Make Fallout 4 Settlements closer to a full sandbox experience than an afterthought add-on. 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 getting in the way 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/Previs(PnP). Another option is for those with beefy systems to disable all Precombines in the game ini file. Both these solutions can often times lead to visual glitches and/or extreme game crashes, especially using complex mod series' like SS1/SS2 and Horizon. Another interesting solution is the Commonwealth and DLC Cleanup which uses textures to avoid the PnP issues but doesn't address the permanent object issue.
Goals of my DC & R series:
Make the settlements cleaner while not taking away players ability to clean what they already could in base game.
Use rebuilt Precombines and Previs(PnP), to increase stability, improve performance and reduce CTDs.
Cross mod compatibility, by creating a foundational settlement mod series that can be used for Transfer Plans and SS1/2.
Keep the original visual style and gameplay experience and NOT modify any lore & quest content.
Avoid using any texture changes as there are already a ton of top notch texture mods out there.
Repair the damaged structural/building sections using lore friendly or close to original parts.
Whenever possible make repaired settlements scrap down in a way to allow for custom rebuilds, especially using sets like Snappys or SS2's Wasteland Reconstruction Kit.
Another reason I decided to do repairs to settlement structures, was unfortunately many settlement repair mods don't have Previs/Precombines or they deviate too much from the visual aesthetic of the original game.
Convert thematic objects from settlements into workshop buildable options, to round out the settlement experience. Examples - making the Sanc Halloween decorations buildable, special furniture, playground equipment, rails, so on.
To support the requests of the user base ensuring stability AND adding new features as players give feedback to make the series more engaging. For example, now most settlements have light effects that can be completely scrapped, or doorway snap points for WS doors.
Update the navmesh in the places where objects are now scrapable. Not sure about Roof navmesh of scrapable ones like in Sanctuary.
If as a player you have a cool idea to make the series better please post below, I don't always add everything, but I am open to new ideas!
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!
FAQ and troubleshooting tips: I am have weird or missing visuals, in or near a settlement, what do you recommend?
Make sure this mods various settlement plugins "settlementName_DC..._F-ESL.esp" are loading last.
If you are running PRP any other precombine/previs(PnP) repair mod, make sure its loading after "PRP.esp" or that PnP plugin.
If those two steps do not resolve the issue post here with a brief description of the bug and the load order and screenshot.
To upload screenshots, go to the Images tab, and click on the add images button on the top left section below the tabs.
Is the mod loading, why I am still seeing junk?
Spoiler:
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This series does not disable/clean anything that you could already scrap. To test if a particular settlement has loaded look for the kinds of trash and debris that you normally cannot scrap. Clean My Settlement mod actually adds back in trash and junk so you can feel cool about scrapping it yourself.
Is this mod compatible with "insert mod name here" mod?
Spoiler:
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Most mods will work with DCnR mods. Biggest compatibility issues will be running mods that modify the same settlement. Assuming you load a DCnR mod after a different settlement mod, it should load and be stable but there is a high chance that whatever changes the other settlement mod made will be visually overwritten by the previs from the DCnR mod. Short answer is its complicated.
Can you add X feature or make Y object scrapable?
Spoiler:
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Probably, depends on the feature request. Some features are not in line with the mod goals (see mission statement) but most tend to be. Never hurts to ask.
Making more stuff scrapable is not usually an issue I just don't like making larger or thematic structures scrapable. For example, the Lighthouse, the Castle, larger warehouses/barns like in Sunshine Tidings, vanilla game house structures in places like Warwick, Jamaica plains and Egret Tours. Most ruined structures are already both repaired and scrapable in the DCnR series.
What is the deal with BA2 Merge Kit? When and why should BA2s be merged?
Spoiler:
Show
Fallout 4's original mod cap with raw ESPs limit was 256, but thanks to ESL's and ESL flagging that cap is now over 2000 files. The new mod limit becomes the BA2 resource files, which is roughly 400-500. If you are running under 400 mods merging is not required. Can you make a BA2 pre-merged "main" archive?
Spoiler:
Show
Yes and No ... there is 1 that is supported at this time, and it merges all the repaired from the select all option and the fully repair Bunker Hill.
Due to both the exponential number of possible variations and the extra time it keeps me from actually modding, the one is the best I can do.
I specifically included the Merge Kit with the collection to help with this issue, it is very easy to use and has excellent logging.
