Fallout 4

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VilanceD

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  1. 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/being very lore friendly. This series removes those permanent unsightly trash and structural restrictions while keeping all the original removable objects, even trash, letting the player keep or scrap as they see fit.

    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 that are downloadable (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, etc, 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. VilanceD
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    EDIT - great news, fixed the issue near Diamond city entrance/S Fens Sewer entrance!

    If you see any other blinking in and out previs issues please post since I now have tools to fix that issue.
  3. jaydawg55
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    Do you know if your mod is compatible with these Hangman's Alley enhancements? 

    Hangman's Alley Interior Apartments at Fallout 4 Nexus - Mods and community (nexusmods.com)

    Hangman's Flat - Raider or Overboss player home at Fallout 4 Nexus - Mods and community (nexusmods.com)

    The interior apartment mod is like yours in that it provides a basic space to build in. I like to use the extra rooms it provides. Hangman's Flat is more of a finished home mod. 

    Is there a height restriction with your mod? Can I build on the roof? Could be a good place for greenhouses/gardens. 

    Thanks for creating this mod series. It is greatly needed! 
    1. VilanceD
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      It would likely need to be Precombine/Previs patched. 
       
      Those extra areas might get over-written by the HA DCnR plugin as it needs to load last...and if you try to load the DCnR before the other HA mod it might work but will probably have chunks of buildings/road blinking in and out.
    2. VilanceD
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      Oh a lot of users of my series use Settlement Zone expansion, just load it up prior to HA DCnR.
    3. el0quenz
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      That would be a dream. I used this mod and it's amazing. However, I also wanted to run those two mods mentioned by you. 

      In Hangman's Alley, everything was perfect, no blinking. However, the street and buildings when you leave the DC Gate and go to the right were completely invisible, with additional blinking. 

      The load order was:

      • Hangman's Alley Deep Clean and Removable Shack (Precombines/Previs(PnP) were recalculated for all 9 cells)
      • Hangman's Alley Interior Apartments with Crafting - V2
      • Hangmans Alley Optimized ( previs/precombine files were regenerated)
      • Hangmans Alley Optimized With Crafting (fixed precombination and previsualization)
      I guess having so many recalculated and fixed previs for the same areas is asking for trouble, however, I would love it if one could run these mods together.

      Hangmans Alley Optimized does a good job of cleaning up too, however, yours is just better/cleaner.

      Anyway, thank you for this mod! It's really great and impressive work.
  4. crpaul
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    so you cannot scrap the little stairs but the big ones you can?
  5. good0593
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    Lore Be Damned aka NewWallington
    https://www.nexusmods.com/fallout4/mods/62217

    Love this location and your Hangman's Alley.
    There is obviously a distance between the two places, but there is a conflict when they are installed at the same time.
    Could you please make a compatibility patch?
    1. VilanceD
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      I take it that mod is NW of HA?
    2. good0593
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      Sorry, my English is not good, I can't understand the meaning of your reply?
      Is this location unable to make a compatible patch?
    3. VilanceD
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      Without looking at the other mods ESP I cannot tell how much overlap the two mods have. I was asking how close the other mod was to Hangman’s alley.
  6. VilanceD
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    V1.26a - Precombines/Previs(PnP)
    So turns out I accidentally disabled two cells PnP just outside the HA previs. 

    Used a cool trick where objects that overlap the wrong way can be duplicated and using a staticDummy in a Static Collection and then the PnP can be rebuilt from the side of HA's previs.
  7. VilanceD
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    V1.26 Another previs glitch and fix this time near DC entrance.

    V1.25, more of the same, this time NW side.

    V1.24 - minor but important update more fixes for precombine visual bugs, this time just east of the settlement.

    Also got a new fix style that is more performance friendly, previous fix uses making things LOD, there was only like 5 objects. New method prevents merging the troublesome objects into the precombine entirely.
  8. VilanceD
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    V1.23 fixes a missing nif file from V1.22. The infamous Hangman's shack SCOL nif failed to pack into the previous versions BA2, unsure why.
  9. zed140
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    Read all posts, but it's not clear if this mod also repair the bugged npc navmesh in hangman's alley?
    1. VilanceD
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      I have a settlement with SS2 of about 8 settlers. Haven't had any issues with them getting around the various platform levels.
    2. zed140
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      It's not related to level platform or ss2, in vanilla this settlement has two area and the settlers never go in the second zone (the one with the chained door). If you search in Nexus or google, you can find a lot of discussion about these missing navmeshes.

      https://www.nexusmods.com/fallout4/mods/12958
    3. VilanceD
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      My mods don't affect navmesh currently, so if there is a mod that fixes HA's navmesh, you could put mine after it and they should play nice together. 
    4. Stormie
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      That's weird since my settlers do use the "back" area in my game - and I don't have any mods that affect HA other than DCnR (I moved the locked door to the edge of the alleyway, placed a watch tower and some Mutfruit there. The tower is occupied and the farmer tends to the fruits...).
    5. zed140
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      It's possible it's not exactly a navmesh problem, but it's like a missing authorized area for settlers sandbox. Because when HA is attacked, the settlers can run in back area, and never use it when they are just in sandbox mode.
  10. psccs2
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    If I remember it correctly, there's also a fake light source for the cooking station. Has that been removed in the new version?
    1. VilanceD
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      Yes.
  11. VilanceD
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    V1.22

    • Finally got the fire barrels switched to WS version, lights now link with them if scrapped, stored or moved.
    • Head attached to west gate are disabled.
    • Bldg section to the N of settlement was blinking in and out when viewing South.
    • Hangman's shack didn't have the workshopstackable property, so if you wanted to keep it wasn't working, most wont notice this fix.

  12. VilanceD
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    V1.21 - tightened up the PnP fix near Fen Street Sewer corner and DC entrance.
    -Flattened the terrain more
    -Removed some dangling dead power lines from high up in alley
    -Removed perm pole sticking out of the remains of the west gate.