I'm wondering if anybody has any ideas that could help me figure out a problem. So, I had some issues with my mod setup in a previous playthrough and started over without the mod causing problems. In my last playthrough I had no issues scrapping anything in Jamaica Plains, but this time I'm having lots of issues. I have this mod's plugin second from the bottom with only Scrap Everything below it. That helped fix some problems when I realized it wasn't down there and moved it, but I still can't scrap a seemingly random assortment of building parts. Has anybody else seen something like this before?
This may not be related to your issue, but if you are using the version of this mod with re-built precombines, know that Scrap Everything will still re-break precombines in 5 of the 9 cells. Once that happens, you'll be able to scrap more things in those cells, so it will appear that you are more "restricted" from scrapping in the 4 cells where precombines remain intact. This would mostly be evident in the north end of town, where Scrap Everything doesn't reach. If instead you are seeing issues all over town, then I'm sorry, I'm not sure what is causing that.
Hmm, I use the version with broken pre-combines and I see issues all over town, but mostly outside of the default build area. Right now I'm just using console commands to mark for delete and disable anything I want to remove that I can't. Judging from the way the pieces remain unaltered it makes me feel like somehow the game isn't loading data from the Scrap Everything plugin despite it being last in the load order. I sort of wonder if this might be because I had to downgrade by downloading certain depots from Steam? At this point it's the only thing I can think of, but I feel like Fallout 4 would just crash if I grabbed the wrong files or missed any that were important.
It's interesting that your issues are outside the default build area. It's almost as if somehow your save still thinks the settlement is still only that size, even though presumably you can still build anywhere you want. (I know that when it comes to scrapping, the settlement boundary is more important than the cell boundaries, so when I want to scrap beyond the settlement border within cells with broken precombines, I have to use the "expand object selection" of the Place Everywhere mod.) I'm sorry that you are having trouble, but this is probably the limit of my ability to assist. Glad you have a workaround; I have used mark for delete many times myself.
does scrap everything and all settlements extended work fine with this? im more interested about the terrain fixes around jamaica plain because it would be easier to work without them but im not so sure about the potential conflicts.
They both are compatible, you just need to make sure the load order is correct: Scrap Everything needs to be loaded after my mod (it should be very nearly at the bottom of your load order), and ASE needs to be loaded before my mod. Note that in my testing it was ASE's border that was visible in the game, not mine, but you can still scrap and build throughout the full town.
Oh, I never liked building here before, but this mod would probably solve that. Is it okay to install in an existing save if you have never been to Jamaica Plains? Idk how much stuff in settlements gets pre-initialized.
Also, do the cells at the corner unload if you're at the opposite corner of the settlement? I know there are glitches that can happen if settlements partially unload. I have heard it's a big problem at Spectacle Island.
Jamaica Plain is a 3x3 settlement. As long as you didn't reduce the uGridsToLoad setting from its default of 5 (you probably didn't), then the entire settlement will always be loaded while you are in it. I've never seen power issues while exploring one end to the other. As you noted, Spectacle Island can appear to lose power if your power generator is on one end and you're hanging out at the other.
Late reply is fine. I ended up installing this almost immediately because I was feeling impatient. I hope my uGridsToLoad setting isn't changed, but I installed Fate Patch for this playthrough so I really have no idea 🙃 That mod messes with your main menu if you uninstall it, so I imagine it probably does silently change some settings it shouldn't. When I was writing my comment I actually had the settler unassignment glitch in mind. It seems to be caused when the cells of a large settlement become unloaded or when two settlements are loaded at the same time and the data in memory for one settlement overwrites the data from the settlement you are currently in. I don't think there is a consensus on what causes it even after all this time. I could see how the same situation could mess with your power grid, though. I actually have had issues with power in Sanctuary Hills specifically. Sanctuary is pretty infamous for the settler unassignment glitch too. 3x3 doesn't sound too big though. I'm sure if anything weird ever happens that it would probably self-correct upon returning to Jamaica Plain.
That depends mostly on your machine and your mod load. On my 1080TI with about 90 mods I was seeing a drop from 72 to about 50fps as I looked across the 9 cells from the big sign up in the northwest corner. YMMV as always. Not crippling but not trivial either.
As long as you haven't already unlocked the workbench at Jamaica Plain (far as I know). Then again it might even still work then, since the things that this mod does are on the shelf and in the room with the workbench. I've used this mod in every playthrough since it's release and never had any issues with it.