Alternatives you can manually use Archive2 via GUI, Kinggath has a cool video on it.
Can the series be released as a single ESP? Should I merge the ESPs or plugins into one?
Spoiler:
Show
These are really the same issue. Short answer is its not necessary. Long answer is that since each plugin is ESL flagged, meaning they don't count against the 255 plugin max cap, merging the DCnR plugins would not help at all.
By keeping the series modular it means users can pick and choose what settlements they want to run, which is far more useful for most people. Also it means other mod makers can use them and link them individually. It also makes doing updates more iterative which helps for the development cycle and getting feedback from users on both problems and ideas for new features.
Navmesh updates mods are available (that you also make), should I run those at the same time?
Spoiler:
Show
Please do not run Navmesh update mods with Deep Clean mods.
Mods like The Slog Navmesh Update are for the base game/original/vanilla/not-modified version of the settlement.
This mod collection modifies/changes each settlement, some to a very large degree, in some cases making the entire settlement scrap-able.
With these changes it becomes further necessary to modify the navmesh to reflect those changes.
Please do NOT run the navmesh update intended for a NOT modded/original/base game/vanilla version of the settlement with the Deep Clean version of the settlement, as they already get the update and it will create conflicts/problems/bad things.
Current Known Issues:
Spoiler:
Show
Settlement - Sanctuary; Bug - Invisible wall, very small; Location - near bridge, SW corner near stone column; Appears to be an issue with the Prewar bridge nif file.
Settlement - N/A; Bug - Intermittent visual flickering as a conflict with Saves use Region name mod; Location - N/A; Problem appears intermittent, as one user reported flickering and another no problem at all.
Are you still having a problem the FAQ missed? Than please post below!
*** Put DCnR plugins at the bottom of the load list ***
Spoiler:
Show
The DC Collection use rebuilt Precombines/Previs, this means a massive increase in stability BUT it also means load order is critical to avoiding graphics problems. Please try to load all the DCnR plugins dead last or as low as you can depending on other mods.
Here is a rule for LOOT that helps auto sort any DCnR plugin, it can be modified to add other plugins:
Spoiler:
Show
In theory the regex line is the most important and should be usable in MO2 or other mod organization rule sorting lists. The group is the key, as it already has a ton of rules built into LOOT using PreVis group to sort against most mods. - name: '.+[_ ]DC(nR)?(_)?F-ESL\.esp' after: - BostonFPSFixAIO.esp - BostonFPSFixAutomatron.esp - PRP.esp group: Deep Clean and Remodel groups: - name: Deep Clean and Remodel after: - PreVis & PreCombined Fixes - name: Interior Lighting after: - Deep Clean and Remodel
Example of my load order:
Spoiler:
Show
in Vortex you can generate a report on a mod, it created the load order, so here is what I am using for my SS2 playthrough: ************************************************** * Load order **************************************************
unofficial fallout 4 patch.esp xdi.esm workshopframework.esm armorkeywords.esm hudframework.esm ppf.esm ss2.esm ss2_xpac_chapter2.esm + vcm_librarysupportplugin_f-esl.esl ss2_xdi patch.esp cheatterminal.esp 3dnpc_fo4settler.esp ss2extended.esp ss2_fdk_tinyliving.esp ss2wastelandventurers.esp ss2-jampads2.esp longerpowerlines3x.esp raze my settlement.esp faster terminal displays (20x).esp everyonesbestfriend.esp ballisticweaveunlocked.esp clothingoverhaul.esp more where that came from diamond city.esp keynuker.esp ss2wastelandreconstructionkit.esp ss2addon_ms_bareessentials.esp prp.esp + sanctuary_dcnr_f-esl.esp + all the other DCnR plugins!
If you are having issues and post your load list here please use the: [ spoiler ] tag [ /spoiler ] Remove the spaces to make it work. This will help me and others to be able to look thru the forums here more efficiently answering questions.
I Searched the comments but couldnt find anyone else with this issue. In starlight drive in I can scrap every bit of the screen building except the staircase. Is this intended? I have Starlight loaded last and no other settlement or worldspace editing mods other than maybe SS2? If I enable a flora mod I have that breaks precombines I can scrap it so it seems to be related to that?
