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!
Why use hammers to scrap things in some settlements but not others?
Spoiler:
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This all goes back to something called Static Collections (SCOL for short). To make an object scrapable as a larger chunk, as opposed to like 50 different pieces they get merged into an SCOL, than exported into a nif. For example at Abernathy Farm, there are like 30-50 shack pieces, between walls, ramps, roof and platforms, I turned that into 6 scrapable chunks. Why there and not at Croup Manor? It is because the wooden shack walls can be merged into SCOLs without any glitches. If I use that same technique at Croup Manor the entire structure would be red wall/green trim. If you notice many of the repaired homes are ... red (Somerville, County Crossing, Tenpines...). Since I am trying to avoid changing base game visuals, and only do lore friendly repairs, this limits where I can use SCOLs. As I get the opportunity to update the settlements if I learn of a way to make the SCOLs of these structures work without the glitches I will go back and update them to be scrapable via direct workshop mode.
I'm using explosive weapons and the hammers just flew everywhere while clearing the manor, I can't even find some of them anymore. They should have been made static objects.
Is the dead grass and rock mound next to the dining hall supposed to be scrappable? It looks super out of place, and has a giant gap under it. (and is right under where I like to place my gym plots over the edge of the cliff so they get rocks through the floor lol) If not, could it be? :D
V1.31 - Make sure to DL updated Library Support Plugin! got a request to centralize the hammers but decided to flex on the scripting so there is now a different kind of hammer on the workbench:
Spoiler:
Show
Statue Plinth in front of manor is now buildable.
Ramp up to plinth converted to workshop DLC scaffold pieces.
Ghouls no longer in middle of floor/ceiling sections, hanging or ambushing.
So, this 1.30 standalone version is the same as the one in your deep clean collection, both are 1.30 yes? I don't need to update the collection one with this one?
V1.30 is a big update, entire house can be scrapped, see description for details, also images have hammer locations. EDIT - Standard disclaimer on scrapping vanilla structures, LOD will likely make the house appear from from away.
All light fixtures/lamp now use workshop version and the nearby light effects now properly scrap with them.
Doorways all now have the proper workshop door snap points, a few were missing.
Updated the materials on the walls to use differing wallpapers, and the 1st floor to use the cleaner wood on the floor.
Library plugin is no longer included by default, must be DL separately. Vortex was giving an odd error.
Activated this one in my latest round prior to claiming it just cause the local settlers were being whiny about it. I found a wall with a ghoul stuck in it, second floor, first door up the stairs. Not a big issue.
It's why I usually advocate only activating a mod when the region is cleared, as you may be loosing out on stuff, or encounter other issues. Then again I found a couple other mods breaking and needing to be reinstalled when Nexus reorders stuff with new mods added. So I can see the benefits of both.
I don't like moving vanilla anything, I usually just disable things to make them go away. I could move the encounter locations around a bit but usually the live ones do their thing. Corpses can be removed numerous ways. errr thats a little vague. I mean since there are already ways to scrap them I didn't disable them.
Hey! (again lol) So another feedback/improvement idea: What about making that wooden ramp thing in the central pillar removable? Could use it as a fancy statue base :D
I am going to be adding in the library plugin soon, I can make the vanilla ramp a static collection that is scrapable. I really like the vanilla ramp, no player version is going to be as lightweight. There are some nice narrow stone steps if you want a more classy look.
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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!
Why use hammers to scrap things in some settlements but not others?
got a request to centralize the hammers but decided to flex on the scripting so there is now a different kind of hammer on the workbench:
Statue Plinth in front of manor is now buildable.
Ramp up to plinth converted to workshop DLC scaffold pieces.
Ghouls no longer in middle of floor/ceiling sections, hanging or ambushing.
EDIT - Standard disclaimer on scrapping vanilla structures, LOD will likely make the house appear from from away.
All light fixtures/lamp now use workshop version and the nearby light effects now properly scrap with them.
Doorways all now have the proper workshop door snap points, a few were missing.
Updated the materials on the walls to use differing wallpapers, and the 1st floor to use the cleaner wood on the floor.
Library plugin is no longer included by default, must be DL separately. Vortex was giving an odd error.
It's why I usually advocate only activating a mod when the region is cleared, as you may be loosing out on stuff, or encounter other issues. Then again I found a couple other mods breaking and needing to be reinstalled when Nexus reorders stuff with new mods added. So I can see the benefits of both.