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 Evything, 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) thus maintaining cross mod compatibility, keeping the original game visual style(s) and 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 a strange mismatch of parts. While excellent sets like Snappy lets you repair using appropriate part types, many damaged bldg sections cannot be removed in-game. Most repaired home/settlement mods that are downloadable (done in CK) don't have Previs/Precombines either. 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. For many of my mods there are layered options to rebuild from the foundation up.
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. Given the massive scope of having Deep cleaned all the vanilla settlements but 2 I am sure to have missed some stuff.
Happy building!
Known Issues: See bugs. Nexus site keeps eating my updates to this post.
Patches/Optional Files (see under optional files): Bridge is disappearing, when game loads:
Spoiler:
Show
Warning only use this optional file if the bridge disappears when you load a save game inside Sanctuary: Download and install the Disappearing Bridge Fix file, make sure to load it prior to Sanctuary_DCnR...esp and PRP.esp (if you are using PRP).
(optional) PRP.esp (or any other Precombine/previs package)
Sanctuary_DCnR_F-ESL.esp
EvilViking13_PatchworkSanctuaryBridge.esp
RestoredRicketySancBridge_to_SancDCnR_patch.esp
The patch is ESL flagged and has a BA2 file with the updated PnP data. If you merge BA2's from this file the contents of this must overwrite the BA2 contents from Sanctuary_DCnR_F-ESL - main.BA2.
ESL Flagging Rickety Bridge:
Spoiler:
Show
Rickety Bridge .esp file can be flagged ESL in xEdit, if the Formids were to be changed to lower values. All the various parts in the mod would need their FormIds lowered, could also be done in CK. File->Compact Active File FormIDs Doing this however might require a new game.
Dropping this here since theres no where else. Hope the author is doing well. In the players home, directly behind the red chair there is an invisible wall. If you remove the chair, scrape the walls you'll notice the wall when you try to walk through the area. Love this mod btw. I can't play without it. :) heres a pic
Don't know where else to put this but the buttons on the workshop and the bridge don't work at all on console the Xbox version of this mod isn't ported by the same mod author but I don't know where to find the other guy so...
Has anyone had any trouble placing the Halloween decor since the recent game update? I can't remember if this issue existed in the past... but now I can't place the Halloween banners and posters anywhere--they are highlighted red and only turn green when they are submerged halfway into the floor.
So far, I've only tried placing the decor onto existing buildings, not ones that I've built. I also have the latest version of the FO$ Script Extender loaded and made sure that these mods load last.
Thank you so much for creating this awesome mod! I am enjoying it so far, but I ran into a bit of an odd glitch. I don't know if it's related to the mod itself, my load order, or because I scrapped something I shouldn't have in Sanctuary. Here's what whappened:
- The glitch: the ramp in Thicket Excavations became blurry, and my character sank waist-deep into it. The only other time this happened was when I scrapped something on my old computer that should not have been scrapped (and broke precombines). I did not have this mod at the time, however, and I am using a new computer, new game for this glitch. - I scrapped one of the sidewalk driveways in Sanctuary. There were a few items I disabled, such as the dead radroaches, a few lamps, and a door. I never mark anything for delete. - I usually let Nexus autosort things regarding my load order. This time, however, I went into the mod menu in my actual game. I dragged the Sanctuary Deep Clean to the bottom of the list; the plug-in patch remained at the top of the list because the game would not let me change it. The glitch happened when the mod was at the bottom of the list. When I moved it back to the top, the glitch went away. - I use very few mods, and most of them aren't related to settlement building: Sleep Intimate, Cat Follower, No Dead Cats, Goodneighbor Condo (custom player house), and Snappy Beds.
I havn't experienced the glitch again, however, regardless of my mod load order. It could also be because I reverted to an older save, and didn't scrap that one driveway. Maybe it was a one-time thing?
I'm seeing - occasional navmesh crashes in Sanctuary - you get kicked out of the workshop before you've reached the barrier in a few places - trees/trash in precombines that can't be scrapped or disabled.
I had to play around to figure out why shadows from trees disappeared depending on angle and certain bushes (the red one) disappeared around sanctuary. It turns out PRP 69 branch and this do not play nice together. PRP 65 branch (the older no longer worked on branch) appears to resolve the issues.
To add a little info, cell -22,22 is the first place you see it (vault exit) and all I can see that you changed there via xedit is navigation mesh. I assume all the other areas affected are also nav mesh related cause I notice it outside the buildable area.
192 comments
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 Evything, 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) thus maintaining cross mod compatibility, keeping the original game visual style(s) and 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 a strange mismatch of parts. While excellent sets like Snappy lets you repair using appropriate part types, many damaged bldg sections cannot be removed in-game. Most repaired home/settlement mods that are downloadable (done in CK) don't have Previs/Precombines either. 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. For many of my mods there are layered options to rebuild from the foundation up.
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. Given the massive scope of having Deep cleaned all the vanilla settlements but 2 I am sure to have missed some stuff.
Happy building!
Known Issues:
See bugs. Nexus site keeps eating my updates to this post.
Bridge is disappearing, when game loads:
Warning only use this optional file if the bridge disappears when you load a save game inside Sanctuary:
Download and install the Disappearing Bridge Fix file, make sure to load it prior to Sanctuary_DCnR...esp and PRP.esp (if you are using PRP).
