Fallout 4

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VilanceD

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VilanceD

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About this mod

Repairs Stone building, removes permanent trash, junk, debris, plants, etc. Makes counters/tables scrapable. Navmesh fully rebuilt. ESL Flagged. Precombines/previs rebuilt.

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What does this mod do?
  • Cleans(disables) the normally unremovable trash, debris, plants, planks, plywood, mats, etc.
  • Does NOT modify any plot/quest or normally scrapable objects, trash or otherwise.
  • Repairs stone main structure using in-game assets, vents were removed to allow for cleaner rooftop building.
  • Updates the roof section properties to allow for workshop object placements.
  • Cleaned the trashy landscape/terrain around the settlement.
  • Makes the counters and metal tables movable or scrapable.
  • Counters that NPCs use such as Deb lean on can be moved. If moved the NPC will actually go to the counters new location during the work day.
  • NPCs affected are: Deb, Kay, Joe S. and Tony S.
  • Makes Iron Fence and post sections scrapable.
  • Scaffold can be scrapped as a single piece.
  • All the lights fixtures, strands, lamps and barrels have been converted to workshop versions.
  • Please note that the cage light strands can be tricky to scrap as they must be selected at the far edge which in many cases is very high up and may require a ladder.
  • The light effects near the light sources now properly disables when the source is scrapped, or moved in WS.
  • Requires my Library plugin, must be DL separately due to issue with Vortex.
  • Library helps manage and prevent workshop menu duplication between various DCnR mods.
  • Navmesh fully rebuilt for all the custom scrapables, and to improve general pathing, see details below.
  • Precombines/Previs rebuilt for all 9 cells, even though BH only has 1 main cell and 2 very minor cells. Due to dense number of POIs and nearby structures.
  • ESL Flagged, so plugin will not count against 255 max. It does have a BA file, and for that there is a 500 or so max.

Why Update 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.

Given the large number of custom scrapable objects the DCnR mods introduce this makes navmesh updates significantly more effective and necessary. 

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!

All in one is done -> Commonwealth Deep Clean and Remodel Collection[/b]
  • 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. 

Mod Compatibility & SS2
  • To improve compatibility I recommend placing this last in the load order.
  • 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"
  • This mod has updated Precombine and Previs (PnP) files, so it should be placed last in load order.
  • 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)
  • Vilance's Library Support Plugin - Included in this mod
  • 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.

Please report any visual bugs and discrepancies on the Posts discussion tab, please include a screenshot or clear description of the failing location so I can get the specific fix in.

Current known issue:  There is a low level of ambient light around the Inn where Tony and Joe banter. Doesn't appear in CK, most light there can be disabled via scrapping the various fixtures.

Happy Building!