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 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 beds, 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.
Also if you see something that you think should be removed that I missed, like trash, plants etc, please let me know.
Simple is good. No CTD, however, it causes flickering at Concord and made the floor at Abernathy Farm disappear. That is tolerable, however, it causes the same at Concord, and from a tactical perspective, it is absolutely annoying and distracting when I have to exterminate raiders at Concord. Other than that, it's good at making things tidy, which I do like.
I disabled it for now, however, a while back a mod caused similar issues (I think at Sanctuary) and eventually the game unfugged itself. So maybe I'll keep it around and hope the game unfugg's itself in this situation as well.
Just a quick question, I installed all of these esl flagged files but they still have esps in my load order. I use MO2 if that makes a difference. Would appreciate some clarification. Thanks
Hi .. I have dreamed of scrapping the entire Abernathy shack down to faoundation for a couple of years, however once i tried just cleaning and right after i scrapped some of the crates inside that Abernathy appears to Climb up to the 2nd floor... along comes abernathy and right in front of my eyes goes and walks up that same invisible navmesh to to second floor .. over crates that were no longer there :)
needless to say I rolled back that save deciding that was not good for me to do...s o .. by any chance if i scrap down to the foundatioins with this mod will that invisible crate climbing navmesh he uses ALSO be scrapped?
I am betting you did so :) but somebody else was not sure so i had to ask :)
V1.31 - Lean animations on the silo, near the entrance, and inside the structure now disable properly when the structure/object behind the animation is scrapped.
V1.3 Converted the lights to be able to scrap individually instead of as parts of the walls. Effects still disable when the appropriate source is scrapped.
Also had request to make the plowed earth sections scrapable, they are called Farm Plots and scrap via workshop mode.
V1.1 Roof was missing property to allow workshop objects on it, added prop back and workshop placement on roof section works again. For those that scrap roof group wont see a difference.
13 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 beds, 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.
Also if you see something that you think should be removed that I missed, like trash, plants etc, please let me know.
Happy building!
Other than that, it's good at making things tidy, which I do like.
I disabled it for now, however, a while back a mod caused similar issues (I think at Sanctuary) and eventually the game unfugged itself. So maybe I'll keep it around and hope the game unfugg's itself in this situation as well.
needless to say I rolled back that save deciding that was not good for me to do...s o .. by any chance if i scrap down to the foundatioins with this mod will that invisible crate climbing navmesh he uses ALSO be scrapped?
I am betting you did so :) but somebody else was not sure so i had to ask :)
EDIT - I haven't updated the navmesh for this settlement yet, so I cannot answer your question directly.
Converted the lights to be able to scrap individually instead of as parts of the walls. Effects still disable when the appropriate source is scrapped.
Also had request to make the plowed earth sections scrapable, they are called Farm Plots and scrap via workshop mode.
Swapped out lanterns for versions that can be scrapped in WS mode, again light effects scrap with them.
Also there were a few bushes in or near the build zone that are disabled.
Lastly, the PnP has been completely rebuilt, increasing the mod size from about 30 meg to just over 60 meg.
Roof was missing property to allow workshop objects on it, added prop back and workshop placement on roof section works again. For those that scrap roof group wont see a difference.