Fallout 4

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VilanceD

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VilanceD

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About this mod

Cleans up the normally permanent junk, wrecks, plants and remodels home and greenhouse. Greenhouse, House & Shack can be removed! ESL Flagged. Precombines/Previs rebuilt.

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Permissions and credits
Changelogs
What does this mod do?
  • Removes(disables) the normally permanent pots, tables, plants, trees, wrecked cars, trash piles and a grill
  • Does NOT modify plot/quest or any normally scrapable objects, trash or otherwise.
  • Settlement can be scrapped down to just dirt and a house foundation if you so choose, LOD will still show the house and greenhouse from far away though.
House updates:
  •  Fixes house roof, walls & ceiling, using in game lore friendly assets
  • Entire roof has been repaired using the DLC Barn roof, it can be removed in workshop mode allowing for a different roof or more structures as the new ceiling acts as a platform.
  • House walls and repaired ceiling can be scrapped in workshop mode.
  • Foundation updated to use cleaner but still lore friendly material swap concrete.
  • Foundation is now scrapable!
Greenhouse updates:
  • Repairs damaged glass panels & lights on greenhouse, now fully repaired.
  • You can now place more objects on greenhouse roof in workshop mode. Small objects on the glass panel sections do not always work.
  • Entire greenhouse is removable, look for a hammer on the workshop workbench, select scrap or store the hammer in workshop mode to remove the greenhouse.
  • If GH is removed all light effects, water effects and irrigation system is removed as well.
  • If you want to keep the GH as is, pick up the hammer into your inventory.
Other QoL Features:
  • Shack on the side of the house changed to a workshop version, can be scrapped or moved accordingly.
  • Greenhouse tables are now buildable/scrapable Workshop->Furniture->Tables
  • Oil lanterns replaced with WS version, associated light effects should scrap with them.
  • Camp Fire and Fire Barrels replaced with workshop version.
  • Requires Vilance's Library Plugins, adds over 24 workshop items. Used to prevent workshop object duplication between my various mods.
  • Entire settlement Navmesh has been rebuilt.  See detailed explanation below for advantages this gives.
  • Partial list of navmesh improvements: NPCs and settlers using both roofs without teleporting on top of them, navigating around walls/objects better, and then navigating thru where objects were after those objects are scrapped.
  • Previs/Precombines fully rebuilt all 18 cells worth, 2 Previs.
  • ESL Flagged - should not count against the 255 plugin max cap.

Warning!
Again a friendly reminder, if you choose to fully clear settlement by scrapping house roof and walls or the greenhouse, the original house and greenhouse will appear from very far away due to how LOD works. LOD is not dynamic!

Why Rebuild a Settlements Navmesh:
Spoiler:  
Show

Stolen from Glitchfinder's JP Navmesh Update:
Ever found yourself building at most settlements, only to realize the settlers weren't the sharpest tools in the shed? Trying to walk through benches, running around the settlement rather than through it, and generally just not really understanding where they could walk? Turns out most settlements need some real work.


The main issues are precuts, areas missing navmesh, navmesh below terrain and navmesh poorly shaped. 

Precuts: Objects that can be scrapped or moved get a special navmesh under them to prevent NPCs from moving thru them, this is called "pre-cut". When you scrap or move those objects the navmesh under them opens up for NPCs. Most precuts in the game were autogenerated and have poor shapes creating delays to NPCs navigating the space. Also most exterior pre-cuts where much larger than the objects they were under to the point where large sections of settlements would be un-navigable by NPCs, until those trees, cars, etc were scrapped. Lastly, a lot of objects that are scrapable did not get precuts at all.

For customized scrapable structures and objects, getting re-navmeshed ensures NPCs use the full structure space, it also prevents NPCs from walking on the roof via teleportation, but they still will walk on the roof if there is a ladder or stairs to it.