Hi there, I'm currently using Immersive Cleaning (https://www.nexusmods.com/fallout4/mods/45406) which among other things, makes some additional objects in Jamaica Plain scrapable whilst regenerating Pre-combines. I've already found the settlement and scrapped most of the debris.
What I'm wondering is, can I use that mod in conjunction with yours? I'm assuming I'd have to load this mod at the very bottom of the load order, just after Immersive Cleaning.
Thanks!
EDIT: I'm guessing the mods aren't compatible out of the box. Would simply deleting Immersive Cleaning's Jamaica plains worldspace records do the trick?
EDIT 2: Okay, here's how I got the two mods to work together, in case someone wants to achieve the same thing.
1. Go into FO4Edit, open up Immersivecleaning.esp. 2. Under Worldspace, find all Jamaica Plains cell records (01-09) and delete them. 3. When deploying mods, select Save new changes. 4. Load this mod after Immersive Cleaning, so at the very bottom.
You should now have all Immersive Cleaning settlement changes, excluding Jamaica Plains, so there won't be any conflicts.
No problem. I'd offer to provide a patch, but I want to make 100% sure there's no issues. As a side note, did you move the attack markers out of the settlement borders?
Hey, sorry, haven't gotten around to making a patch back then and I don't have Fallout 4 installed currently. You should be able to modify Immersive cleaning like I described above in a matter of minutes to ensure compatibility, you don't even have to make a patch strictly speaking, just delete the Jamaica Plains records and you're set.
For those looking to scrap beyond the vanilla settlement border, or parts not covered by other Jamaica Plain settlement mods, consider looking into Build and Scrap Beyond Workshop Boundaries, as I was able to scrap everything within the 9 cells (beyond the 5 initial cells- for the preferred version of this mod). As for navmeshing in those other 4 cells I couldn't tell you, but what I have in my load order is:
Starting from bottom of load order:
*Build High - Expanded Settlements 5.0 *Build High - Scrapper's Patch (would not necessarily recommend using Build High; I do but it's personal choice other than "All Settlements Extended Player's Choice") Build and Scrap Beyond Workshop Boundaries - Break the Walls Down (only need version 1.2, unless you use SimSettlements) Build and Scrap Beyond Workshop Boundaries - Break the Walls Down - Vault 88 Build and Scrap Beyond Workshop Boundaries - Break the Walls Down - Nuka World Build and Scrap Beyond Workshop Boundaries - Break the Walls Down - Far Harbor Expanded Quick-Clean Jamaica Plain (precombines broken version) - bottom: Scrap Everything - Ultimate Edition
With this mod set up and order I was able to scrap all the trash, junk, houses (some pieces of houses and corpses have to be disabled manually- from my experience) all the way to the diner and up to the house in back with truck in garage near rocks. I've had no conflicts so far, so take my suggestions as is.
In case anyone has or continues to have the mole rat teleporting issues or save game freeze bug associated with scrap mods or in general. It works on Mad Mulligan's Mine as well:
First off, I love the mod and what it does and I have the mod loaded below "Scrap Everything" so as to not break anything, but I'm just curious, but I downloaded the main preferred file and while I can delete a lot of the things I used to not be able to (boarded up houses), and with your clean up mod units, I noticed that if I wanted to rebuild the town (walls, floors, doors, businesses, etc.) I can't delete any of the semi-destroyed buildings? I love the mod so far due to being able to clean up the town but my main interest in Jamaica Plain is to rebuild it (not in CK) like Scrap Everything allows for you to be able to.
Do I need to download the other version of the main file of this mod to be able to do that? Or do I just put this above Scrap Everything now that all the junk, etc. has been removed?
Sorry, you can't scrap the accessible vanilla buildings in the preferred version, they are baked into the precombine meshes. Moreover, if you move Scrap Everything to below this mod in your load order, you'll only get access to the buildings in 5 of the 9 cells, and in one case the building can only be partially scrapped. Moreover, as you scrap the buildings you'll start to see some very unpleasant previs flickering. That will go away (I'd expect) as you replace the buildings, assuming your replacements are about the same size and at least as tall as the originals, but I didn't take my testing that far.
