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!
Thank you for getting rid of that annoying construction light inside the building (I absolutely loath that light; it's bright and takes up space). The bunk beds were also a nice addition, too. Love this mod!
Navmesh fully rebuilt/updated for the new versions of the scrapable objects and all the previously disabled objects.
Beds fixed, were not counting against total
Camp Fire updated to WS version, also animations disable if it is moved or scrapped.
Floor had gap inside building, from vanilla, finally closed it and rebuilt the Precombines/Previs.
Mesh was not to bad on this one, big thing was tightening up the mesh around the edges of the pool and sidewalks/porch. In many cases they were meshed in a way that NPCs would try to walk up a surface that was just too high, it was really bad on the SE corner of the sidewalk just to the SE of the Pool itself, the ground was significantly lower than the edge and NPCs would still want to go thru there. Cliffs as usual were missing a lot of working mesh. As expected filled in the holes for the now disabled objects like the bathroom stalls, roof vents, and Arlen's doorway also updated mesh to use the new scrap optional objects. NPCs should walk thru the doorway, or where those disabled objects (stalls, vents, etc) were previously.
Beds were missing a keyword ref link so were not counting on initial acquisition of the settlement, could in theory be moved around and resets them.
Camp fire was disabled and a workshop version put in its place, if you move or scrap it, the sit animations go away. The trader will still go to that point, do not know how to make that destination mark point moveable.
Almost forgot, the actual floor in the S side of the building had about a 3 inch or 12 centimeter gap where you could see the ground, this was in vanilla FYI, anyways closed the gap and rebuilt the PnP.
V1.3: All Light fixtures, including those around and in pool, are now scrapable via WS mode. Associate/nearby light effects will scrap with them. Disabled any light effects that did not have viable source. Effects from the candle and lantern already scrapped properly, this updated the ones near the powered sources.
Beds were missing owner property, added in FarmFactionTheSlog, so the new bunk beds should be used better now. Beds still require being picked and placed back down.
My Library support plugin is no longer included in package due to some strange behaviors by Vortex. Must be DL separately.
FO4Edit, getting more familiar with looking for red flags using this mod tool, so went thru each entry and cleaned up some sloppy ones. Of course ran clean and check for errors :)
Updated mod to use the library plugin I made, adds around 24 workshop buildable items. Finally made those loungers into animation using chairs, see images. No IDs were harmed in the update so should be 100% backward compatible to V1.1
There's a bit of a visual anomaly over by the planted corn. A strip on the top soil bleeds in and out of view. I can live with it, but I thought I'd let you know. I'm so glad you got rid of that work light. I used to build walls around it. LOL
22 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!
tired of throwing up for crying out loud..
Mesh was not to bad on this one, big thing was tightening up the mesh around the edges of the pool and sidewalks/porch. In many cases they were meshed in a way that NPCs would try to walk up a surface that was just too high, it was really bad on the SE corner of the sidewalk just to the SE of the Pool itself, the ground was significantly lower than the edge and NPCs would still want to go thru there. Cliffs as usual were missing a lot of working mesh. As expected filled in the holes for the now disabled objects like the bathroom stalls, roof vents, and Arlen's doorway also updated mesh to use the new scrap optional objects. NPCs should walk thru the doorway, or where those disabled objects (stalls, vents, etc) were previously.
Beds were missing a keyword ref link so were not counting on initial acquisition of the settlement, could in theory be moved around and resets them.
Camp fire was disabled and a workshop version put in its place, if you move or scrap it, the sit animations go away. The trader will still go to that point, do not know how to make that destination mark point moveable.
Almost forgot, the actual floor in the S side of the building had about a 3 inch or 12 centimeter gap where you could see the ground, this was in vanilla FYI, anyways closed the gap and rebuilt the PnP.
Added door snap points to the 6 doorways they fit on, 2 in Arlen's area, 4 in main building.
Got a request to make the plow furrows, the bits of ground under the corn and carrots, into a scrapable object.
In WS mode they come up as Farm Plots.
Also got request to disable the hoe'ing and tarberry harvesting animations.
To disable the tarberry animations, scrap or store the hammer that is on the workbench.
To disable the hoe'ing animation scrap or move the Farm Plots mentioned above.
Note, disabling either of these sets of animations has no effect or the normal farming animations for either the carrots, corn or tarberries.
All Light fixtures, including those around and in pool, are now scrapable via WS mode.
Associate/nearby light effects will scrap with them. Disabled any light effects that did not have viable source.
Effects from the candle and lantern already scrapped properly, this updated the ones near the powered sources.
Beds were missing owner property, added in FarmFactionTheSlog, so the new bunk beds should be used better now.
Beds still require being picked and placed back down.
My Library support plugin is no longer included in package due to some strange behaviors by Vortex. Must be DL separately.
FO4Edit, getting more familiar with looking for red flags using this mod tool, so went thru each entry and cleaned up some sloppy ones. Of course ran clean and check for errors :)