No longer needed:
Rickety Restored Sanctuary Bridge
Mandatory Load order:
ESL Flagging Rickety Bridge:
Rickety Bridge .esp file can be flagged ESL in xEdit, if the Formids were to be changed to lower values.
All the various parts in the mod would need their FormIds lowered, could also be done in CK. File->Compact Active File FormIDs
Doing this however might require a new game.
In the players home, directly behind the red chair there is an invisible wall. If you remove the chair, scrape the walls you'll notice the wall when you try to walk through the area. Love this mod btw. I can't play without it. :) heres a pic
So far, I've only tried placing the decor onto existing buildings, not ones that I've built. I also have the latest version of the FO$ Script Extender loaded and made sure that these mods load last.
Does anyone know of a way to fix this?
I cannot recall if the Halloween decor worked correctly without PE.
- The glitch: the ramp in Thicket Excavations became blurry, and my character sank waist-deep into it. The only other time this happened was when I scrapped something on my old computer that should not have been scrapped (and broke precombines). I did not have this mod at the time, however, and I am using a new computer, new game for this glitch.
- I scrapped one of the sidewalk driveways in Sanctuary. There were a few items I disabled, such as the dead radroaches, a few lamps, and a door. I never mark anything for delete.
- I usually let Nexus autosort things regarding my load order. This time, however, I went into the mod menu in my actual game. I dragged the Sanctuary Deep Clean to the bottom of the list; the plug-in patch remained at the top of the list because the game would not let me change it. The glitch happened when the mod was at the bottom of the list. When I moved it back to the top, the glitch went away.
- I use very few mods, and most of them aren't related to settlement building: Sleep Intimate, Cat Follower, No Dead Cats, Goodneighbor Condo (custom player house), and Snappy Beds.
I havn't experienced the glitch again, however, regardless of my mod load order. It could also be because I reverted to an older save, and didn't scrap that one driveway. Maybe it was a one-time thing?
https://www.nexusmods.com/fallout4/mods/25316
I'm trying to rectify it
I'm seeing
- occasional navmesh crashes in Sanctuary
- you get kicked out of the workshop before you've reached the barrier in a few places
- trees/trash in precombines that can't be scrapped or disabled.
[RSP+0 ] 0x10146FF1C0 (void*)
[RSP+8 ] 0x10146FF2C0 (void*)
[RSP+10 ] 0x3C (size_t)
[RSP+18 ] 0x7FF7682A2D26 (void* -> Fallout4.exe+0152D26)
[RSP+20 ] 0x4 (size_t)
[RSP+28 ] 0x0 (size_t)
[RSP+30 ] 0x7FF76AD99DB8 (void* -> Fallout4.exe+2C49DB8)
[RSP+38 ] 0x10146FF1C0 (void*)
[RSP+40 ] 0x12FB12C5558 (void*)
[RSP+48 ] 0x0 (size_t)
[RSP+50 ] 0x2 (size_t)
[RSP+58 ] 0x12F4CF147B0 (void*)
[RSP+60 ] 0x12FB12C5520 (void*)
[RSP+68 ] 0x7FF76A675BA1 (void* -> Fallout4.exe+2525BA1)
[RSP+70 ] 0x10146FF2C0 (void*)
[RSP+78 ] 0x10146FF6C0 (BSPathBuilder*)
[RSP+80 ] 0x10146FF229 (void*)
[RSP+88 ] 0x12FD9591A90 (void*)
[RSP+90 ] 0x60 (size_t)
[RSP+98 ] 0xC (size_t)
[RSP+A0 ] 0x10146FF2B0 (void*)
[RSP+A8 ] 0x7FFAEFDABF65 (void* -> Buffout4.dll+004BF65)
[RSP+B0 ] 0x12F354DDFA8 (NavMesh*)
File: "Sanctuary_DCnR_F-ESL.esp"
Flags: 0x00000008
Form ID: 0x0022C615
Form Type: 76
[RSP+B8 ] 0x7FF76DC03508 (FindTriangleForLocationFilterCheckDeltaZ*)
[RSP+C0 ] 0x12F4CF150D0 (ScrapHeap*)
Crash searching where to place a fusion generator (Beth DLC) in player house - Shawn's Room.
MO2
...
AllSetsExtended.esp119
PRP.esp 120
PRP-SS2-Ch3-CR.esp 121
PRP-Compat-RegionNames.esp122
PRP-SS2.esp123
PRP-SS2-Fixes-Ch1.esp 124
PRP-SS2-Fixes-Ch2.esp 125
QuckTrade.esp 126
FO4Hotkeys.esp127
WorkshopPlus.esp 128
TheCastle_DC_F-ESL.esp 129
(nothing but other DCnR esl)
Sanctuary_DCnR_F-ESL.esp 146
(nothing but other DCnR esl)
Vault88_DC_F-ESL.esp 161
-- END OF PLUGINS --
A patch for PAC - Vault 111 would be amazing.
To add a little info, cell -22,22 is the first place you see it (vault exit) and all I can see that you changed there via xedit is navigation mesh. I assume all the other areas affected are also nav mesh related cause I notice it outside the buildable area.