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VilanceD

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  1. VilanceD
    VilanceD
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    Have you ever found yourself excited to get a new settlement, and get started building, only to discover there are literal piles of trash everywhere you cannot scrap and broken and/or multiple objects that are also not removable? So what is a player to do? A popular option for many is Scrap Everything, but that mod does not play well with many other mods as it breaks what is known as Precombines. Another option is for those with beefy systems to disable all Precombines in the game ini file. Both those options work poorly with larger mod series for example Sim Settlements 2, Horizon, etc.

    Well my DC & R series is all about giving the cleaning power back to the player while keeping updated Precombines and Previs(PnP) and larger mod compatibility and keeping the original game visual style. This series removes those unsightly trash and structural restrictions while keeping all the original removal objects, even trash, letting the player clean what they choose too.

    The remodel portion addresses the other issue, which is that many vanilla structures cannot be repaired in game without using strange mismatch of parts. Most repaired home/settlement mods (done in CK) don't have Previs/Precombines either. Also many vanilla settlements have permanent objects in strange places that should be removable. So the goal here is twofold: maintain original design using lore friendly matching parts with basic structural repair i.e., walls, floor or ceilings, AND to remove those permanent counters, bathroom stalls that prevent deeper levels of settlement customization.

    If you have any issues with missing visuals or collisions, or any other strange occurrences, please post below, preferably with load order and a screen shot. Happy building!
  2. Deshebist39
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    Will there be serious conflicts of your "... Clean and Remodel" with "All SettlementsExtended - Player's Choice" https://www.nexusmods.com/fallout4/mods/29095 ???
    Are there any experience of joint use?
  3. jdbassjr
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    I would start a bug report but Nexus Mods will not let me so here it is.

    Part of the front porch to the right of the front door is invisible. You can walk on it but you see the water.

    Stairs are invisible. Again you can walk up them but they are not visible in the game.

    When you get upstairs and turn left the wall on the opposite side of the room is invisible.

    Version 1.31. Windows 11.
    1. VilanceD
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      Load order?
  4. VilanceD
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    V1.31 updates to all the same features as the CoV/TBH

    Makes posts, roof and ceiling scrapable

    Converts boathouse doors to workshop version/scrapable

    Trap parts scrap better

    Disables normally permanent lights.
  5. JacobVDrum97
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    The mod looks great! Though, if it's not too much trouble, would you be willing to upload it to Bethesda.net for the PC platform? I can't get the manual installation to work for me. Thanks!
    1. VilanceD
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      Sure I already uploaded a few so far.
    2. VilanceD
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  6. Ver3ion
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    Love this kind of cleaning/restoration mod with rebuilt precombines. According to your in-progress Deep Clean mods mentioned in the description, I have a suggestion. MDFs Grass Mod Fixes and Trash Cleanups and some of his other mods already did great jobs to clean up settlements. To save some time, maybe you only work on settlements you don't like or missing in MDF's mods.
    1. VilanceD
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      How is the trash cleanup in this mod different than the Clean My Settlement trash clean up?
    2. Ver3ion
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      Totally different, Clean My Settlement basically hides vanilla items with transparent textures, creates copies of those items and distributes them back to the game, so we can scrap them manually or with scripts. As a result, Clean My Settlement conflicts with all mods retexturing relevant items. MDF's mods manually remove trash items with CK and rebuild precombines, and they're more than trash clean-up; they also do some restorations and allow a few buildings to be scrappable.
    3. VilanceD
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      I can have a look at this, is for nothing else to learn and get ideas. I actually prefer Clean my settlement as it doesn't clash with P&P nightmare. If I could I would just run that and do remodels/rehabs for some of the more egregious FUps, like Slog, Kingsport, Croup, Egrets, and Sommerville. As it is I will end up fixing them all up lore friendly wise eventually but a big part of the effort is also cleaning the crap that just won't go without rebuilding the P&P. I'm looked at vanilla roof content for ideas for Greentop house, already started updating the glass panels on the greenhouse. 
      Im still on the fence about doing deeper level repair for badly damaged structures, currently I am just flat out removing them, Tenpines anyways, other stinkers that just need bye bye are likely Coastal Cottage and Murkwater. As long as there is a basic structure intact I can usually figure out some vanilla resources to make it look lore friendly and "immersive". There are a few I am on the fence about my approach but I will sort them out as I go.
    4. Ver3ion
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      I didn't mean to ask you to manually remove those trashes and abondon Clean My Settlement; I mean you could save some time by revamping fewer settlements if there're already mods fixed other settlements as your taste. I suggested about MDF's mods bcuz I felt those mods might already done some settlements as you intended to do. BTW although I don't use Clean My Settlement mod, I use transparent textures to hide all trash items except leaves and rubble piles (lots of them are parts of ground).
    5. VilanceD
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      Hmmm, I see your point, however I don't think that is what my goal is here. Removing trash is nice but often times there are other factors in play with each settlement, for example remodeling partially destroyed structures, removing mostly destroyed structures, so on. Also the trash cleanup part is literally the quick part closely followed by the remodel process, its the QC that takes all the time. If I QC someone else's work and need to make minor changes I end back where I started uploading a new mod and it taking what I would anticipate about the same amount of time. I could be wrong though so I will take a look at this mod.
    6. Ver3ion
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      You're right, remodeling is much more complicated than simply removing a structure or making it scrappable, and I also agree that a settlement revamp should be started from scratch rather than based on other people's work. Maybe MDF's mod looks like only a cleanup mod due to its name, but there're many repairs/restorations, and each settlement actually has its own mod. If you check them, you should understand what I suggested.
    7. VilanceD
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      I ended up just hiding/disabling all the trash/plants/etc stuff that Clean My Settlement usually affects.
  7. Vylmort
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    Thank you :)
  8. RadoGamer
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    Simple question,

    I hide the AC units on a couple of  the small brick houses by pushing them inside the structures. I do that so  I can have all windows with daylight in the interior cell,  I use them for companion homes, I try to use ones that are isolated from city areas. My load order is on with Vortex, and occasionally I use LOOT manually for other purposes. So, I should be OK using this mod? Correct? I absolutely want to use this mod, I hate TBH , I haven't used it in my game for at least 2 years!!

