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zerobandwidth

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zerobandwidth

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11 comments

  1. zerobandwidth
    zerobandwidth
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    Sticky
    Just to let everyone know, I haven't tested it yet, but this similar mod from Aurelianis might be a better solution, if it works. But if you've already scrapped pieces of the house using my scripts, the mod might not work for you. Again, I haven't tested it.
  2. CaptainGinns
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    Hmm?  I must be doing something wrong.  I placed the script in the root of Fallout 4 directory.  I went to the console and typed in "bat zbwCleanupCroupManor".  I saw the code scroll down through this object and that object.  However, everything was still there when I exited the console.  

    Ivan
    1. zerobandwidth
      zerobandwidth
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      Hmm. Might you have another mod installed that has altered Croup Manor in some way, or precombined the parts of the house so that they can't be touched by the script?
      Try walking around the house, opening the console, and clicking on some of the wall or floor pieces. You should be able to find at least a few of the object IDs that are used in the script. However if you get messages about "Picked non-ref object" or whatever, and no object ID comes up, then you might not be able to use this.
    2. zed140
      zed140
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      Same not working
  3. 54yeggan
    54yeggan
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    Now this is the mod I've been looking for! Doesn't occupy an .esp slot, doesn't cause potential cell resets!

    Thank you so much! :D
    1. zerobandwidth
      zerobandwidth
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      Enjoy! And yeah, it shouldn't have any reset issues. I have been using a similar script for the extended Jamaica Plains for a long while and haven't seen any resets.
    2. 54yeggan
      54yeggan
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      Bruh, I hate to say this but your mod didn't exactly work for me. The broken walls are still there, even after I ran the aggressive cleanup script. What happened?
    3. zerobandwidth
      zerobandwidth
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      Maybe the objects are still pre-combined and thus can't be accessed by reference ID? Try walking around the house, opening the console, and clicking on some of the wall or floor pieces. You should be able to find at least a few of the object IDs that are used in the script. However if you get messages about "Picked non-ref object" or whatever, and no object ID comes up, then you might not be able to use this.
  4. davethepak
    davethepak
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    Love the idea of this mod!

    Oh, and as a mod author (mainly for skyrim, but a few for f4 - most not published) I 100% agree and understand this statement;

    Because I lose patience with the F4CK too quickly and this change isn't worth taking up a slot in your load order.

    Thanks for sharing.
    1. zerobandwidth
      zerobandwidth
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      You're very welcome; enjoy!
  5. peytonmc00
    peytonmc00
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    I really like the way this looks in your images.  Please forgive my ignorance, but may I ask how this affects the overall workshop budget?  I am assuming we would fill in walls and ceilings using the Snappy Housekit Mod?  Croup Manor has a relatively small budget, so I was wondering if looking better would be at the expense of having fewer crops or settlers, or what have you?  In either case, thank you for sharing your scripts!!!
    1. zerobandwidth
      zerobandwidth
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      I don't think any of the pieces of the house would be subtracted from the budget, since they're just being moved, and not deleted. (IIRC even using disable doesn't remove them from the budget tally.) But yes, you can fill in the gaps with pieces from Snappy Builds, and it doesn't take up too much of the budget, since the plain "Shell Kit" pieces are all pretty cheap in terms of draw and poly count.