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FnaFakSk

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FnaFakSk

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18 comments

  1. Soloaris58
    Soloaris58
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    Can I use this with Conquest?
    1. FnaFakSk
      FnaFakSk
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      I know its probably late, but yeah you can use it with whatever as long as it doesnt do anything with this exact location.
  2. greekrage
    greekrage
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    Just a heads up !!
    If youre going to be cleaning locations i suggest learning the proper way to avoid issues...
    I did a quick check because i saw the file size really small and then noticed no Archives either  which means you didnt repair/regenerate  precombined geometry and Precombined visibility.
    When you delete statics from a cell you basically break precombines and previs...which cause loss of performance  and in many cases visual issues to users (flickering objects,disappearing /reappearing  etc.)  and depending on the location even old objects you removed coming back..
    I the check i did with FO4edit i also noticed you deleted around 70 objects.  This is wrong and should not be done so...
    If you want to remove and object  you double click  to open its edit window and check "initially disabled"  and "hide from local map "  and OK....
    This can also be done using a batch action window  by pressing the " MINUS" key when you have selected an object  which is also  a very useful tool since you can select  multiple objects with  CTRL + Left click and then select the appropriate action and then hit " DO "...
    Another way to "repair " your mods is to use  FO4Edit and run the AUTOCLEAN exe  which will undelete and hide the stuff you deleted.
    Its highly recommended  that you use FO4edit on every esp you make Before uploading to the public .

    Even so the problem with reappearing removed objects still remains if a user has a mod that edits that area or even repairs previs  globally like PRP. Even old saved data if a user has a prior visit to the location will show old objects...So you will have to learn how  to generate new data.

    As an example there is a mod author releasing a series of mods called "deep clean"...
    He is doing it the right way  and regenerating broken previs...

    Anyhow... i hope to see  more of your work but hopefully done a bit cleaner.. ;)

    Also note :
    If you remove large objects that were obstacles that npc's went around etc.. You also have to repair/edit the navmesh if you want the npc's to use the cleared area. Navmesh is built around obstacles which means that once you remove the obstacle there will be a hole left there that cant be walked over or through....
    1. FnaFakSk
      FnaFakSk
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      Wow, I didn't know it would be so complicated :D
    2. greekrage
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      it may sound scary and complicated but for a  modder with a bit of experience its at most 30 mins effort to fix navmesh and generate the previs ; )  for a small mod like this...
      Imagine one of my mods that are over 12 cells of heavily modded terrain,1000s of objects moved / removed or placed ...
      Then we have navmesh from scratch for all the cells i edited...
      Lets just say ..several hours to do precombined geometry and previs... and up to a few days to navmesh...
      The  project im working on now also has 100s of retextures   and ive been working on it close to 3 months..
  3. oscermonkey
    oscermonkey
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    Quincy would be nice since you can't remove any of the clutter. It would nice for the settlement aspect.
    1. FnaFakSk
      FnaFakSk
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      I'm on it.
      Which settlement in/near Quincy do you mean (perhaps a mod)?
  4. Khimera
    Khimera
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    thank you for this. I use a lot of Red Rockets as a hubs all over the commonwealth and add fast travel vertibirds from SKK's mods as a hub of transportation between each one and this one, and the one by DC, always have problematic items in it.
    1. FnaFakSk
      FnaFakSk
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      Happy to help! If you have any suggestions for clearings of other buildings or something similar you can post them here.
  5. deleted133109643
    deleted133109643
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    Uh... South Boston???
    1. FnaFakSk
      FnaFakSk
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      Oops, sorry I'll rename it.
    2. FnaFakSk
      FnaFakSk
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      Done.
    3. deleted133109643
      deleted133109643
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      Oh yeah, I remember that there's a Red Rocket near Quincy and Wilson Automatoys Factory...
    4. FnaFakSk
      FnaFakSk
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      Yeah I know that one too. I can also make a clearing of that if you want.
    5. deleted133109643
      deleted133109643
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      Nah, it's fine. Where in South Boston exactly is your mod's location?
    6. FnaFakSk
      FnaFakSk
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      It's not really in South Boston, it's to the northeast from Big John's Salvage, here's the wiki page.
      Actually it is just barely.
    7. deleted133109643
      deleted133109643
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      Ah, THAT one. That area tends to get chaotic with that random Sentrybot spawn.
      Big Booms EVERYWHERE.
    8. FnaFakSk
      FnaFakSk
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      Yeah that's why I also removed that Sentry Bot.