Want to say I love this mod and my settlements have never looked better. Only unexpected conflict I've encountered is that the Jamaica Plains esl is conflicting with Tenhats's University Point settlement mod in regards to precombines, and some Bunker Hill flickering
Amazing! Atm I'm doing some mod testing runs before i start my new playthrough and i have some questions. I'm using a bunch of external settlements like Fiddlers Green or DLC's with some Workshops like The Farmlands, i also use All Settlements extended. Obviously i use Scrap everything for cleaning.
I would love to use your mod, but how would your mod and the mods i use atm work together? Would i need Scrap everything any longer? Is your mod compatible with Settlemets extended? I mean i already think about ditching it, since it is a PIA with many unscrappable elements ( with non ref id's).
kind regards
Unfortunatly i can't use the Mod properly since i dont use Vortex or MO2 and Loot put the pluggins "randomly" in my load order and i don't have the patience to edit the meta data from 22 pluggins manually.
I installed all of em und put them manually at the end of the load order with loot.
Update:
It seems the castle mod is breaking the questline. After meeting the minutemen outside the castle the quest "cleaning out the castle" pops in. Everyone moves direction castle only preston garvey stays in the building. Killed all Mirelurks, used Berry Mentats to be sure all of them are gone/dead, but the mirelurk queen does not trigger (Preston still is in the small building and if i talk to him, he tells me, to clean out ( an already clean) castle. For testing purpose i used the setstage command to trigger it, but it doesn't. Moved forward with setstage to powering up the radio . used the workshop and i was not able to power up the radio. doesent matter if i use the vanilla way to powering up or with an build generator. The power in the UI stays red and the quest stuck. Now I'm assuming, since i don't use another mod that touches vanilla settlements ( i mostly use building, armor and a few questmods ( Depravity, Fusion City, Valkyrie, Lima and so on, wich never gave me trouble) Also non vanilla settlement mods from Tenhat and Greekrage) , that your mod breaks the quest. Since i read in the thread here, i hope it's the only one.
If someone have the same problem: worked for me at least. - kill all mirelurks and destroy all eggs - move into another cell - type 3a457 300 in the console, might not work ( but doesent matter for now) - type 3a457 500 in the console to start "powering up the radio) - go back to the castle, preston will still tell you to clear the castle, but you have a merker to the mirelurk queen now . use tcl with the console, go underground and "activate" the queen. ( i just swam through her), then open console click on her and type in "kill". - go to preston and he will tell you to focus on powering up the radio. - open workshop, scrap the vanilla switch, build a generator and connect the transmitter and the line that leads to the water tank. Nothing will happen, but type in the console 3a457 570 to finish the quest and et voila, Radio works. - talk to preston and finish the quest. freaking confusing, right? but at least it works...for now. I guess i might come back, when the quest "Old Guns" is starting. i guess i have a premonition.
Update
Old Guns worked as it should and the questline is finished, but this is how the castle looks now and it wont change and you cant change it. the fast travel point is still outside at the small building and since it is not navmeshed, the minutement just stand on one point and don't move. It doesn't look so deep cleaned and broke my game, i have to live with it, but at least the quest is done. So, after reading the comments and my own experience i would recommend to only install settlements that are not quest related. Until now, i only experienced sanctuary (works), Oberland Station (works), Tennpines Bluff (works), County Crossing (works) and Graygarden (broken precombines/previs, Bridge and rocks near the road (south))
Solution 2: Before talking to Preston, travel to the castle, clear all mirelurks and eggs. Queen still won't trigger, activate her manually (see above), kill her. Travel to Preston, he will tell you to retake the castle, tell him you already cleared the location. Travel to the castle (fast travel works as it is supposed andnow the castle is clean) powering up radio still won't work as it is supposed to, use the same way as i did before (see above). Wait 3 days, listen to radio freedom, meet Ronny......
This mod completely obsoleces the need for scrap everything.
You should never use SE or any mods like it because it breaks previs, ruins your graphics and can absolutely tank performance even on the most powerful of PCs because the creation engine is about as stable as my interpersonal relationships.. or bowels. It's an AIDS burrito sprinkled with powdered farts. (I'm also told it's racist)
"This mod completely obsoleces the need for scrap everything." Thanks for that, thats what i needed to hear.
"You should never use SE or any mods like it because it breaks previs, ruins your graphics and can absolutely tank performance even on the most powerful of PCs" Oh really? I never ever read about that in the Internet and I guess it's totally okay to use [General]bUseCombinedObjects=0bPreCulledObjectsEnabled=0 in my .ini files, right?, right? :'D
All Jokes aside, to be safe u can use as e.g. Scrap Zapper 2, because it don't touch any Previs/Precombines and if u dont blindly scrap everything in a settlement you can definitly use SE if you know what you doing.
