrap Addon for this mod and noticed that it still wasn't working. I checked, and it put it really high in the load order. I put the scrap addon at the bottom, and at least as of the last few minutes I have been able to delete stuff at the Galleria just fine so I'll see how it goes from here. Thanks for the idea!
  5. bwenter73
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    There are several locations in the commonwealth that seemed to be obvious settlement locations, however, they are not. This is one of those locations that should have been an obvious location.

    That being said, this is compatible with Sim Settlements 1, but does it work with SS2? Will there be an update?
  6. bridgitte
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    I have the mod scrap everything and yet I cannot remove the robot remains and things in the buildings like broken furniture, is there something I can do so I can actually finish fixing up this settlement so that I can upload it eventually for everyone to have?
  7. GionMist
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    What's that ENB preset in use when taking these shots? Looks pretty neat!
    1. fftfan
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      It's been years but back then I think it was the old PRC ENB(before PRC X), the faded glory preset or perhaps golden age. PRC X replaced it, and I think it's what I'm using now. I like the new look and it seems lighter on performance for me(although I upgraded too so that helps)
  8. 6773JG898
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    Hello i use one of the blueprints of choices and it seems well except there is no way to remove the trees
    1. fftfan
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      To scrap those you could try out the Precombine Breaker addon.

      Or alternatively, I have a WIP version with some regenerated precombines & previs. Only the large building pieces are precombined for it. I don't consider it adequately tested, but I could upload it as a beta. It might be best that way too since it's difficult to find time to test it so it's uncertain if it ever would otherwise. 30+ cells are modified due to how PreVis works, so it will be necessary to check in xEdit for mod conflicts. Generally this ESP should load after conflicting files, but for quest mods it's going to be case by case for if issues might happen. All depends on how the quests were set up in terms of how they used any of these cells. In some cases like if the quest mod also relies on Location data overlapping with this ESP, a conflict resolution patch might be necessary. In the worst case, other mods may have also regenerated precombines/previs in any of the same cells. In that situation the only solution is regenerating precombines with the other mod(s) also being loaded alongside this one & the DLCs. My understanding is that doing this requires asset usage permissions from the other mods' authors as I believe it is considered by NexusMods as reuse of their level design work in the exterior worldspace, &/or may fall under this:
      Policies and Guidelines - File Submission Guidelines?:
      User-submitted content that is predominantly intended to interact with existing user-submitted content is subject to the approval of all parties involved and may be removed at the request of the author of the original content.

      Unfortunately the precombines/previs system can be highly problematic in some places and depending on how many mod conflicts would result it can be not worth it to offer a regenerate version.
  9. ImmortalAbsol
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    Quest safe or install afterwards?
    1. fftfan
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      It should be quest safe. I haven't tried it with the precombine breaker though
  10. RickyTheOx
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    Hey

    At last I decided to make Atomic a settlement, so thanks for this 

    Problem I have tho, I can not hardly scrap anything, even tho I have SE installed.
    So was thinking I could install - Precombined Breaker -
    But, does that change it for the game or ( hopefully ) only the settlement ?

    1. fftfan
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      Only for the cells used in the settlement, since if people wanted it gamewide(not advised IMO) they can either use SE with the ini edit or simply adding the ini edit themselves. Otherwise should use SE without the ini edit, in order to have scrap recipes to get components when scrapping them. It can still work without scrap recipes but will need to activate Extra Object Selection mode from Place Everywhere and won't receive any components.

      If you have mods like Boston FPS Fix or similar which include CELL edits/ITMs for the relevant cells then you will need to load the base settlement ESP after it in order for Location setting to apply. It will not function as a full settlement otherwise and likely also undo the precombine breaker, if any CELL edit that include new precombine/previs are loaded afterwards.
    2. RickyTheOx
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      So - Precombined Breaker - is only for - General Atomics Galleria - Settlement -

      Thank you 
  11. Gricken
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    Just got this mod and already love. Shame you can't do anything with the bowling alley though
    1. fftfan
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      Actually got a notification for this so looks like Nexus fixed that, nice. I'd been retired from modding for a while, most of 2020. But recent announcement got me interested again so who knows. Maybe I'll do stuff again if I feel like it.

