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.
Yes, even tried scrapall and it is still there. Checked in FO4Edit and there is no conflict with your mod. Tried TCL and can't see the source. IIRC I think there is one of those sea shell thingy that can spray radiation when you walk nearby
I'm sure Vilance will get to it in time. Personally I use this radiation remover mod: https://www.nexusmods.com/fallout4/mods/29826 Just a tip if you dont want to wait. I find - unless you're doing some realistic survival run with less meds etc - that alot of the radiation in FO4 is more of an annoyance than anything else. Not 100% but it seems radiation is added by (separate) markers - which would explain persistance.
I am actually working on KL right now, but will be a few days until update as I am going out of town until Wed night. Doing a navmesh update and will grab the barrels, along with a precombine rebuild to fix a mistextured rock (see other post).
I am doing a re-navmesh of the settlement which will improve the pathing both in the repaired house on the deck, but especially with NPCs going over and around the trees and rocks. Most of the settlement was not navmesh over the rocks or its way below the rocks.
Ok I checked CK, there are 2 rad traps in the area near the house, and 1 inside it. Near the lighthouse the only radiation objects are the barrels I mentioned earlier. If you are seeing other rad sources it might be the glowing ones body.
Great work again, looking forward to the improvement. @stormspinner, I'm playing with SS2 full hardcore and better settler mortal pack and realized some of the settlers are not immune to radiation. I have a plot near the bottom of the lighthouse and I was wandering was the setller was incapacitated even if not touched by SS2 disease system.
Found it, its TrapBarnacle01 and it is behind the wall below the lighthouse. I will disable it on the upcoming release of the Deep Clean, I am doing now, but to manually disable it OR if it is still there after the release:
Spoiler:
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hit ` type in: 0011E7AB.disable hit ` Should disable the trap.
V1.32 - Radiation trap is now disabled, is way under the lighthouse behind a wall.
Navmesh is fully rebuilt for all the settlement build area, and a lot of the surrounding area. The rocks and road in particular had lots of problems Did quite a bit of testing and the NPCs really do go everywhere now.
Good work as always. Just unlocked this settlement and tried your mod for the heck of it. Im afraid I might have found another weird rock (2 actually) like on spectacle island if you remember. They shouldn't be hard to find they are pretty much on the edge of build zone, across house porch. Nothing is certain but I reloaded save before/without mod and they look normal. Uploaded image in spoiler.
Spoiler:
Show
No problem for me really, just sharing the find! Sorry for maybe adding to your list ;)
Makes the repaired roof, ceiling and wall sections on the second floor scrapable, got a request for this to make mod more compatible to SS1/2 transfer plans.
WARNING: If you decide to scrap the second floor walls, there is a small section of roof from the area with the computer that goes above the baseline of the second floor. Also due to LOD the damaged roof and second floor walls will be visible from far away.
Updates all light fixtures and lamps to use WS version or just be WS scrapable.
Lights may not switch on automatically when powered, just pick them up and set them down to activate.
Normally permanent light effects now scrap when the nearby fixture is scrapped.
Does NOT affect any of the light effects at the very top of the lighthouse.
Some of the replacement rails were wrong type, fixed that, also 1 wasn't scrapping completely.
Black Boat was missing workshopstackable property so you couldn't place stuff on it in WS mode, now fixed.
Small pier sections and gangplanks running up to the Black boat can now be scrapped/moved via Place Everywhere.
Associated water effects under the small piers scrap with them.
All precombines for the settlements previs are being rebuilt, this makes mod about twice the size around 38 meg. Was getting intermittent trees blinking out in the vicinity of the settlement(s).
I know you are super busy with all these settlements. Would be great to give the buildings the same treatment at Kingsport that you have given to other settlements. Make their parts scrappable. Thanks!
You mean the fixed roof? I could do that, it wouldn't make much sense to make the base scrapable.
Due to material swap issues I can only make the second floor scrapable via a hammer, or individual pieces.
If I make it the same piece (static collection) it forces it into Xmas colors due to an engine bug. I kid you not, the wall area always red and the trim is green :D
File "bash\basher\__init__.pyo", line 3738, in OnShowPage File "bash\balt.pyo", line 825, in _conversation_wrapper File "bash\basher\__init__.pyo", line 3183, in ShowPanel File "bash\balt.pyo", line 825, in _conversation_wrapper File "bash\bosh\bain.pyo", line 1668, in _projects_walk_cache_wrapper File "bash\basher\__init__.pyo", line 3228, in _refresh_installers_if_needed File "bash\bosh\bain.pyo", line 2287, in refreshTracked File "bash\bolt.pyo", line 766, in crc File "bash\bolt.pyo", line 852, in open IOError: [Errno 2] No such file or directory: u'D:\\Steam\\steamapps\\common\\Fallout 4\\Data\\Kingsport Lighthouse DCnR_F-ESL - Main.BA2'
Is the lighthouse also fixed. I know that after you clear the area of the glowing one the lighthouse light was no longer functional (obviously). I just stuck a bunch of industrial lights in place of the glowing one, but that didn't translate properly to the far LOD.
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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/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!
Just a tip if you dont want to wait. I find - unless you're doing some realistic survival run with less meds etc - that alot of the radiation in FO4 is more of an annoyance than anything else. Not 100% but it seems radiation is added by (separate) markers - which would explain persistance.
I am doing a re-navmesh of the settlement which will improve the pathing both in the repaired house on the deck, but especially with NPCs going over and around the trees and rocks. Most of the settlement was not navmesh over the rocks or its way below the rocks.
hit `
type in:
0011E7AB.disable
hit `
Should disable the trap.
Navmesh is fully rebuilt for all the settlement build area, and a lot of the surrounding area. The rocks and road in particular had lots of problems Did quite a bit of testing and the NPCs really do go everywhere now.
No problem for me really, just sharing the find! Sorry for maybe adding to your list ;)
Since LH uses a double door object, and a special rounded door on top, there is not anything equivalent in workshop snap tools.
The snap add-on that is available is for single door only.
Also exit upstairs just under light chamber is just an opening and not a doorway.
Due to material swap issues I can only make the second floor scrapable via a hammer, or individual pieces.
If I make it the same piece (static collection) it forces it into Xmas colors due to an engine bug. I kid you not, the wall area always red and the trim is green :D
File "bash\balt.pyo", line 825, in _conversation_wrapper
File "bash\basher\__init__.pyo", line 3183, in ShowPanel
File "bash\balt.pyo", line 825, in _conversation_wrapper
File "bash\bosh\bain.pyo", line 1668, in _projects_walk_cache_wrapper
File "bash\basher\__init__.pyo", line 3228, in _refresh_installers_if_needed
File "bash\bosh\bain.pyo", line 2287, in refreshTracked
File "bash\bolt.pyo", line 766, in crc
File "bash\bolt.pyo", line 852, in open
IOError: [Errno 2] No such file or directory: u'D:\\Steam\\steamapps\\common\\Fallout 4\\Data\\Kingsport Lighthouse DCnR_F-ESL - Main.BA2'
Nexus fumbled the upload again!
Is the lighthouse also fixed. I know that after you clear the area of the glowing one the lighthouse light was no longer functional (obviously). I just stuck a bunch of industrial lights in place of the glowing one, but that didn't translate properly to the far LOD.