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!
I've confirmed it. Changing the AI of the NPCs in covenant breaks them. I created a patch that fixes it. You need to change the NPCs back to vanilla AI, and covenant won't break anymore.
Now I need to check every other settlement to make sure any AI isnt diddled. It's creation engine. It's broken by default. Do not push it too far or it will eat your soul. Yes, I -am- insane. I am completely bonkers. I'm going full chaotic.
So I'm still having the issue with covenant behaving weird. Then I noticed that you said you changed the npc behavior to be controllable like settlers. Afaik, the base game doesn't allow for named settlers to be controlled.
I made a patch that reverts covenant default named settlers to behave like vanilla, started a new game, and teleported to covenant. The door is locked, Swanson is sitting out front. I even tested with the sandbox mod (after reducing the values of their radius down to 2x vanilla, instead of 3-10x) and it still works.
Now, I have no idea if I actually corrected anything, or if it was just my save being corrupted, but this is the first new playthrough where I've seen normal behavior. My theory is that by changing their AI at all it works the engine because a wayward fart can break CE.
It needs further testing, but I think I may have a potential fix for a potential problem.
Hello, is it possible to completely dismantle Taffington in the future, leaving only workshops?
Taffington Center - A Taffington Boathouse Blueprint https://www.nexusmods.com/fallout4/mods/60733 https://staticdelivery.nexusmods.com/mods/1151/images/60733/60733-1653515885-719056245.jpeg https://staticdelivery.nexusmods.com/mods/1151/images/60733/60733-1653515913-675470733.jpeg https://staticdelivery.nexusmods.com/mods/1151/images/60733/60733-1653516076-2125017034.jpeg https://staticdelivery.nexusmods.com/mods/1151/images/60733/60733-1653516254-1803024672.jpeg https://staticdelivery.nexusmods.com/mods/1151/images/60733/60733-1653515869-13467302.jpeg
This is a very beautiful building. To use the blueprint, it needs to be dismantled until only the workshop remains. as the picture shows https://staticdelivery.nexusmods.com/mods/1151/images/60733/60733-1653516333-1294997042.jpeg
Short version, I am slowly re-navmeshing the settlements and the meshes are not dynamic at all. There is a way to try to integrate a workshop scrapable/buildable structure into a mod so it loads as a player uses a mod and travels to a settlement but it breaks a lot, or just fails too work entirely.
This is why most of my updates with mesh only focus on walls and avoid ramps and stairs (they work fine if a player places those objects fresh in game, its the loading in from mod that is finicky).
Settlements with "over and under" structures get really strange, especially places like Coastal Cottage.
I came across a weird bug the other day where Swanson never appears outside of Covenant. I waited 24 hours and instead one of the other npcs was walking around outside, said welcome and glad i passed the SAFE test.. i never did that. The doors remain locked. I'm not sure if this mod has anything to do with it, but it's the only one that modifies that area.
Oh well, I guess i'll just try a new game and hope it was just Bethesda bethesding. lol
I was having issue with him being a punk too, in vanilla.
You can console command him outside, might even be a trigger for that in the Cheat Tape.
I am planning on making the Cov. walls scrapable, and maybe the houses, but have to have the mesh update to make that safe to do. Otherwise the settlers will literally never go where the walls were.
Quick question - there's a button on the side of the Taffington workbench, but I can't find any mention of it in any of the comments here. What does it do, if anything?
One of the turret stands, the furthest from the entrance, is now converted to use workshop version this mod uses.
The planting crop area's ground piece can be scrapped, does not affect crops.
Added in my command box to right side of the workshop, this button press makes all the living settlers (except Swanson) in Covenant be fully workshop commandable, even Deezer.
Spoiler:
Show
The button can be scrapped either before or after usage, as this an optional feature.
Settlers in Covenant were missing a property to allow them to farm fully, now they all farm the full 6 food.
Penny's Shop was changed to connect to a floor mat. The mat can be moved or scrapped. It is uniquely owned by Penny, no other settlers can be assigned to it. If the command box mentioned above is used, and Penny can be assigned to farming she will continue to offer her store services, tested this myself!
Swanson got linked to the script to allow him act like a settler, I think some kind of quest linkage was preventing the command option from appearing.
Hey so one more thing xD I noticed in Covenant the turret wooden stand behind the house which has the terminal is not scrapable like the rest of them. Could you change that?
Also I think I will never do a playthrough without these again! Well maybe I'll do a Horizon playthrough without it since it kinda does not need these but every other kind of playthrough the first thing to get added to the list!
