Fallout 4

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VilanceD

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VilanceD

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About this mod

Removes perm trash, filth, beds, bathroom stalls, etc. Adds WS buildable Tarberry Planter. Precombines/Previs rebuilt. ESL Flagged.

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What does this mod do:
  • Removes/disables normally permanent slime, trash decals, stain decals, cracked floor decals, bathroom stalls, shower heads, roof vents, two perm lights/wires
  • Does NOT modify any plot/quest or any normally scrapable objects, including trash.
  • Removes perm objects that act as blockages to building:
  • Door blockage on area where Arlen Glass is working on Giddyup Buttercup.
  • Vents from roof making it easier to build on top.
  • Shower heads & bathroom stalls
  • Adds a buildable Tarberry Planter
  • Would have added buildable Tarberry plants as they are in game are buggy when placed via workshop mode, so planter is best alternative.
  • Swaps permanent objects for workshop versions or makes them scrapable:
  • Permanent beds replaced with WS version, now count toward the max (fixed 1.33)
  • Working Loungers, WS under Furniture->Chairs.  New version NPCs will actually sit on them during their rest period from 1900-2300.
  • Light fixtures, scraping them removes associated light effects.
  • Slide/Rocket playground equipment swapped for WS buildable version, see under Furniture->Misc.
  • The plow furrows can now be scrapped in workshop mode, called Farm Plots. These run underneath the carrots and corn.
  • The idle tarberry harvesting animations can be disabled by scrapping the hammer on the workbench. Note, if workers are assigned to the tarberry plants they still perform the animation, this change only affects the extraneous animation.
  • The hoe'ing animations can be disabled by scrapping the Farm Plots listed above, or just moving them around some. Does not affect the normal farming animations.
  • Camp fire converted to workshop version, if it scrapped or moved, the sit animations around it become disabled.
  • Inside the main building, the floor in the southern room had about a 3 inch/12 centimeter gap where you could see the ground. Closed that gap.
  • Door snap points added to the doorways to Arlens shop, and the 4 normal sized doorways inside the main building.
  • Requires my VCM_LibrarySupportPlugin, which adds about 24 new objects in workshop mode.
  • Navmesh fully rebuilt for entire build zone, see details below why this is really important.
  • Precombines/Previs rebuilt for all 18 cells.
  • ESL Flagged - Should no longer count toward 255 plugin max cap

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. 

So why fix 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.

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!

Mod Compatibility & SS2
  • Should work with most mods, make sure to load last.
  • 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"
  • Load mod last as it has PnP assets.
  • 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.

Current known issue:  None yet...

Happy Building!