Once the previs are broken, it doesn't matter if you never scrap anything ever.. the damage is already done, that goes for any mod that allows you to scrap objects that aren't already scrapable in the vanilla game, that's just how previsibines work. But what do I know?
Seems this breaks precombines around bunker hill (Bunker Hill DCnR_F-ESL.esp) , only the super mutant building thing from what I observe. No other mod loaded except F4SE, address library and bees for fo4.
They shouldn't, but you could always try PJMScripts and make a previs patch for it. I made a few addendums to DCnR myself since the author here is on indefinite hiatus and rebuilt previs using those tools. It's pretty cool, but steep learning curve.
I’ll check it out. Thank you. The steep learning curve may be my undoing though lol. Hopefully the author will be alright, even if they have to step away permanently.
ye same, I had issues with lights out at bunker hill, and this mod conflicting, but when that was turned off all the settlements were fine with this mod except bunker hill which still had flickering invisible buildings, so I had to turn off DCnR for bunker hill.
It's probably me, but is this broken or am I missing something.
I installed the Mainfile and checked in on Starlight Drive-In to find the main building fixed up aomewhat, but the bus near the main entrance flashes like crazy and the stand caps ontop of the wings are invisible, (there there as I can't walk through them).
All the plugins are at the bottom of my list and this is a vrand new game. All I've done is leave the vault and headed straight for the Drive-In.
Do I need to install the individual mods, or is this (as stated) and all in one.
Also, I'm using Vortex and chose the ALL settlements option.
Is it possible to give The Commonwealth Deep Clean treatment to that irksome second house in Jamaica Plain? This is one of the two houses in the build zone that is boarded up and is taking up about 20% of the build space. Most mods go berserk and open up all of Jamaica Plains or ignore this particular house entirely.
I'd try and open it up on the Creation Kit myself but I never never can get my head around pathing. I made a little cabin in Rivet City back in Fallout 3 and when I came back to it every denizen was trapped in there as they could path in but not out :)
You have piqued my interest. I've modded a few of the DCnR settlements, but I haven't really looked at Jamaica plains, mon. Maybe I gwan take a looksee an gwan make erreting airee, mon
There's a few errors that show up in a few of the .esps, and I have no idea how to correct them as those cell records headers only have "compressed" ticked. All I could do is untick save retick them and cross my fingies. No dice. If anyone knows how to fix this sort of thing (or just let me know it's benign) that'd be neato.
Spoiler:
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[00:00] Start: Checking for Errors [00:00] Checking for Errors in [FE 00F] VCM_LibrarySupportPlugin_F-ESL.esl [00:00] [NAVM:FE00F080] (in GRUP Cell Temporary Children of NavMeshGenCell [CELL:00000025]) [00:00] NAVM \ Record Header \ Record Flags -> <Unknown: 31 $1F> [00:00] Done: Checking for Errors, Processed Records: 151, Errors found: 1, Elapsed Time: 00:00 [00:00] Start: Checking for Errors [00:00] Checking for Errors in [FE 00F] VCM_LibrarySupportPlugin_F-ESL.esl [00:00] [NAVM:FE00F080] (in GRUP Cell Temporary Children of NavMeshGenCell [CELL:00000025]) [00:00] NAVM \ Record Header \ Record Flags -> <Unknown: 31 $1F> [00:00] Checking for Errors in [FE 085] EgretTours_DCnR_F-ESL.esp [00:00] [NAVM:FE085150] (in GRUP Cell Temporary Children of NavMeshGenCell [CELL:00000025]) [00:00] NAVM \ Record Header \ Record Flags -> <Unknown: 31 $1F> [00:00] Checking for Errors in [FE 09A] MurkwaterConstruction_DCnR_F-ESL.esp [00:00] [NAVM:FE09A035] (in GRUP Cell Temporary Children of NavMeshGenCell [CELL:00000025]) [00:00] NAVM \ Record Header \ Record Flags -> <Unknown: 31 $1F> [00:01] Done: Checking for Errors, Processed Records: 1276, Errors found: 3, Elapsed Time: 00:01
I’ve previously messed up with console scrapall & then Scrap Everything ‘abuse’ So, with a new game I installed: Red Rocket Deep Clean with Vilance's Library Plugin Scrap Zapper 2 and did the default scrap (which is all I really wanted) Am I good to go or did I miss something? Thanks!
