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!
This was a lengthy process to implement as the vanilla version only has a fraction of the objects that require customizing the mesh for.
Almost all the workshop scrapable objects that were updated in the previous version of this mod needed some kind of navmesh update, many require custom navmesh just for that individual object (roof, flooring, so on).
Once updated these mesh changes have to be tested using companions and NPCs in game, on every place a scrapable object is.
Unfortunately CK likes to break the navmeshes in strange ways requiring constant testing and backtracking, so if some object is not accessible by an NPC please let me know.
V1.33, also makes a few other changes:
House foundation fully scrapable
Moves the scrap hammer for the greenhouse to the workshop workbench.
Replaced Fire Barrels and Camp Fire with workshop versions.
Minor update, added in door snap point to house, point disables if the walls are scrapped or moved.
Cleaned up some erroneous entries using FO4Edit.
Update navmesh to reflect that the tables and other objects inside greenhouse can be scrapped/moved.
Note, that the roof navmesh is still there for both the Greenhouse and main house. I am unsure what occurs in the settlement if the roof is scrapped concerning that, same issue with Sanctuary.
Also the navmesh under the house is still in place out as if the walls are there. Will have to learn more about navmesh interactions before I spend a lot of my time changing more navmesh in these mods.
I guess the walls and ceiling maybe, the foundation would have to stay. Removing that breaks navmesh.
House roof was already removable.
The greenhouse was a bit different as it just has dirt ground under it so didn't have to worry about navmesh.
If the GH and House get removed LOD will still show them from more than a few cells away(like 100 feet or so), same issue happens in Spectacle Island and Sanctuary due to their large size.
Have you made the ugly wooden shack next to the house removable? If not could you make that also have the hammer effect of removing it which you seem to like?
If it turns out not to be possible to remove that shack, just a suggestion for Codenamed1:
If you have Place Anywhere, and you should be using it with this mod regardless, you can move the Work Bench into that space. I always do that, and then I place any other crafting benches there, as well as appropriate shelving etc.; this makes it resemble an actual workshop, and it looks pretty good. Also, to further enhance that effect, I recommend this workshop replacer(I use just the simple mesh version).
Also Sonja yes I use Place Everywhere with all my playthroughs of Fo4 till the end of time. But even as your suggestion was fine it does not really please my need for removing that hut.
Yes, Given there are actually 2 layers, most definitely. Most vanilla workshop roof types actually suck at stopping the rain. I learned that a long time ago that to get rain stoppage you had to put a floor layer in between. In this particular case I intentionally made the roof removable with a floor underneath for that, and a few other reasons.
You mentioned Horizon which I am a big fan of but are this series of yours mostly pointless in using with Hz? (No disrespect) Since Zaw (Hz Author) has his own thing going with settlements stuff which really expands the borders and makes most of the if not all stuff scrappable and I could imagine adding these mods of yours maybe conflicting with that stuff. OR are you mentioning it because these are an option to use if the user would not use those Zaws settlements plugins since they are a optional separate plugins?
But with SS2 I can fully agree using these and that's my Master plan when you have made all the settlements and released a AIO and I think I will start to make City Plan's at that point which have a requirement of using these mods of yours as a Master since they do heavily unlock new possibilities to the settlement building. I have already made and am making City Plans to vanilla settlement stuff but when I start a new game in the future I think I will use your DC & R series heavily on them.
Horizon makes use of PnP -> Z_Architect - Main.ba2 (329.0 MB). So if you use a simple or other clean with it, it will overwrite whatever is there. My mods are currently just stand alone, thus they are hit or miss if you run them with Horizon, in theory just put mine lower on the load list and it should take over. If you do try to run Hor and mine the best solution would be to make a patch which isnt hard but outside my scope of work/goals. I will be releasing a SS2 version of each as I patch them, as that is my primary driver here.
Without jumping into Fo4edit and SS2, off the top my head Red Rocket/Cocord will definetely need a PnP patch. I suspect Greentop may need one. I dont think Sanc/Abernathy will need one but it may. SS2, especially chapter 2 has resources all over the map. Since they use previs/precombines, that means my settlement mods that in close proximity to theirs will need it.
I don't get it? Cleaning/fixing up/building is 1/3 of the fun of this game-Who the hell wants this? U must be VERY bored w/playthroughs to be doing this-LOL! Best of luck mate
@STORMxxxBRINGER - You must be really bored, going around talking smack to people doing what they are supposed to be doing on the Nexus. If I see any more of your garbage postings on here, I'm reporting you to moderation. Now grow up and stop harassing people on this platform.
WHO The HELL want's this????! You can't be serious something like this was a day dream from the start of Fo4 modding! And the authors doing a fine job! So go sit in the corner and grow up!
In theory should be; my goal with these was specifically for myself on a SS2 playthru. Just make sure to have it prior to SS2. Even though it’s unlikely there is anything happening between them in that cell\region. Big thing was making all my mods fully previs/precombine built S2 doesn’t play well with broken precombines, I speak from experience, tried scrap everything with it, crashed really fast..
29 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!
Navmesh fully updated!
This was a lengthy process to implement as the vanilla version only has a fraction of the objects that require customizing the mesh for.
Almost all the workshop scrapable objects that were updated in the previous version of this mod needed some kind of navmesh update, many require custom navmesh just for that individual object (roof, flooring, so on).
Once updated these mesh changes have to be tested using companions and NPCs in game, on every place a scrapable object is.
Unfortunately CK likes to break the navmeshes in strange ways requiring constant testing and backtracking, so if some object is not accessible by an NPC please let me know.
V1.33, also makes a few other changes:
Minor update, added in door snap point to house, point disables if the walls are scrapped or moved.
Cleaned up some erroneous entries using FO4Edit.
Update navmesh to reflect that the tables and other objects inside greenhouse can be scrapped/moved.
Note, that the roof navmesh is still there for both the Greenhouse and main house. I am unsure what occurs in the settlement if the roof is scrapped concerning that, same issue with Sanctuary.
Also the navmesh under the house is still in place out as if the walls are there. Will have to learn more about navmesh interactions before I spend a lot of my time changing more navmesh in these mods.
House roof was already removable.
The greenhouse was a bit different as it just has dirt ground under it so didn't have to worry about navmesh.
If the GH and House get removed LOD will still show them from more than a few cells away(like 100 feet or so), same issue happens in Spectacle Island and Sanctuary due to their large size.
House walls and ceiling can be scrapped. All lights should go away once the tables inside are scrapped.
LOD will show the house and greenhouse from far away regardless.
If you have Place Anywhere, and you should be using it with this mod regardless, you can move the Work Bench into that space. I always do that, and then I place any other crafting benches there, as well as appropriate shelving etc.; this makes it resemble an actual workshop, and it looks pretty good. Also, to further enhance that effect, I recommend this workshop replacer(I use just the simple mesh version).
Also Sonja yes I use Place Everywhere with all my playthroughs of Fo4 till the end of time. But even as your suggestion was fine it does not really please my need for removing that hut.
Smaller update, makes greenhouse roof/edges allow for workshop objects to place on them.
This one has not be activated yet. That could be it. BUt seen it on other mods when you changed the file names, so that makes sense.
But with SS2 I can fully agree using these and that's my Master plan when you have made all the settlements and released a AIO and I think I will start to make City Plan's at that point which have a requirement of using these mods of yours as a Master since they do heavily unlock new possibilities to the settlement building. I have already made and am making City Plans to vanilla settlement stuff but when I start a new game in the future I think I will use your DC & R series heavily on them.
And the authors doing a fine job! So go sit in the corner and grow up!