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.
V1.24 - Finally figured out what I was missing for the beds, they now register properly on acquisition of the settlement.
Also did a cute little script that allows you to make the child settler command-able in WS mode. Button is on the side of workshop workbench.
Spoiler:
Show
Button can be scrapped once you have made the update. If you straight up want to cheat I will be releasing a separate mod that makes all the settlers command-able, movable or provisioner capable.
Warning, children settlers are not fully coded to do all settlement tasks. There are multiple mods out there that address this.
I threw this in there so I can do things like choose which plants and such the kid is working on.
I see. I just tested it briefly and reloaded cause afraid it was some permanent thing or forgotten. I will try more again later then. Edited post above slightly also :)
1.21 - fixed issue where workshop objects were not placing on roof or floor of shack. Tried to get beds to auto load for when you first take over workshop, they are still not counting in totals. Can just pick them up and set them back down to fix. Also had to remove my Library Support Plugin from the install package, Vortex was causing issues with the multiple copies running around. Must be DL separately now.
I want to say, no that shack is perm, I will think about making it scrapable, but in general I try to leave original functional structures.
Ty for the compliment these take longer than I would like lol. I was really happy with Egrets came out really nice looking.
I am about to UL an update to Sunshine Tidings that repairs the cabins there some (got permission to use a partially repaired nif file from another mod). Just doing QC wrap up on it now.
Was planning on doing Deep clean treatment on castle next but have to make sure I get the console command right to get into the mission. I could just use the workshop framework mod, but the quest does a clean up of the muck and want to let that happen first.
Please do think about it, I usually don't mind trying to build around some existing stuff but having a clean slate on a beach is really tempting.
Dude if anything I'm shocked you're pumping these out as fast as you are lol. There's like a 100 of these mods but most of them are old and just annihilate the precombines. Yours should be getting much more attention than they are.
goes quick since it is a lot of repeated tasks. Most of these mods only take 1-2 hours tops for the cleaning part. Ends up being another 1-4 hours QC precombine/previs testing. I am honestly not really doing a great job of being aware of the other mods out there. Thankfully the community is pointing things out to me helping me to make better product.
I usually make new living quarters for the Nordhagen residents and turn the Bed Shack into a restroom with nice happiness-granting bathtub and fixtures.
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!
what texture mod are you using for the ground?
using vortex
Also did a cute little script that allows you to make the child settler command-able in WS mode. Button is on the side of workshop workbench.
Button can be scrapped once you have made the update. If you straight up want to cheat I will be releasing a separate mod that makes all the settlers command-able, movable or provisioner capable.
Warning, children settlers are not fully coded to do all settlement tasks. There are multiple mods out there that address this.
I threw this in there so I can do things like choose which plants and such the kid is working on.
You could say it's inspired.
Lantern on floor can be scrapped, associated light effects now scrap with the lantern.
Other lanterns/lights could already be scrapped via scrapping the end tables and barrel.
Barnacles/seaweed S of settlement was floating above ground, now disabled.
Tried to get beds to auto load for when you first take over workshop, they are still not counting in totals. Can just pick them up and set them back down to fix.
Also had to remove my Library Support Plugin from the install package, Vortex was causing issues with the multiple copies running around.
Must be DL separately now.
Ty for the compliment these take longer than I would like lol. I was really happy with Egrets came out really nice looking.
I am about to UL an update to Sunshine Tidings that repairs the cabins there some (got permission to use a partially repaired nif file from another mod). Just doing QC wrap up on it now.
Was planning on doing Deep clean treatment on castle next but have to make sure I get the console command right to get into the mission. I could just use the workshop framework mod, but the quest does a clean up of the muck and want to let that happen first.
Dude if anything I'm shocked you're pumping these out as fast as you are lol. There's like a 100 of these mods but most of them are old and just annihilate the precombines. Yours should be getting much more attention than they are.
Excited to see what's next.