Would it be possible to be able to scrap idles as well?
(I'm sorry to hear about your health. Hang in there, new drugs come out every day and I have a health issue that was beyond help just a few years ago that is now managed.)
I'm not 100% but it's probably not a good idea to be able to scrap animations, and instead have them removed via the creation kit. Creation engine is a fickle beast. Just because you CAN do something doesn't mean it won't backfire horribly.
I am hoping to use this on my next playthrough. I have navmesh fixes active currently for Hangman's Alley and Greentop Nursery. Would this mod fix those also and let me take those 2 mods off?
1525 comments
Make Fallout 4 Settlements closer to a full sandbox experience than an afterthought add-on.
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 getting in the way 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/Previs(PnP). Another option is for those with beefy systems to disable all Precombines in the game ini file. Both these solutions can often times lead to visual glitches and/or extreme game crashes, especially using complex mod series' like SS1/SS2 and Horizon. Another interesting solution is the Commonwealth and DLC Cleanup which uses textures to avoid the PnP issues but doesn't address the permanent object issue.
Goals of my DC & R series:
Happy building!
FAQ and troubleshooting tips:
I am have weird or missing visuals, in or near a settlement, what do you recommend?
- Make sure this mods various settlement plugins "settlementName_DC..._F-ESL.esp" are loading last.
- If you are running PRP any other precombine/previs(PnP) repair mod, make sure its loading after "PRP.esp" or that PnP plugin.
- If those two steps do not resolve the issue post here with a brief description of the bug and the load order and screenshot.
- To upload screenshots, go to the Images tab, and click on the add images button on the top left section below the tabs.
Is the mod loading, why I am still seeing junk?Is this mod compatible with "insert mod name here" mod?
Can you add X feature or make Y object scrapable?
What is the deal with BA2 Merge Kit?
When and why should BA2s be merged?
Fallout 4's original mod cap with raw ESPs limit was 256, but thanks to ESL's and ESL flagging that cap is now over 2000 files. The new mod limit becomes the BA2 resource files, which is roughly 400-500. If you are running under 400 mods merging is not required.
Can you make a BA2 pre-merged "main" archive?
Can the series be released as a single ESP?
Should I merge the ESPs or plugins into one?
Navmesh updates mods are available (that you also make), should I run those at the same time?
Please do not run Navmesh update mods with Deep Clean mods.
- Mods like The Slog Navmesh Update are for the base game/original/vanilla/not-modified version of the settlement.
- This mod collection modifies/changes each settlement, some to a very large degree, in some cases making the entire settlement scrap-able.
- With these changes it becomes further necessary to modify the navmesh to reflect those changes.
Please do NOT run the navmesh update intended for a NOT modded/original/base game/vanilla version of the settlement with the Deep Clean version of the settlement, as they already get the update and it will create conflicts/problems/bad things.Current Known Issues:
The DC Collection use rebuilt Precombines/Previs, this means a massive increase in stability BUT it also means load order is critical to avoiding graphics problems. Please try to load all the DCnR plugins dead last or as low as you can depending on other mods.
Here is a rule for LOOT that helps auto sort any DCnR plugin, it can be modified to add other plugins:
In theory the regex line is the most important and should be usable in MO2 or other mod organization rule sorting lists. The group is the key, as it already has a ton of rules built into LOOT using PreVis group to sort against most mods.
- name: '.+[_ ]DC(nR)?(_)?F-ESL\.esp'
after:
- BostonFPSFixAIO.esp
- BostonFPSFixAutomatron.esp
- PRP.esp
group: Deep Clean and Remodel
groups:
- name: Deep Clean and Remodel
after:
- PreVis & PreCombined Fixes
- name: Interior Lighting
after:
- Deep Clean and Remodel
Example of my load order:
in Vortex you can generate a report on a mod, it created the load order, so here is what I am using for my SS2 playthrough:
**************************************************
* Load order
**************************************************
unofficial fallout 4 patch.esp
xdi.esm
workshopframework.esm
armorkeywords.esm
hudframework.esm
ppf.esm
ss2.esm
ss2_xpac_chapter2.esm
+ vcm_librarysupportplugin_f-esl.esl
ss2_xdi patch.esp
cheatterminal.esp
3dnpc_fo4settler.esp
ss2extended.esp
ss2_fdk_tinyliving.esp
ss2wastelandventurers.esp
ss2-jampads2.esp
longerpowerlines3x.esp
raze my settlement.esp
faster terminal displays (20x).esp
everyonesbestfriend.esp
ballisticweaveunlocked.esp
clothingoverhaul.esp
more where that came from diamond city.esp
keynuker.esp
ss2wastelandreconstructionkit.esp
ss2addon_ms_bareessentials.esp
prp.esp
+ sanctuary_dcnr_f-esl.esp
+ all the other DCnR plugins!
