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.
Warning, again. if you move or scrap the 3 boats on the western side of the island Previs will likely break looking at Downtown Boston. The same issue will occur if you scrap the boat shack by the main house. Also due to Spectacle's large size things on the far side of the island may not match the current state, trees, containers, the main house, might look different from past halfway across the island.
i have a workshop menu problem with the ESL Library Plugin. it adds new perks and my .163 version can not handle them properly. thanks for looking into it!
As far as the distance looks it's the same issue as many have when massively modifying any settlement and approaching from far off. Consisting of a couple of cells as it is, Spectacle Island's shores are rendered as "far off" when on the other end.
Any chance to add a bridge from near Warwick Homestead to Spectacle Island, just like in Magnificent Island?
It's kinda of an optional file suggestion for both settlements. I believe using any other available custom bridge would break precombines for both Spectable Island and Warwick Homestead.
Yo I've literally never commented on Nexus but wanted to say killer job, awesome to see such a niche mod for weirdos like me that are obsessed with the island get so much TLC and have so much attention paid to the navmesh/previs details. Good s#*! brother
The Southwest corner is my concern. I would like to use the Warwick to Spectacle Island bridge. On another Spectacle Island mod (clean and smooth) it caused some really weird effects as it was trying to use the original landscaping in that area. Has this one modded that area much? I supposed if it's still weird, I could just as well use the landscaping blocks from Snappy and hide it all with those and retaining walls.
first of all i gotta say great mod. exactly what i was looking for. Although I ran into a few weird things
one of them was the chairs, table and a few other items were invisible around the "jetty" next to the house and in the shack where the power armor station is but no big deal I just scrapped them (I could only see their outlines in workstation mode but they were physically there)
however there is this one, what seems to be a, cargo crate on the rig that is invisible and cannot be scrapped but its there physically. I was able to scrap the rest but this one for some reason is unscrappable and it has no outlines either. I have place anywhere mod and even enabling extra objects doesn't work. whats weird is iirc bullets and grenades can pass through it.
yeah, the last crate (red crate facing The Prydwen) cannot be exactly scrapped for me. you see the crate itself will scrap and disappear but its physical body is still there however bullets and granades go through it but you can't click on it in console to get its ID. so its basically not there but its physical body is. this is the ID when I click on it before I scrap it: "(fe00a09b)[EP]. disable and markfordelete doesn't work either. I couldn't really find it in xedit as well not that I know xedit that well.
I just encountered the "visual issues on the station on the water to the W of the settlement" today, then I try to use this update over ur CDCRC, but it creates visual issues on Spectacle Island (the vanilla patio chair and picnic table at NW corner glitched), I'd reverted back to using CDCRC at this moment...
regarding the submerge house in ur Changelog, if u're talking about the one that has 2 Nuka Cola Quantum in its fridge, then I can give u some pointer:
1. from vanilla fast travel point, go South on the west coast, after passing the 3 boats on the right, u should see the wooden hut on ur left (the one with dead settler bodies)
2. stand at the doorway, then facing towards Warwick homestead (as long as ur target hud is pointing towards that direction)
3. start walking out the coast, and u will find that submerge house slightly to ur left
4. If u reached the underwater pipeline, then u had overshot ur destination and need to restart again, it's advisable to use mods that let u see clearer underwater to find it easily
Thanks for explaining about the house, that helps a ton!
Sorry to hear that the visual issues are still happening.
I just did a full rebuild of the precombines/previs(PnP) of all 3 groups (27 cells in total) and it was not having any issues on playtest.
I can do another pass that deals with that house and rebuilds them again, it is not uncommon for there to be issues, JP took 7 build attempts of PnP to be stable.
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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 same issue will occur if you scrap the boat shack by the main house. Also due to Spectacle's large size things on the far side of the island may not match the current state, trees, containers, the main house, might look different from past halfway across the island.
It's kinda of an optional file suggestion for both settlements. I believe using any other available custom bridge would break precombines for both Spectable Island and Warwick Homestead.
I admit I am a total novice but don't those two things contradict each other?
one of them was the chairs, table and a few other items were invisible around the "jetty" next to the house and in the shack where the power armor station is but no big deal I just scrapped them (I could only see their outlines in workstation mode but they were physically there)
however there is this one, what seems to be a, cargo crate on the rig that is invisible and cannot be scrapped but its there physically. I was able to scrap the rest but this one for some reason is unscrappable and it has no outlines either. I have place anywhere mod and even enabling extra objects doesn't work. whats weird is iirc bullets and grenades can pass through it.
regarding the submerge house in ur Changelog, if u're talking about the one that has 2 Nuka Cola Quantum in its fridge, then I can give u some pointer:
1. from vanilla fast travel point, go South on the west coast, after passing the 3 boats on the right, u should see the wooden hut on ur left (the one with dead settler bodies)
2. stand at the doorway, then facing towards Warwick homestead (as long as ur target hud is pointing towards that direction)
3. start walking out the coast, and u will find that submerge house slightly to ur left
4. If u reached the underwater pipeline, then u had overshot ur destination and need to restart again, it's advisable to use mods that let u see clearer underwater to find it easily
hope this helps
Sorry to hear that the visual issues are still happening.
I just did a full rebuild of the precombines/previs(PnP) of all 3 groups (27 cells in total) and it was not having any issues on playtest.
I can do another pass that deals with that house and rebuilds them again, it is not uncommon for there to be issues, JP took 7 build attempts of PnP to be stable.