Assuming that you want to rebuild all the buildings in all 9 cells, the non-preferred broken-precombines version is the only thing that will work. Some cautions: 1. Pay close attention to performance; make sure you can live with the hit. 2. Examine the terrain as you remove each building, I didn't fix all of it, some will not look great at all. This won't be a problem if you're just going to replace buildings. 3. Scrap Everything doesn't add scrap recipes for absolutely everything. Some pieces will need to be removed with the console. 4. Be careful with the scrap button. Two portions of the overhead highway can be scrapped, but not everything that rests on them. 5. After scrapping, visit an interior cell that has mole rats (Vault 88, Vault 81) to ensure that you don't have the mole rat bug that others have mentioned.
If you do this, I'd love to see some images of your rebuilt Jamaica Plain!
EDIT: I finally figured out how to "follow this topic" so I should be more responsive in future. Sorry for the delay.
No need to apologize for any delay- we all have busy aspects of our lives. I'm just appreciative of the fact that you choose to take time out of your life to come on here, contribute both your creations and info/advice; part of your life like many on here. I've used at least a half dozen Jamaica Plain mods here on Nexus. Some work better than others, some if not most are still learning the in's and out's of precombines, previs, etc. I noticed the previs issue (flickering buildings where there was one once, or if the size of the new building parameters didn't match the size of the old one, etc) with the broken precombine version of this mod, which I knew to be expected- been using F04 mods for a good 3 to 4 years now and Skyrim and Skyrim SE for about 10 years, so I'm used to it :).
1. Performance has never been an issue even with a mid-range pc that I built a year or so ago- only area I ever had issues with is both pre-Boston FPS fix and post-Boston FPS fix in downtown Boston, Cambridge area; never had ctd's. etc. in and/or around Jamaica Plain- one of my favorite areas to use as settlements. 2. Definitely noted but you covered more than most take the time out to work on. 3. I've only come across less than a dozen or so pieces of a building, etc that I ever had to use console commands to remove. I will always use Scrap Everything (I never trusted/used Spring Cleaning for long, even with the SE patch) for my settlement mod usage. 4. I never build that high- doesn't make sense to me to; too far from the ground (I don't like heights much. lol); don't like it over Graygarden or The Finch Farm. I guess I'm not raider-like enough to appreciate those parts of the build area. 5. I will definitely test that out in time. Still studying/comparing different mod author mod versions of Jamaica Plain (I rarely even do the Vault 88 quest; never had any issues with molerats in the Vault 81 tunnels, so there's that. I wonder if mole rat issue isn't related to the buggy quest with the drug addict brother and his sister(?) and not something else. 6. Depending on what version of your mod I ultimately decided to go with (probably the broken precombines, since I only really use maybe half of the settlement area to build stuff on- the other half I just demolish to keep it clear) I'll definitely post some images. I'm a big fan of Project Valkyrie's version of the BoS- (I only destroyed the BoS once years ago and have redeemed them and converted them to the Project Valkyrie mods version (awesome quest mod if you haven't checked into it- both Outcasts and Remnants are awesome story driven pieces of the game) most of my settlements are of that particular faction appearance.
Thanks :)
Endorsed, with an A for effort :) Keep up the good work
Thanks. I always play with the Thuggysmurf quest mod foursome. I love the extra branching paths, the new companions, the creative quests, the tough fights, the equally good loot (an early Disciples cutlass!) and plenty of respectable voice acting.
I only gave up Scrap Everything after watching the Finch Farm overpass disintegrate during its Rise of the Commonwealth flyby. I didn't really blame SE for that, though, so when I tire of RotC I'll grab it again. Like you, my PC seems to be fine with broken precombines. As a test, I even tried a few hours with bUseCombinedObjects=0 set in the .ini and I didn't notice much difference (admittedly I didn't run around downtown).
I have a sneaking suspicion that broken precombines get blamed for things they didn't cause in the first place. I know that nearly every settlement mod I downloaded for years in Fallout 4 had deleted navmeshes (its less of an issue these days) and I had to rebuild the nav on everything myself, then on the user end people using umpteen high res textures alongside masses of scripted mods with gay abandon. I used the ini edit myself for loads of playthroughs and literally there was only one place that caused me any issues (right outside the goodneighbor gate and one road to the left of it) and I'm still not 100% convinced that wasn't a mod doing a wild edit. Most settlements aren't in high traffic areas, only 2 I can think of are Bunker Hill and Hangmans - I don't use the ini edit any more but I break the precombines in every other settlement myself so that I can scrap and rebuild stuff and it hasn't caused me any issues whatsoever -not actually advocating it as a plan unless you know what your doing but for me at least it causes no issues.
and oops got well sidetracked.
