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VilanceD

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VilanceD

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  1. VilanceD
    VilanceD
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    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!
  2. Bord0mVirusXP
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    Hmm the car and the trees around it still cant be scrapped, idk
    1. BlazeStryker
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      I dunno about the trees but Doctor Gray's car is the subject of that odd gameshow convo with Supervisor Green
    2. fgambler
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      Use Place Everywhere and enable extra selection. Everything Place Everywhere can move or scrap with extra selection, it won't break precombines. The car can be scrapped this way.
  3. BlazeStryker
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    The only problem I have with this excellent Graygarden mod is that the greenhouse lets the rain in.
  4. G3RWANT
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    Not working please update
  5. yoshii5635
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    welp i use scrapall and rebuild the place but now all the original robots there just idle around like settler without any jobs assigned even tho they are registered/assigned as farmers...any solution? im using ur resources mod too...btw same problem as post below, the tree cluster and the car for prize cant be scrap at all..
  6. fgambler
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    Having same issue as the user below. I installed the full DCAR pack. The car I get can't be scrapped because it's sort of a quest prize, but there are dead trees near it that can't be scrapped. I have PRP installed and DCAR is at the bottom of the load order.

  7. Chronicler700
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    need a bit of help. don't know if mod conflict or not but the rusted car along with the trees near it and broken Mr Handy parts are not scrappable. last play through I was able to scrap it all but now it won't, only change is I'm playing with The Fens quest mod, not sure if it changed anything or not.
  8. kijikun
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    So if I understand this right, your images are after the player done clean up is done?
    1. VilanceD
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      Correct, the perm junk is gone, the normally removable junk is still there.
  9. VilanceD
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    V1.32 - Danse was failing to path when going to Arcjet, hopefully this update fixes that.
  10. VilanceD
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    V1.31 - WorkshopItemKeyword was the missing link to making the beds and planters work on acquiring the settlement. So doing a tour updating this for the settlements with existing residents that need it.
  11. rickard
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    After gaining the Graygarden settlement and running "Raze My Settlement" to clean up, I noticed my food production was only 12 - which represents the mutfruit in front of the greenhouse. The food in planters in the greenhouse is not being counted, and I was unable to assign the Mr. Handy robots to farm the food.

    I think this may be a vanilla Fallout 4 problem with the Mr. Handy race. I installed the mod Idle Handy Farmers by SKK50, and am now able to assign Mr. Handy robots to farm food in planters added by this mod.
    1. VilanceD
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      Good question. I know I was able to get the normal NPCs to work the planters, tested them in Abernathy. In SS2, I was able to get the non-conversional Graygarden Mr Handy to work the SS2 jobs. What has always been a inconsistency is that the non-name Mr Handys would produce less food than Mr Brown etc.
    2. VilanceD
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      Hey sorry for getting back to you so late about this. I figured out the issue. It has to do with initial object deployment. I have the same problem with swapping out vanilla beds and them not registering on first load. The beds are easy to fix, just pick them and up and put them down.

      The fix for the planters is to store them and go into Resources->Food>Planter and place them back down.

      After that they can be re-assigned.
    3. rickard
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      Thanks for the tips.