I have a small request on the Covenant settlement, I hope you don't mind. I uploaded a image in the users image so could you plz make that red circle marked concrete blockade scrappable as I really want to make it gone so I can make a walk path to the corner of the wall since I have a small hut there :) Now I understand that you probably can't make all the concrete blockages in that line gone since it's partly outside of settlement build area but that blockade I marked seems to be not connected to the rest of the concrete so I thought it could be made removable. Hope for answer soon, Thx
58 comments
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!
Now I need to check every other settlement to make sure any AI isnt diddled. It's creation engine. It's broken by default. Do not push it too far or it will eat your soul. Yes, I -am- insane. I am completely bonkers. I'm going full chaotic.
I made a patch that reverts covenant default named settlers to behave like vanilla, started a new game, and teleported to covenant. The door is locked, Swanson is sitting out front. I even tested with the sandbox mod (after reducing the values of their radius down to 2x vanilla, instead of 3-10x) and it still works.
Now, I have no idea if I actually corrected anything, or if it was just my save being corrupted, but this is the first new playthrough where I've seen normal behavior. My theory is that by changing their AI at all it works the engine because a wayward fart can break CE.
It needs further testing, but I think I may have a potential fix for a potential problem.
Taffington Center - A Taffington Boathouse Blueprint
https://www.nexusmods.com/fallout4/mods/60733
https://staticdelivery.nexusmods.com/mods/1151/images/60733/60733-1653515885-719056245.jpeg
https://staticdelivery.nexusmods.com/mods/1151/images/60733/60733-1653515913-675470733.jpeg
https://staticdelivery.nexusmods.com/mods/1151/images/60733/60733-1653516076-2125017034.jpeg
https://staticdelivery.nexusmods.com/mods/1151/images/60733/60733-1653516254-1803024672.jpeg
https://staticdelivery.nexusmods.com/mods/1151/images/60733/60733-1653515869-13467302.jpeg
This is a very beautiful building. To use the blueprint, it needs to be dismantled until only the workshop remains.
as the picture shows
https://staticdelivery.nexusmods.com/mods/1151/images/60733/60733-1653516333-1294997042.jpeg
Time effective to implement? No.
Short version, I am slowly re-navmeshing the settlements and the meshes are not dynamic at all. There is a way to try to integrate a workshop scrapable/buildable structure into a mod so it loads as a player uses a mod and travels to a settlement but it breaks a lot, or just fails too work entirely.
This is why most of my updates with mesh only focus on walls and avoid ramps and stairs (they work fine if a player places those objects fresh in game, its the loading in from mod that is finicky).
Settlements with "over and under" structures get really strange, especially places like Coastal Cottage.
Oh well, I guess i'll just try a new game and hope it was just Bethesda bethesding. lol
You can console command him outside, might even be a trigger for that in the Cheat Tape.
I am planning on making the Cov. walls scrapable, and maybe the houses, but have to have the mesh update to make that safe to do. Otherwise the settlers will literally never go where the walls were.
Latest update (version 1.31) has some of the walls and other things in Covenant be invisible and/or flickery for me?Do you have the Cov-TBH-DCnR_F-ESL.esp loading last in the load order?
One of the turret stands, the furthest from the entrance, is now converted to use workshop version this mod uses.
The planting crop area's ground piece can be scrapped, does not affect crops.
Added in my command box to right side of the workshop, this button press makes all the living settlers (except Swanson) in Covenant be fully workshop commandable, even Deezer.
The button can be scrapped either before or after usage, as this an optional feature.
Settlers in Covenant were missing a property to allow them to farm fully, now they all farm the full 6 food.
Penny's Shop was changed to connect to a floor mat. The mat can be moved or scrapped. It is uniquely owned by Penny, no other settlers can be assigned to it. If the command box mentioned above is used, and Penny can be assigned to farming she will continue to offer her store services, tested this myself!
Swanson got linked to the script to allow him act like a settler, I think some kind of quest linkage was preventing the command option from appearing.
Well at least I know you guys are playing thoroughly with the mod :D
I have a small request on the Covenant settlement, I hope you don't mind. I uploaded a image in the users image so could you plz make that red circle marked concrete blockade scrappable as I really want to make it gone so I can make a walk path to the corner of the wall since I have a small hut there :)
Now I understand that you probably can't make all the concrete blockages in that line gone since it's partly outside of settlement build area but that blockade I marked seems to be not connected to the rest of the concrete so I thought it could be made removable. Hope for answer soon, Thx
Its done as of 1.30.