I actually popped on to say I would be using this mod for my next playthrouh as it looks really neat :)
And also to say I also had the mole rat game freeze bug - it only hits in interior cells like the taphouse and curies vault etc (so no mod touching them at all) and the vault you build, places like that - and have used that no teleporting creatures mod to fix it myself, think I actually read about it on the AFK thread that gentester mentions below, and it fixed the issue for me as well.
Agree with everything you wrote. In a wasteland with 327 brooms and 84 mops (as counted by the Creation Kit), there's no reason my settlements aren't always spick and span. Thus I too am happier if the game is drawing every leaf pile, rubble clump, and 210-year old automobile frame so that I can get rid of it. Anyway thanks for the note and I hope this mod treats you well.
I know the reply is a little late but I recently found a fix for the molerat issues in Vault 88, and Nuka World. I haven't had an issue since installing it; just an idea for those that have this issue:
Hello. First I want to say that the mod is great but I have a problem with Scrap Everything. Within a certain distance from the vanilla plant I can no longer scrap items. What's the problem ? How can I fix it ?
Scrap Everything was designed around the much smaller vanilla settlement boundary, so it only breaks precombines in 4 cells. This mod expands JP to 9 cells, so yes, half of the settlement behaves differently from the other half. To have full scrapping control, you'll need to use the "broken precombines" version of this mod. Be sure to keep SE low (or dead last) in your load order so that you get SE's scrap recipes, which are more generous than mine.
73 comments
Also, do the cells at the corner unload if you're at the opposite corner of the settlement? I know there are glitches that can happen if settlements partially unload. I have heard it's a big problem at Spectacle Island.
When I was writing my comment I actually had the settler unassignment glitch in mind. It seems to be caused when the cells of a large settlement become unloaded or when two settlements are loaded at the same time and the data in memory for one settlement overwrites the data from the settlement you are currently in. I don't think there is a consensus on what causes it even after all this time. I could see how the same situation could mess with your power grid, though. I actually have had issues with power in Sanctuary Hills specifically. Sanctuary is pretty infamous for the settler unassignment glitch too. 3x3 doesn't sound too big though. I'm sure if anything weird ever happens that it would probably self-correct upon returning to Jamaica Plain.
What I'm wondering is, can I use that mod in conjunction with yours? I'm assuming I'd have to load this mod at the very bottom of the load order, just after Immersive Cleaning.
Thanks!
EDIT: I'm guessing the mods aren't compatible out of the box. Would simply deleting Immersive Cleaning's Jamaica plains worldspace records do the trick?
EDIT 2: Okay, here's how I got the two mods to work together, in case someone wants to achieve the same thing.
1. Go into FO4Edit, open up Immersivecleaning.esp.
2. Under Worldspace, find all Jamaica Plains cell records (01-09) and delete them.
3. When deploying mods, select Save new changes.
4. Load this mod after Immersive Cleaning, so at the very bottom.
You should now have all Immersive Cleaning settlement changes, excluding Jamaica Plains, so there won't be any conflicts.
Starting from bottom of load order:
*Build High - Expanded Settlements 5.0
*Build High - Scrapper's Patch (would not necessarily recommend using Build High; I do but it's personal choice other than "All Settlements Extended Player's Choice")
Build and Scrap Beyond Workshop Boundaries - Break the Walls Down (only need version 1.2, unless you use SimSettlements)
Build and Scrap Beyond Workshop Boundaries - Break the Walls Down - Vault 88
Build and Scrap Beyond Workshop Boundaries - Break the Walls Down - Nuka World
Build and Scrap Beyond Workshop Boundaries - Break the Walls Down - Far Harbor
Expanded Quick-Clean Jamaica Plain (precombines broken version)
- bottom: Scrap Everything - Ultimate Edition
With this mod set up and order I was able to scrap all the trash, junk, houses (some pieces of houses and corpses have to be disabled manually- from my experience) all the way to the diner and up to the house in back with truck in garage near rocks. I've had no conflicts so far, so take my suggestions as is.