    Thanks
    J
    1. VilanceD
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      How did you hide the HVAC? Like using CK? Where are these homes at? It sounds like Sanctuary. If it Sanc, there is no conflict you can put this one after or before a Sanc mod.
    2. RadoGamer
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      Thanks for the questions, I use the CK to push the hvacs  in to the Cottage house nifs that they are attached to so they are still part of the nif, just simply inside it.

      The only thing I add is the teleport exterior door in the doorway of the house.

      One is on the outskirts of of the College square towards Corvega and the other is next to the river after all the buildings that end past Hangman's Alley to the west on the road that fronts the river.
    3. VilanceD
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      Ok, so here is a video on this topic. I'm not really an expert and honestly struggling to get one of my simpler mods working I tried just processing a single cell or two that changed but it broke previs on nearby cells that didnt change. My other mods seem to not have this issue but i suspect that is because i havent walked far enough away... Im trying something new, going to rebuild all geometry than rebuild previs than remove duplicate geo files.

    4. VilanceD
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      Ok got it. Here are the steps:
      Step 1 - Find the cell that is where the previs is generated closest to the cells you edited content inside, for example in Graygarden its Wilderness -12,3. A way to find out all those spaces is to view your esp in FO4Edit and select cells, etc. 
      Step 2 - Once you know where your previs/vis is centered, you have to build the precombines for each cell immediately adjacent, so for one previs cell that is 9 cells total. For example in Graygarden that was cells -13, 4 thru -11,2 in a 3x3 box. For each cell in that 3x3 do the World->Precombine Geometry for Current Cell, not "Loaded Cells". EDIT: I recommend reloading the plugin and losing save if you accidentally generate for a cell outside your 3x3 set./EDIT. Should go fast other than moving thru CK. This generates files in the FO4/Data/Meshes/Precombines folder.

      EDIT: Step 3 - go back to the vis cell and select Visibility -> Generate Precombined Visibility for Current Cell, this will take 1-3min. EDIT  never do "Loaded Cells" that does 9 previs at once. Files goto: ../FO4/Data/Vis/Fallout4.esm/*

      Step 3 A - If your modified cells overlap into multiple previs cells repeat steps 2-3 until all geometry and vis is generated for all 3x3 blocks.

      Step 4 - In CK select File -> Generate archive, than click pack file. Name the archive same name as esp file, except add " - Main" at the end. Its going to be pretty large for a minor mod, like 40meg per 3x3 or so. 

      Step 5 load into game with mod and test for visuals and collision. 

      Step 6 (optional) - If you want to tweak the size of the mod you can use a FO4edit script called Fo4 Precombined Data Editor, this will require DL and install of FO4Edit and moving script to approp location. If you select the cells in FOEdit and select apply script that outputs a DOS Batch file that removes the redundant precombine files. If this is for a local personal project I wouldnt bother. If you want to optimize size its a handy tool...that being said.

      I just finished Graygarden and the tool actually created visual bugs, I had to add back a few precombine files at a time to get the visual errors to go away. I did make the mod smaller by a factor of 4x, from 40 meg to around 10meg.?

      Alternate option, disable all precombines and get a high end gaming rig.
    5. BenRierimanu
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      Step 3 in this guide is partially wrong. You only need to do Precombined Visibility. The first visibility's generation gets clobbered by the second, which adds unneeded XPRI entries to the plugin (this increases load times as the engine tries to load physics twice for a reference)

      Edit: Additionally, you only have to gen vis once per 3x3 cluster.
    6. VilanceD
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      Trust this guy ^^^ he actually made PRP 
    7. RadoGamer
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      Got it!! Thanks
  9. VilanceD
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    As I had suspected there were little regions just outside the vicinity of TBH that had some visual glitches, I found them all rebuilt Previs and thoroughly revisited all 9 cells of the region and its looking good. Downside is mod is up to 20 meg.

    EDIT added in craftable deck rails, and workshop scrapable brahmin, thanks for the tutorial videos Kinggath!
  10. CaptainJerky
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    Ma Boi be on trending!!
    1. VilanceD
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      Not sure what that means but I'll take it :D
  11. Gastalbajter
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    The house looks great but it makes some weird textures in Thicket Excavation. 
    1. VilanceD
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      There are no texture replacements and Thicket ex is pretty far from TBH, how do you know its this mod?
    2. VilanceD
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      mystery double post. 
    3. Gastalbajter
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      I disabled plugin and came back into the game and it was all normal. 
      I enabled plugin again today and I pressed to sort plugins, game loaded and it looks ok. 
      Idk what happened, cant explain ...
    4. VilanceD
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      No worries, I spent my first week modding fighting with visual bugs from PnP and load order. I would make some changes and the poof, blinking objects, and no collision. Seeing Concord water tower disappear was fun.
    5. deleted100232623
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      Sounds like you had an LOD issue, unrelated to this mod. When you left the game and restarted, it cleared the stuck LOD.