Does this happen to be compatible with Lexington Interiors and/or Immersive and Extended Lexington? I imagine it might not be since you had to edit precombines...? Would that also make it incompatible with Previs Precombines? Thanks!
The mod looks great. Fingers crossed it would work with my other mods~!
Having messed around while in build mode, I've noticed some minor annoyances. 1. The burnout out cars and frames in the two parking garages aren't scrapable, even with enabling more items with Place Everywhere. I didn't care much about the other ones, since I had great plans for those garages. 2. Hanging bodies up at the top of the pool apartment aren't scrapable either. Everything else is just me being picky with placements of crops and what not lol
Found the culprit of the bug whilst creating the mod from scratch.
Version 2 will be uploaded in a short period of time(likely 1-3 days). Version 2 is better adjusted for other users, meaning that the requirement for Scrap Everything and DLCs will be dropped - there are more defaultemptytrigger for the workshop area in the creation kit. Trash from precombines are being hand picked in order to be scrapped, holes filled and precombines restored giving an overall better experience(and way less lag).
Progress from today: - >1500 objects marked for scrapping, tidies up Lexington pretty well. -some smaller objects/holes that I overlooked, which I patch once I get up. -removed some roofs and fixed walls
I'll probably upload the version where players only need to scrap a single wooden chest in order to clean everything up, due to the size of the settlement it would otherwise be only a chore.
Alright Version 2 is now finished which I'll upload tomorrow + updated mod page.
Precombines work, scrap all too, settlement system also. Left Corvega Assembly Plant mostly untouched, only some very light cleaning. ~41 cells that are able to being built on.
Had to stay off of some minor trash objects due to them being references for a shell(ex: Radroach "King" house).
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The mod looks great. Fingers crossed it would work with my other mods~!
Added it to the incompabilities list.
I'm building the mod from scratch at the moment to figure out what the issue is that causes this.
Version 2 will be uploaded in a short period of time(likely 1-3 days).
Version 2 is better adjusted for other users, meaning that the requirement for Scrap Everything and DLCs will be dropped - there are more defaultemptytrigger for the workshop area in the creation kit. Trash from precombines are being hand picked in order to be scrapped, holes filled and precombines restored giving an overall better experience(and way less lag).
- >1500 objects marked for scrapping, tidies up Lexington pretty well.
-some smaller objects/holes that I overlooked, which I patch once I get up.
-removed some roofs and fixed walls
I'll probably upload the version where players only need to scrap a single wooden chest in order to clean everything up, due to the size of the settlement it would otherwise be only a chore.
Creation Kit gave me a bit of a setback with crashing from time to time and unset a couple things due to that.
Still on the lookout for some smaller trash objects.
Precombines work, scrap all too, settlement system also.
Left Corvega Assembly Plant mostly untouched, only some very light cleaning.
~41 cells that are able to being built on.
Had to stay off of some minor trash objects due to them being references for a shell(ex: Radroach "King" house).
Don't know of any other way to scrap the Debris.
bUseCombinedObjects=0 is no longer required.