Fallout 4

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VilanceD

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VilanceD

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  1. VilanceD
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    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.

    Happy building!
  2. VilanceD
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    V1.3 Navmesh full rebuild! NPCs will navigate better around the settlement and thru the house, and 2nd floor.

    Also made each piece of house scrapable individually, so home can be rebuilt.

    Hammer can still be used to scrap house, hammer relocated to workbench.

    Tree cluster that was to high above ground was lowered.

    Since tree cluster was moved and houses pieces were changed some, PnP got a full rebuild.
  3. VilanceD
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    V1.2 added in door snap points to house, they disable if house is scrapped.
  4. VilanceD
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    V1.1:

    • Had a bunch of new PnP issues, appear to be fixed now. Had to rebuild all cells much like Somerville. Southern Commonwealth settlements suck! JP was awful too.

    • Fixed bug where some of the house floors were not allowing workshop place-able objects.
    • Fixed gap in bay window
    • Vortex has been grumpy about bundling my Library Support Plugin so its no longer included, must be DL separately. 
  5. boota
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    Love the idea, I used to use Scrap Everything to clean up sites, but this one is even better + no need to patch houses using barn parts.
    2 questions:
    Will you make all-in-one file after you finish all settlements? I assume you'll skip Sanctuary, since it's already covered by other mods, so all left is Spectacle Island?
    Will you move onto Far Harbor settlements after you're done with the Commonwealth?
    1. VilanceD
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      AIO - yes working on a vanilla release

      DLC - yes but I have been warned it very glitchy and I might not be able to get the precombines/previs working, thus the vanilla release, just in case...

      A fellow modder named MosfetDev offered to do the fomod for the all in one and he is even working on getting a combined version where its just one ESP/one BA file.

      In addition, I will have a patched version for SS2. Not many settlements will need the patch, but it will be there nonetheless. 

      I will be doing a basic DC of Sanctuary, it wont be anything noteworthy as its like the most popular clean up spot...

      Friendly reminder, most of the above is in the main description :D

    2. boota
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      Looking forward to combined version, it's been some time since I did honest to god Minuteman playthrough. Reclaiming Commonwealth, one self-sufficient, heavily armed settlement at a time :-) .
  6. CodeNamed1
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    Finally a way to remove to awkward useless wooden frames and broken house and even more so the damn sunken machine. SO much settlement space wasted on unnecessary crap. Great job thx again!
  7. streetyson
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    Cool mod series. I assume the quest related thing is still there?
    Spoiler:  
    Show
    Mirelurk Queen to be killed
    Also, only after looking at a couple of this mod series did I realise your deep-clean overview image would not be what gamers first encounter but the eventual extent of the clean if one chose to scrap all scrappable elements. Yes, you do broach this in the description - but - in addition to those who aren't native English speakers, to we mere mortals (especially those who avoid/never use extra scrapping mods) it's not already knowable which bits were theoretically scrappable and which weren't. So we would really benefit from a "before" big overview picture just like the "after" overview ones you include. Otherwise we might (wrongly) be put off by how barren some of these sites would look. After all, not everyone is into scrapping much but many would still want to benefit from say the building repairs you've made and thus want to see how the rest of it would look if they used your mod. Cheers.
    1. VilanceD
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      Which before? Before with my mod or before without my mod?
    2. streetyson
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      Well, before with your mod - they can always use the wiki (or memory) for vanilla if they need it. Cheers.
    3. VilanceD
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      Wasn't obvious based on your initial post.
    4. VilanceD
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      So gen up images of the settlement with my mod without changing anything in game, leaving scrapaple stuff still in image.

      So to prevent added confusion, what caption/label said images with something like "Pre-scrap"?

      The purpose of such an addition to the image files would be to give people an idea of what to expect to see prior to them scrapping everything?

      I'm struggling to see how this would help a non-english speaker by a large degree. I am visualizing a player installing and playing my mods. Getting to a settlement and seeing the remaining scrapable objects. Most players would continue to explore the settlement still and interact with it in workshop mode. A small minority might be confused I guess. With roughly 25-30 mods that is a large expenditure of extra work.
    5. streetyson
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      No, I'm talking about more than one issue (.i.e. "in addition" to non-English). For those who'd want your mod for the repaired houses (and the nice option to scrap other stuff if need-be), but otherwise want (at least for now) as little whole settlement slate-wiping as possible and thus put off by your images showing everything gone and thinking it might be too much. That was certainly my first reaction. I don't know how else to put what I'm saying - but it's just a suggestion. Anyway, cheers.
    6. VilanceD
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      I understand your point, I just don't see a way to convey that thru a visual medium that would make it clearer without using english captions on the images...which circles back to the original problem.

      It would make it a bit clearer for english readers, the see the stages of how things look. I'm struggling to see how to layer the imagery in nexusmods structure/web presentation format and not make things more confusing.

      I could see a video being the best format for making the expectations clearer ... but that is significantly more work than some different side by side edited screen shots.
  8. BlazeStryker
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    So: what's the compatibility with South of the Sea - Atom's Storm look like?
    1. VilanceD
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      Maybe. Their mod has its own previs but also doesn’t show anything this far west and north. Than gain without opening the main esp wouldnt know of that mod does anything at MWCS.