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.
The castle is only 5 parts (CastleWallOuterWedge1-5). That's right the stone stairways, interior, landscape brick piles...all of that is baked into just 5 parts.
I have permission to use Wedges from another mod but it needs about 20+ hours to re-navmesh.
If someone wants to go thru that I will rebuild the PnP for them :D
This goes way past the goal I had set which was vanilla rebuild using in game parts.
I repaired what components were not baked into those wedges as best as I could.
this guy is good no stutters no fps loss i get all kinds of problems from mods that do things to settlements but none with this dudes and i have many of his cleans
the mod has a bug issue were the settlement build menu clips through the castle floor ground in the armoury wing I have not tested if it happens elsewhere but I don't think so and I have yet to find another mod that causes this issue other than this mod in my mod list
Hi, this is a very nice mod, especially for my main base in the castle, but I have one issue, I can't place anything in the armory properly, turrets can only be placed half under the floor and workbenches can't be placed at all, anything I try to place is kinda like locking onto some other floor that's under the actual visible floor. screenshot: https://prnt.sc/193ljKLPTHGS
I'm using the All-in-one version, and just as I got to the Castle, i see its still covered in vines and junk.. I figured I installed it wrong, so I downloaded this to overwrite it.. and it looks the same.
Finish the mission to take the Castle (than leave and wait 24 hours)OR use place everywher->insert key to scrap them.
The vanilla junk/vines that clear as part of taking the castle mission are still there, I don't usually mess with anything that could already be scrapped or gets scrapped as part of basic gameplay.
Hey. Trying the castle now, once again thanks alot! No issues really but I will add a small wishlist if you can, want to, and have time :)
Spoiler:
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If there's a waty to make the road barriers outside and the metal walkways scrappable that would be awesome, and scrap or fix for railing (Apologies if I missed some resource to patch it). The walkways are the worst offender, they really dont fit in imho. NOT complaint - just doesnt hurt to ask ;)
1st image, disabling those rails near entrance should be easy.
2nd image, the middle rails are part of a giant model nif file that is why its so hard to mod the castle.
3rd image, the railing are scrapable, I could make the metal scaffolds scrapable, would take longer since I would have to update navmesh, so doable but will take awhile with my to do list already being a bit long right now.
Had my suspicions about the rails inside. I friggin hate that they left the castle - that is so story related - in such an awful condition to build in. I would trade nuka world for a better castle lol... don't get me started. All I know about navmesh is that it's supposedly a royal pain both for modders and builders. Anyway I am happy with not being flat out rejected. I just look at those scaffolds and think "who built it? why? what are they for?" lol.
Don't burn yourself out, your work is important :)
I am trying to learn navmesh but it makes no sense. Current navmesh irritation, there is a display on the bottom of the render window that is supposed to show what your current navmesh you are clicking on, except its always wrong.
Apologies I should have done this one sooner. I try to get to easier requests faster than 2 months 😳 EDITNeed to check all my mods to make sure I didn't miss anything.
I'm still having fun with Somerville place thanks to you granting my scrap request. Don't worry, these small edits are just icing on the cake :) edit: been meaning to do it earlier but small token of appreciation sent. Enjoy the weekend
Dont feel u owe me anything for that. I wouldn't even use half of the settlements if not for your mods so just keep doin what ur doin and have fun the way you brought me fun :)
edit: it might help boost donations though! No harm in that
V1.24a: minor update: -Precombine/Previs fix for NW corner of structure, the walls would blink in and out as player crossed into different Western previs.
-4 Guard rails outside the front gate/door are now scrapable.
109 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!
the mod has a bug issue were the settlement build menu clips through the castle floor ground in the armoury wing I have not tested if it happens elsewhere but I don't think so and I have yet to find another mod that causes this issue other than this mod in my mod list
screenshot: https://prnt.sc/193ljKLPTHGS
Am I missing something?
The vanilla junk/vines that clear as part of taking the castle mission are still there, I don't usually mess with anything that could already be scrapped or gets scrapped as part of basic gameplay.
If there's a waty to make the road barriers outside and the metal walkways scrappable that would be awesome, and scrap or fix for railing (Apologies if I missed some resource to patch it). The walkways are the worst offender, they really dont fit in imho. NOT complaint - just doesnt hurt to ask ;)
2nd image, the middle rails are part of a giant model nif file that is why its so hard to mod the castle.
3rd image, the railing are scrapable, I could make the metal scaffolds scrapable, would take longer since I would have to update navmesh, so doable but will take awhile with my to do list already being a bit long right now.
Don't burn yourself out, your work is important :)
EDITNeed to check all my mods to make sure I didn't miss anything.
edit: been meaning to do it earlier but small token of appreciation sent. Enjoy the weekend
I have yet to figure out how to thank those who have donated properly...I went from 0 to 3 in a week!
Anyways, if you have any issues with this mod or any of the DCnRs let me know.
I was thinking of adding in a donor plaque in game ...
edit: it might help boost donations though! No harm in that
-Precombine/Previs fix for NW corner of structure, the walls would blink in and out as player crossed into different Western previs.
-4 Guard rails outside the front gate/door are now scrapable.