    2. Woollyhats
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      That would be so amazing. Definitely what you have done is such a great effort and so appreciated, so there's no expectation at all. However if you did this I would be even more thankful :) 
  12. harkness13
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    Does this mod now, or will it ever, allow us to build inside the bowling alley?
    1. fftfan
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      I might give that a try sometime. It will be its own interior settlement
    2. donaldstrong
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      I second this suggestion. I was working on a rebuilt Galleria settlement a long while ago and this was a huge roadblock for me. At that point, I used conquest to build in there, but discovered that any objects being added to the bowling alley interior would be completely invisible. Lights would show up and collision was there, but no objects were visible.

      I'm fairly confident that this is because the interior space has roombounds, and something about those in the game engine causes this to happen.

      So if there's a way to remove/alter those as well as turn it into a workshop, that would be awesome. But I know removing those would be iffy in terms of compatibility with other mods or game performance.... though it IS a pretty small interior cell, so I don't think it would be THAT much of a hit.

      With that mod, this one, and damanding's new cleaner Galleria, this awesome location would have such cool possibilities!
    3. fftfan
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      Interesting, thanks for the info! I think I definitely want this too. It might be safe since it's an interior, as long as deleting the room bounds won't just cause crashing or anything like that. I'd probably make it be an ESP flagged as an ESL also, as a separate option. I am currently trying an experiment with an Interior Cell settlement, it is for my 2nd Addon Pack which has a Mall plot with linked interior cell. Which I want to have be a full settlement, so players can place Commercial Plots to be the stores for the mall.
    4. xaosbob
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      Another option, rather than making the interior its own settlement, would be to link it to the exterior's workbench. fadingsignal's Basement Living's interiors dynamically link to whatever workshop you're in, to share supplies and stuff, so that may be worth a look. I think there was at least one mod made to link the interior and exterior of Fizztop in Nuka-World too. Just examples to look at if you decide to give it a whirl. :)
    5. fftfan
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      I looked into it and it doesn't seem easy to have them be linked to be effectively 1 settlement. My conclusion is that it most likely requires a script solution to do this and as the mods I constantly use like Sim Settlements are already script intensive I try to be very sparing in my use of scripts. My experience is that the script VM is a very in demand resource in game so I try to be very careful about my own mods adding more scripts. I am slowly getting into scripting though for now am trying to avoid creating any script that is constantly polling for data or constantly doing stuff.

      Would this be worthwhile to do if they would likely have to be 2 separate settlements?
    6. TheL0neW0nder
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      I for one think it would definitely be worthwhile as 2 separate settlements. The exterior functioning as a normal settlement and the interior could be used as a functioning Player Home within said settlement.
    7. fftfan
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      I'm learning a wide variety of modding topics, I will add this to the list! It will likely be some time because there are complex factors involved like Room Bounds/Multibounds that are optimization techniques used by the game for Interior Cells.

      So there's 2 big challenges here: The Room Bounds/Multibounds themselves might cause issues with the settlement functionality. And the second issue is that due to the game engine limitations, these optimization systems are likely crucial to getting reasonable performance. I imagine it's very likely to be very much like Precombined Geometry & Precombined Visibility. They need to be left functional and the settlement needs to be able to work.

      It seems worthwhile so I will say "Hopefully someday".
    8. MarkusTay
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      There's a mod that links the workshop in Homeplate to the one in Hangman's Alley. I don't use it anymore because it conflicted with Aloot's Homeplate, but it did exactly what it said it did, which means it IS possible to link the two workshops, and yet, still have them be separate settlements. I think that approach might work best. And if thats possible, it might even be possible to add a wire connector outside, that links to an interior connector (they could even float just outside the interior cell), so that when you add a generator to the Outside and connect it you'd have the lights come on inside. I've had power connect across multiple settlements, but it gets weird.
    9. fftfan
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      There's a mod that links the workshop in Homeplate to the one in Hangman's Alley. I don't use it anymore because it conflicted with Aloot's Homeplate, but it did exactly what it said it did, which means it IS possible to link the two workshops, and yet, still have them be separate settlements. I think that approach might work best
      Nice. That is likely the best approach. I may take a look if I can find it.

      And if thats possible, it might even be possible to add a wire connector outside, that links to an interior connector (they could even float just outside the interior cell), so that when you add a generator to the Outside and connect it you'd have the lights come on inside. I've had power connect across multiple settlements, but it gets weird.
      Possible via scripting, but could be messy or quite difficult. But with Sim Settlements 2, by using the Power Transfer plot on each location with them being linked up via caravan network, you could have the same functionality. Only issue is currently cross worldspace & exterior to interior cell doesn't work for Caravan/Communications/Power Transfer.

      For non Sim Settlements players I'd probably just put in a power box with 50 power or however much.