Fallout 4

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VilanceD

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VilanceD

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About this mod

Cleaned/Disabled perm trash/junk/plants. Make numerous objects scrap optional. Repairs curb/sidewalks. ESL Flagged. Precombines/Previs rebuilt. Integrates Repaired Red Rocket nif mesh.

Requirements
Permissions and credits
Changelogs
Donations
Big thanks to Vlits for making the Repaired Red Rocket meshes available!

What does this mod do?
  • Cleans the normally unremovable trash, debris, rocks, planks, plants etc.
  • No modifications were made to objects that are normally scrapable in the build zone.
  • V1.32 is updated to use the Repaired Red Rocket nif files without Pump Arms.
  • If you want to the arms and older letter style switch to V1.31 the most updated prior.
  • Curbs/sidewalk fully repaired.
  • Settlement can basically be scrapped down to just the RR bldg, currently scrapable list:
  • Both Small Billboards going towards Concord
  • Two old brick ads, back and side of bldg
  • All posters/calendar, and frames. Many were already scrapable.
  • All three Diner Tables
  • Service Counter
  • Light fixtures beside/flanking the 3 doors. Light effects scrap with them.
  • Emergency Lights, they are also workshop version and light up if powered.
  • Light effects not tied to any powered fixtures have been disabled.
  • My Library plugin is required, prevents issues between various DCnR mods. 
  • Also adds over 24 new workshop items. Must be DL separately.
  • Navmesh fully rebuilt, see details for why below.
  • Precombines/Previs fully rebuilt.
  • ESL Flagged - does not count against 255 plugin max.

All in one is done -> Commonwealth Deep Clean and Remodel Collection
  • This mod is part of the CDCRC ^^^
  • All vanilla settlements are included except for Oberland Station and Boston Airport.
  • The installer will allow player to pick and choose which settlements they want. 

Why rebuild Navmesh?
Spoiler:  
Show

Stolen from Glitchfinder's JP Navmesh Update:
Ever found yourself building at most settlements, only to realize the settlers weren't the sharpest tools in the shed? Trying to walk through benches, running around the settlement rather than through it, and generally just not really understanding where they could walk? Turns out most settlements need some real work.


The main issues are precuts, areas missing navmesh, navmesh below terrain and navmesh poorly shaped. 

Precuts: objects that can be scrapped or moved get a special navmesh under them to prevent NPCs from moving thru them, this is called "pre-cut". When you scrap or move those objects the navmesh under them opens up for NPCs. Most precuts in the game were autogenerated and have poor shapes creating delays to NPCs navigating the space. Also most exterior pre-cuts where much larger than the objects they were under to the point where large sections of settlements would be un-navigable by NPCs, until those trees, cars, etc were scrapped. Lastly, a lot of objects that are scrapable did not get precuts at all.

Areas missing Navmesh: A large variety of objects/sections are missing or deliberately did not get navmeshed, these include: Large rocks/Cliffs, small/low rocks, hill edges, ramping terrain, fallen logs, junk or trash piles that are low to the ground, so on. When remeshing these I do not do objects with more than an apparent 30 degree ramp up, or large protruding objects BUT honestly there is no reason that logs parallel to the ground should not be navigable. Also many of the high to low sections like cliffs and hill edges can get something called an Edge Portals, which I call jump-downs (as that is what the NPCs do when they use them), so I mesh those cliff/hill edges so the NPCs will actually use them. Many of the hill edges were setup that only flyers would use them, as far as I know flyers will use those Edge Portals to go up.

Navmesh below terrain: A large part of the navmesh in most exterior cells is below the terrain itself. Sometimes it is not very much and the pathing AI can handle it, other times its a massive difference and the AI fails badly. Rocky cliff areas have the worst of this I have seen so far with mesh several feet below the surface, but if you look at a before image (I try to post a before and after for each of these), you will notice massive sections of road and ground that are below the red triangles that make up the navmesh.

Navmesh poorly shaped: So the autogenerated navmesh (especially the precuts) make weird elongated shapes that the NPCs will hesitate or act drunk or spin around using. While the transition sections thru doorways and changes in elevation can have narrow triangles (I do this myself) these are sections that the mesh must use the narrow triangles. Autogen mesh with create primary paths where it is not uncommon to have an elongated triangle 1/3rd the length of a cell (roughly 100 feet) and less than a foot wide, that is a triangle with dimensions 100 x 100 x 1... and it normal to have several triangles like this stacked!


Mod Compatibility & SS2
  • To ensure max compatibility load last.
  • This is a stand alone version, not specifically patched for SS2 or any other mod series.
  • Checked SS2 resources, should be compatible. Will test directly via playthrough once I am done with DLC Settlements.

Load Order and Visual glitches "Breaking Previs"
  • This mod has updated Precombine and Previs (PnP) files, so the changes this mod makes will not display properly unless it is last in the load list.
  • PnP in a nutshell -> “There can be only one"
  • The LOOT team was updated about 3 different PnP mods to auto-sort against, but there are too many to potentially count, so place my mods lower down on the list as is reasonable.
  • One of the three mods LOOT should auto-sort for is PRP. This mod is a PnP overhaul mod, that drastically helps with stability and performance. I strongly recommend using this mod. If one of my DCnR mods doesn't auto sort below PRP make sure to add a custom rule or manually sort it out.
  • If any of the content from one of my mods is invisible, blinking in and out, or NOT showing at all there could be a conflict with the load order could be off due to PnP file conflicts

A sample load order for your convenience:
  • Unofficial FO4 Patch
  • PRF (Part of PRP)
  • Cheat Terminal
  • Everyone's Best Friend
  • Radio Add on
  • Raze My Settlement
  • PRP (or any Previs/Precombines package)
  • SS2* (Unofficially, Patches will be done once all settlements are completed)
  • Vilance's DCnR Mods here!

Cleaner Settlement Pro-tips & Help:
  • Raze My Settlement - Auto collects the loose objects like weapons, ammo, crafting materials, etc. Removes normally scrapable, and occasionally normally NOT removable objects (when Precombines are not affected),  all automatically via holotape. Multiple options in tape including keeping trees.
  • To use the mod, run the "Raze my settlement"  holotape, select "Raze" option to auto clear the settlement.
  • Place Everywhere - in workshop mode hit insert key to make more object types selectable and scrapable! Respects Precombines!
  • Scrap Dead Things Still researching this, but its really popular!
  • Blood splatters - In workshop mode, place a floor based object over top of the blood - use something like a food dish or other object that wont carry the decal/stain with it. Pick up the object, the decal/stain should be gone.
  • Please share your cleaning pro-tips with me.

Current known issue:  None yet....

Happy Building!