To those who ask if my mod works with X mod, I suggest you test it. You will not lose anything and you will see for yourself if it works well or not with another mod. Just install and activate or deactivate each mod to test them. The truth is that I can't go testing every mod you ask me.
As for the mods with which some conflict is generated, try placing them below or above my mod. It is not mandatory that this mod should go to the end of the load order. Usually it is, but with some it works by placing them below.
I am working on a hybrid version (Clean and Scrap) that allows cleaning all the same as before, but that the flora and destroyed buildings (just unfunctional, no all of them) is scrappable, since not everyone likes to remove hedges, vines or some bushes. This will take time, so I ask you to be patient.
And finally, I ask that anyone who likes the mod, please endorse it, since I do not ask for donations, I think it would be fair to at least endorse it so that more people know it and try my work, which by the way was a lot.
I am tracking, though not using this mod. The following patch was uploaded on 30 December 2023: https://www.nexusmods.com/fallout4/mods/77099 I hope it helps those who say they have trouble with this mod!
May your new year bring you wealth like Beths brings bugs!
This is completely different to Workshop Framework! Immersive Cleaning cleans settlements by disabling debris etc, it doesn't touch workshop objects at all.
It seems to be incompatible with Boston FPS Fix, at least in my game. Even if this mod is at the last place of the load order, at Hangmans Alley it came to flickering and disappearing parts. Only after uninstalling Boston FPS Fix it worked. But Important: This mod always at the end in your load order
Sadly this doesn't work for me,has to be conflicting with a couple of mods that go to work fixing pre-vis in my load order.
I noticed a couple of comments that suggest bottom load order but am not willing to fidget with that because of the mods that demand that area already.
Will give this mod another try on another playthrough,will endorse still because it's just my list of mods that caused the conflict.
Try it with only this mod installed and/or last in your load order. It will work then. You have a conflict - probably PRP or another optimization patch (such as one for Beantown Interiors etc.) or another mod that edits Sanctuary.
I guess this mod doesn't like PRP as it's the only thing I have that I can think of that might be the problem. I activate the trash can, clean settlement, I get a couple goodies back and... nothing in the settlement is clean. Absolutely NOTHING. Didn't see anything in xEdit as far as conflicts so I'm stumped. Too bad, now I still have to manually clean them.
Both are compatible with Place Everywhere. Combine all 4 mods and you can basically get rid of almost everything. They are also generally compatible with Sim Settlements 2, but will conflict with other mods that modify vanilla settlements. They appear to work fine with All Settlements Extended ?
Those are now what I use. But I'd be careful with the Settlements Extended as I remember reading (was it the SS2 forums? ... hmm) anyway, it's a gamble as that mod can screw with SS2, its city plans, and I believe also some parts of the storyline since it's definitely changing cell data. For SS2 try to stay as vanilla as possible for the settlements. But yes, the other mods have been working for me.
For PRP users there's another option to consider. Try VilanceD's Deep Clean settlement mods which comes PRP patched and ready for easy building. Scrapping woes is then much less of an issue - if at all.
Hey seraphael - although those look good (and I'm also a huge fan of JennCave's Clean and Simple series) they still edit cell data. When you select a city plan for SS2, it is expecting to build on VANILLA ground. Any change, no matter how minor, to the cell(s) for the settlement will cause you to have to go around and do a lot of futzing and fixing things that are either sunk in or floating. I speak from experience. I wanted so badly to use CAS with SS2 but it's just a nightmare. Sure, you can build yourself with those mods (which I end up doing), but anyone wanting to use City Plans needs to stick to vanilla settlements.
However, in reading through everything in VilanceD's all in one, and looking at the images, I can see he really stuck to the original settlements' layouts, so I'm impressed and I think I'm going to give it a try. So kudos seraphael!
I like Settlement Salvage Bot as another alternative if previs/precomb conflicts arise. Just be sure to read the instructions about deleting the ini to prevent "unsafe" (ie, precombine-breaking) scrapping.
206 comments
To those who ask if my mod works with X mod, I suggest you test it. You will not lose anything and you will see for yourself if it works well or not with another mod. Just install and activate or deactivate each mod to test them. The truth is that I can't go testing every mod you ask me.
As for the mods with which some conflict is generated, try placing them below or above my mod. It is not mandatory that this mod should go to the end of the load order. Usually it is, but with some it works by placing them below.
I am working on a hybrid version (Clean and Scrap) that allows cleaning all the same as before, but that the flora and destroyed buildings (just unfunctional, no all of them) is scrappable, since not everyone likes to remove hedges, vines or some bushes. This will take time, so I ask you to be patient.
And finally, I ask that anyone who likes the mod, please endorse it, since I do not ask for donations, I think it would be fair to at least endorse it so that more people know it and try my work, which by the way was a lot.
Thank you very much to all! Cheers!
https://www.nexusmods.com/fallout4/mods/77099
I hope it helps those who say they have trouble with this mod!
May your new year bring you wealth like Beths brings bugs!
But Important: This mod always at the end in your load order
I noticed a couple of comments that suggest bottom load order but am not willing to fidget with that because of the mods that
demand that area already.
Will give this mod another try on another playthrough,will endorse still because it's just my list of mods that caused the conflict.
?
Raze My Settlement
Both are compatible with Place Everywhere. Combine all 4 mods and you can basically get rid of almost everything. They are also generally compatible with Sim Settlements 2, but will conflict with other mods that modify vanilla settlements. They appear to work fine with All Settlements Extended ?
Those are now what I use. But I'd be careful with the Settlements Extended as I remember reading (was it the SS2 forums? ... hmm) anyway, it's a gamble as that mod can screw with SS2, its city plans, and I believe also some parts of the storyline since it's definitely changing cell data. For SS2 try to stay as vanilla as possible for the settlements. But yes, the other mods have been working for me.
However, in reading through everything in VilanceD's all in one, and looking at the images, I can see he really stuck to the original settlements' layouts, so I'm impressed and I think I'm going to give it a try. So kudos seraphael!