No BloodWorm MoleRats Scorpions Teleport-BugFix
https://www.nexusmods.com/fallout4/mods/51563?tab=description
Do I need to download the other version of the main file of this mod to be able to do that? Or do I just put this above Scrap Everything now that all the junk, etc. has been removed?
Thanks
Assuming that you want to rebuild all the buildings in all 9 cells, the non-preferred broken-precombines version is the only thing that will work. Some cautions:
1. Pay close attention to performance; make sure you can live with the hit.
2. Examine the terrain as you remove each building, I didn't fix all of it, some will not look great at all. This won't be a problem if you're just going to replace buildings.
3. Scrap Everything doesn't add scrap recipes for absolutely everything. Some pieces will need to be removed with the console.
4. Be careful with the scrap button. Two portions of the overhead highway can be scrapped, but not everything that rests on them.
5. After scrapping, visit an interior cell that has mole rats (Vault 88, Vault 81) to ensure that you don't have the mole rat bug that others have mentioned.
If you do this, I'd love to see some images of your rebuilt Jamaica Plain!
EDIT: I finally figured out how to "follow this topic" so I should be more responsive in future. Sorry for the delay.
1. Performance has never been an issue even with a mid-range pc that I built a year or so ago- only area I ever had issues with is both pre-Boston FPS fix and post-Boston FPS fix in downtown Boston, Cambridge area; never had ctd's. etc. in and/or around Jamaica Plain- one of my favorite areas to use as settlements.
2. Definitely noted but you covered more than most take the time out to work on.
3. I've only come across less than a dozen or so pieces of a building, etc that I ever had to use console commands to remove. I will always use Scrap Everything (I never trusted/used Spring Cleaning for long, even with the SE patch) for my settlement mod usage.
4. I never build that high- doesn't make sense to me to; too far from the ground (I don't like heights much. lol); don't like it over Graygarden or The Finch Farm. I guess I'm not raider-like enough to appreciate those parts of the build area.
5. I will definitely test that out in time. Still studying/comparing different mod author mod versions of Jamaica Plain (I rarely even do the Vault 88 quest; never had any issues with molerats in the Vault 81 tunnels, so there's that. I wonder if mole rat issue isn't related to the buggy quest with the drug addict brother and his sister(?) and not something else.
6. Depending on what version of your mod I ultimately decided to go with (probably the broken precombines, since I only really use maybe half of the settlement area to build stuff on- the other half I just demolish to keep it clear) I'll definitely post some images. I'm a big fan of Project Valkyrie's version of the BoS- (I only destroyed the BoS once years ago and have redeemed them and converted them to the Project Valkyrie mods version (awesome quest mod if you haven't checked into it- both Outcasts and Remnants are awesome story driven pieces of the game) most of my settlements are of that particular faction appearance.
Thanks :)
Endorsed, with an A for effort :) Keep up the good work
I only gave up Scrap Everything after watching the Finch Farm overpass disintegrate during its Rise of the Commonwealth flyby. I didn't really blame SE for that, though, so when I tire of RotC I'll grab it again. Like you, my PC seems to be fine with broken precombines. As a test, I even tried a few hours with bUseCombinedObjects=0 set in the .ini and I didn't notice much difference (admittedly I didn't run around downtown).
Have fun! Thanks for checking out the mod.
I used the ini edit myself for loads of playthroughs and literally there was only one place that caused me any issues (right outside the goodneighbor gate and one road to the left of it) and I'm still not 100% convinced that wasn't a mod doing a wild edit.
Most settlements aren't in high traffic areas, only 2 I can think of are Bunker Hill and Hangmans - I don't use the ini edit any more but I break the precombines in every other settlement myself so that I can scrap and rebuild stuff and it hasn't caused me any issues whatsoever -not actually advocating it as a plan unless you know what your doing but for me at least it causes no issues.
and oops got well sidetracked.
I actually popped on to say I would be using this mod for my next playthrouh as it looks really neat :)
And also to say I also had the mole rat game freeze bug - it only hits in interior cells like the taphouse and curies vault etc (so no mod touching them at all) and the vault you build, places like that - and have used that no teleporting creatures mod to fix it myself, think I actually read about it on the AFK thread that gentester mentions below, and it fixed the issue for me as well.
https://www.nexusmods.com/fallout4/mods/51563?tab=description