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.
V1.34 the navmesh update was not supposed to affect anything relating to Precombines/Previs, but it clearly did thanks to the players for reporting the issue, this version sees the PnP rebuilt, tested visuals good again.
First of all thanks, been trying some of your cleans and everything great so far! Question - is it possible to disable the fake lights from fireplace/barbecue somehow? I deleted them but this annoying flicker remains :/
I was already planning on doing an update to this settlement for its lights, so now its done.
Both campfires and lantern are now workshop scrapable and their effects disable with them. Lantern on post and candles on objects already could be scrapped and light effects disable with them.
Added in door snap points on all 3 doorways. Snap points disable if the structure is scrapped.
AMAZING! Will try immediately. EDIT: Flickering light effect gone! Thanks a bunch. I prefer clean slates so I love your work since it pretty much revives "scrap everything" - which is a huge feat and deserves more fame.
Out of curiosity, Im guessing something makes the huge trees hard to remove, if so why? or is it choice?
I try to be more like a less severe version of clean and simple. Scrap everything is fun but overkill for most users.
Large trees ... You're the first person to ever ask about them. Never would have occurred to me to make it scrapable. Usually I make junky stuff scrapable.
I see. Well I survive but when/if you make changes I wouldnt mind it being scrappable. Im guessing most people want alot of flora but I'm more of a bunker complex guy and it's one of the reason your mods are great - you can satisfy both styles. As far as I know you are unique with that! Either way thanks, now I can actually use the settlement :))
Thanks! I get a ton of DLs for the individual settlements on Bethnet. My Sanc mod on beth has more DLs than all the total DLs from the entire DCnR collection.
I am not surprised. I know this isnt meant to be scrap everything, but that mod almost makes top 20 most downloaded - so demand is there - and this is the superior alternative. The navmeshes is a huge extra bonus as well :)
I think of it as you giving me freedom, choice, what better gift is there? :) I fought mutants and raiders for most of my settlements - if I want to chop down a big tree I should be able to seeing as I own a gatling laser!
V1.33: The entire main settlement area was completely re-navmeshed by hand! Tested painfully thoroughly, the area was not well meshed and also re-did the precuts so players should see the NPCs use the space better. For example if players removed to house or shack before NPCs would walk around to where the doorway was to use anything in that space, now with proper precuts they use the areas correctly.
Also made earthen plow furrows called Farm Plots scrapable.
Large Elm tree is now scrapable.
Also posting the repaired mesh as a separate DL modified specifically for vanilla.
I was cleaning up the vegetation and precombines/previs and was able to scrap that tractor along with anything close to the build zone of the settlement.
23 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/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!
County Crossing Vanilla Navmesh Update
Also usable for modders.
Question - is it possible to disable the fake lights from fireplace/barbecue somehow? I deleted them but this annoying flicker remains :/
Ironic or excellent timing!
I was already planning on doing an update to this settlement for its lights, so now its done.
Both campfires and lantern are now workshop scrapable and their effects disable with them.
Lantern on post and candles on objects already could be scrapped and light effects disable with them.
Added in door snap points on all 3 doorways. Snap points disable if the structure is scrapped.
Out of curiosity, Im guessing something makes the huge trees hard to remove, if so why? or is it choice?
Large trees ... You're the first person to ever ask about them. Never would have occurred to me to make it scrapable. Usually I make junky stuff scrapable.
I fought mutants and raiders for most of my settlements - if I want to chop down a big tree I should be able to seeing as I own a gatling laser!
Tested
painfullythoroughly, the area was not well meshed and also re-did the precuts so players should see the NPCs use the space better. For example if players removed to house or shack before NPCs would walk around to where the doorway was to use anything in that space, now with proper precuts they use the areas correctly.Also made earthen plow furrows called Farm Plots scrapable.
Large Elm tree is now scrapable.
Also posting the repaired mesh as a separate DL modified specifically for vanilla.
Its updated and now stuff in workshop will place on the new house floor/2nd floor and on top of the shack.
Another great Deep Clean and Remodel, sir. Keeeeeeep it up !
EDIT, pretty much everything on this one is scrapable, if its in the build area.