Areas missing Navmesh: A large variety of objects/sections are missing or deliberately did not get navmeshed, these include: Large rocks/Cliffs, small/low rocks, hill edges, ramping terrain, fallen logs, junk or trash piles that are low to the ground, so on. When remeshing these I do not do objects with more than an apparent 30 degree ramp up, or large protruding objects BUT honestly there is no reason that logs parallel to the ground should not be navigable. Also many of the high to low sections like cliffs and hill edges can get something called an Edge Portals, which I call jump-downs (as that is what the NPCs do when they use them), so I mesh those cliff/hill edges so the NPCs will actually use them. Many of the hill edges were setup that only flyers would use them, as far as I know flyers will use those Edge Portals to go up.

Navmesh below terrain: A large part of the navmesh in most exterior cells is below the terrain itself. Sometimes it is not very much and the pathing AI can handle it, other times its a massive difference and the AI fails badly. Rocky cliff areas have the worst of this I have seen so far with mesh several feet below the surface, but if you look at a before image (I try to post a before and after for each of these), you will notice massive sections of road and ground that are below the red triangles that make up the navmesh.

Navmesh poorly shaped: So the autogenerated navmesh (especially the precuts) make weird elongated shapes that the NPCs will hesitate or act drunk or spin around using. While the transition sections thru doorways and changes in elevation can have narrow triangles (I do this myself) these are sections that the mesh must use the narrow triangles. Autogen mesh with create primary paths where it is not uncommon to have an elongated triangle 1/3rd the length of a cell (roughly 100 feet) and less than a foot wide, that is a triangle with dimensions 100 x 100 x 1... and it normal to have several triangles like this stacked

All in one is done -> Commonwealth Deep Clean and Remodel Collection
  • This mod is part of the CDCRC ^^^
  • All vanilla settlements are included except for Oberland Station and Boston Airport.
  • The installer will allow player to pick and choose which settlements they want. 
  • Next is the DLC settlements, starting with Far Harbor.

Mod Compatibility & SS2

  • This is a stand alone version, not specifically patched for SS2 or any other mod series.
  • Checked SS2 resources, should be compatible. Will test directly via playthrough once I am done with DLC Settlements.

Load Order and Visual glitches "Breaking Previs"
  • This mod has updated Precombine and Previs (PnP) files, for load order purposes that means it must be loaded after other mods that also have PnP files.
  • PnP in a nutshell -> “There can be only one"
  • The LOOT team was updated about 3 different PnP mods to auto-sort against, but there are too many to potentially count, so place my mods lower down on the list as is reasonable.
  • One of the three mods LOOT should auto-sort for is PRP. This mod is a PnP overhaul mod, that drastically helps with stability and performance. I strongly recommend using this mod. If one of my DCnR mods doesn't auto sort below PRP make sure to add a custom rule or manually sort it out.
  • If any of the content from one of my mods is invisible, blinking in and out, or NOT showing at all there could be a conflict with the load order could be off due to PnP file conflicts

A sample load order for your convenience:
  • Unofficial FO4 Patch
  • PRF (Part of PRP)
  • Cheat Terminal
  • Everyone's Best Friend
  • Radio Add on
  • Raze My Settlement
  • PRP (or any Previs/Precombines package)
  • SS2* (Unofficially, Patches will be done once all settlements are completed)
  • Vilance's DCnR Mods here!

Cleaner Settlement Pro-tips & Help:
  • Raze My Settlement - Auto collects the loose objects like weapons, ammo, crafting materials, etc. Removes normally scrapable, and occasionally normally NOT removable objects (when Precombines are not affected),  all automatically via holotape. Multiple options in tape including keeping trees.
  • To use the mod, run the "Raze my settlement"  holotape, select "Raze" option to auto clear the settlement.
  • Place Everywhere - in workshop mode hit insert key to make more object types selectable and scrapable! Respects Precombines!
  • Scrap Dead Things Still researching this, but its really popular!
  • Blood splatters - In workshop mode, place a floor based object over top of the blood - use something like a food dish or other object that wont carry the decal/stain with it. Pick up the object, the decal/stain should be gone.
  • Please share your cleaning pro-tips with me.

Happy Building!