Fallout 4

File information

Last updated

Original upload

Created by

VFX

Uploaded by

fftfan

Virus scan

Safe to use

About this mod

A settlement at Mystic Pines that does not break Precombined Geometry, uses an ESL Flagged ESP & has a custom border. The main reason for me to create new settlement locations is for there to be more options for use with Sim Settlements for just free-building with Plots or for City Plan Creation or Conqueror

Requirements
Permissions and credits
Mirrors
Changelogs


I am working on a new Sim Settlements addon pack, coming soon!


Previews
:




A settlement at Mystic Pines that does not break Precombined Geometry, uses an ESL Flagged ESP & has a custom border.
---

  • The main reason for me to create new settlement locations is for there to be more options for use with Sim Settlements 2 for just free-building with Plots or for City Plan Creation or making a Transfer Settlements Blueprint & for new Raid locations for Conqueror.
  • Not breaking Precombined Geometry to keep things more performance friendly.
  • I think it could be good to expand the location options for City Planners since the vanilla locations already have a Rise of the Commonwealth City Plan for nearly all of them and the City Plan Contest is rapidly expanding the options for vanilla locations.
  • Place this in the load order below any other mods that modify the CELL records. Such as Boston FPS Fix, Boston Natural Surroundings or ENB Lights HDR. Having it above these seems to cause the LCTN sub record to be reverted back to Commonwealth, making it have no functionality as a settlement.
  • Can only work if on the current save you have never visited Mystic Pines before. I believe the XLCN entries may get registered to the save meaning it will stay as XLCN: CommonwealthLocation(blank entries default to the worldspace Location) instead of MysticPinesLocation, making it have no functionality as a settlement. Which is not possible to solve without making this mod depend on F4SE. (A potential Fix is coming, just requires thorough testing)

---
Recommended for use alongside this settlement:
  • I use the BiRaitBec Modlist and highly recommend it for use alongside this. It can allow you to be able to build more while still maintaining performance.
  • Workshop Framework / Workshop Plus : Two more new essentials mods from Kinggath including an overhaul of the workshop code, I will be permanently using these on my own game from now on.

---
If you want to "Scrap Everything" there is an optional file that may be used in conjunction with the main file, this break precombineds at the affected cells and does nothing else, it's also a light plugin so it won't use a full slot. Doesn't contain Scrap Recipes, only links as you can get the scrap recipes by using Scrap Everything Ultimate Edition(without needing the INI option to disable the optimization systems globally). For reasons explained in the Stickied post in file comments, I do not recommend the scrap addon optional file for most users. It's just there for those who understand the drawbacks, have powerful PCs that can handle 50%-100% increase in Draw Calls before even building a single object, and still want the ability to scrap everything. It's a trial run, I'm unsure if I will create a Scrap Addon plugin for future settlement mods. Place Everywhere ideally should be in use as well, for Extra Object Selection to account for any pieces that don't receive a Scrap Recipe from SEUE.


 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.

---
My other Mods:
  • (Coming Soon) 2nd Addon Pack: Overgrowth