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.
Would you consider a patch for Warwick Homestead a Bridge to Spectacle Island...? I'm not getting rid of your mod and I'm looking for a solution to the highly unrealistic and frustrating provisioner problem.. :D I think that one might the best one.
I have been a long-time user of Warwick Homestead a Bridge to Spectacle Island, but recently I downloaded your mod so that Icould make a half decent Warwick settlement. With DC taking priority, both mods seem to work fine together, but I haven't tested it thoroughly. Do they break navmesh or something else less noticeable without a patch?
Oh, and thanks a lot for the great DC-mod, It is much appreciated! I cannot fathom why Bethesda made so many unscrappable broken or ugly set pieces to each of their settlements
One thing, why is there a library plugin requirement when most of us really have no need for it and its just more unnecessary clutter to sort through. Is this really necessary? Ever since we lost clean and simple I thought this might be a good alternative but as it stand now it isn't.
I used CAS for several years but it always had the problem of breaking precombines, which can be a nightmare specially in areas of high draw calls like downtown, causing huge fps loss. I switched recently to DCAR and I'm loving it.
Question: I'm using SS2 and the stupid settlers prefer to use theyr farming animation spots instead of the SS2 plots I assign them. Is there a way to remove those animation spots? Cheers, keep up the good work.
I used an SS2 city plan, so I didn't scrap anything. I usually use a bat file to make those settler commandable. Guess next time I'll use your button. Still, I went back to Warwick and used the button, then reassigned the original settlers. No effect exept the wife walked halfway to the plot I assigned her, than she ran away to her original spot. And I mean ran.
Bill Sutton, Wally and June Warwick can now be modified to accept commands in WS mode, requires pressing a button:
Go to the workbench, on the right side, and press the button. Settlement must be owned.
Once the button has been pressed a popup lets you know it worked,
You can scrap the button in WS mode either before or after pressing it.
WARNING - As with all base-game children settlers, Wally does not have the back-end code to do most tasks. There are other mods that make children able to be fully assignable settlers.
V1.1 Metal catwalks can now be built under: Structure->Metal->Floor
All light fixtures are converted to workshop or scrapable. Light effects now fully disappear with associated fixtures, many already disabled when table/shelf was scrapped but most did not.
All signs/posters and frames are now scrapable.
Library plugin must be DL separately due to issue in Vortex.
Pipe on the roof had birds roosting and now they go away when the pipe is scrapped.
17 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!
It is a pretty mod, and it does modify navmesh.
Oh, and thanks a lot for the great DC-mod, It is much appreciated! I cannot fathom why Bethesda made so many unscrappable broken or ugly set pieces to each of their settlements
scrap the warwick beds
and then uninstall?
Also did you make sure to use the button on the workbench to make them all commandable?
Found a fix for the bed issue, beds now report in the count when taking possession of the settlement.
Also added the plot furrows on the list of scrapable objects.
Bill Sutton, Wally and June Warwick can now be modified to accept commands in WS mode, requires pressing a button:
Metal catwalks can now be built under:
Structure->Metal->Floor
All light fixtures are converted to workshop or scrapable.
Light effects now fully disappear with associated fixtures, many already disabled when table/shelf was scrapped but most did not.
All signs/posters and frames are now scrapable.
Library plugin must be DL separately due to issue in Vortex.
Pipe on the roof had birds roosting and now they go away when the pipe is scrapped.
Regards