If you are having issues and post your load list here please use the:
[ spoiler ] tag [ /spoiler ]
Remove the spaces to make it work. This will help me and others to be able to look thru the forums here more efficiently answering questions.
Mod author has multiple health issues, and will return to work on this project if enough of them are managed.
For now its done as its going to be short of a miracle in my health.
Obviously i use Scrap everything for cleaning.
I would love to use your mod, but how would your mod and the mods i use atm work together? Would i need Scrap everything any longer? Is your mod compatible with Settlemets extended? I mean i already think about ditching it, since it is a PIA with many unscrappable elements ( with non ref id's).
kind regards
Unfortunatly i can't use the Mod properly since i dont use Vortex or MO2 and Loot put the pluggins "randomly" in my load order and i don't have the patience to edit the meta data from 22 pluggins manually.
I installed all of em und put them manually at the end of the load order with loot.Update:
It seems the castle mod is breaking the questline. After meeting the minutemen outside the castle the quest "cleaning out the castle" pops in. Everyone moves direction castle only preston garvey stays in the building. Killed all Mirelurks, used Berry Mentats to be sure all of them are gone/dead, but the mirelurk queen does not trigger (Preston still is in the small building and if i talk to him, he tells me, to clean out ( an already clean) castle. For testing purpose i used the setstage command to trigger it, but it doesn't. Moved forward with setstage to powering up the radio . used the workshop and i was not able to power up the radio. doesent matter if i use the vanilla way to powering up or with an build generator. The power in the UI stays red and the quest stuck. Now I'm assuming, since i don't use another mod that touches vanilla settlements ( i mostly use building, armor and a few questmods ( Depravity, Fusion City, Valkyrie, Lima and so on, wich never gave me trouble) Also non vanilla settlement mods from Tenhat and Greekrage) , that your mod breaks the quest. Since i read in the thread here, i hope it's the only one.
If someone have the same problem:
worked for me at least.
- kill all mirelurks and destroy all eggs
- move into another cell
- type 3a457 300 in the console, might not work ( but doesent matter for now)
- type 3a457 500 in the console to start "powering up the radio)
- go back to the castle, preston will still tell you to clear the castle, but you have a merker to the mirelurk queen now .
use tcl with the console, go underground and "activate" the queen. ( i just swam through her), then open console
click on her and type in "kill".
- go to preston and he will tell you to focus on powering up the radio.
- open workshop, scrap the vanilla switch, build a generator and connect the transmitter and the line that leads to the water tank.
Nothing will happen, but type in the console 3a457 570 to finish the quest and et voila, Radio works.
- talk to preston and finish the quest.
freaking confusing, right? but at least it works...for now.
I guess i might come back, when the quest "Old Guns" is starting. i guess i have a premonition.
Update
Old Guns worked as it should and the questline is finished, but this is how the castle looks now and it wont change and you cant change it. the fast travel point is still outside at the small building and since it is not navmeshed, the minutement just stand on one point and don't move. It doesn't look so deep cleaned and broke my game, i have to live with it, but at least the quest is done.
So, after reading the comments and my own experience i would recommend to only install settlements that are not quest related.
Until now, i only experienced sanctuary (works), Oberland Station (works), Tennpines Bluff (works), County Crossing (works) and Graygarden (broken precombines/previs, Bridge and rocks near the road (south))
Solution 2: Before talking to Preston, travel to the castle, clear all mirelurks and eggs. Queen still won't trigger, activate her manually (see above), kill her.
Travel to Preston, he will tell you to retake the castle, tell him you already cleared the location. Travel to the castle (fast travel works as it is supposed and now the castle is clean) powering up radio still won't work as it is supposed to, use the same way as i did before (see above). Wait 3 days, listen to radio freedom, meet Ronny......
You should never use SE or any mods like it because it breaks previs, ruins your graphics and can absolutely tank performance even on the most powerful of PCs because the creation engine is about as stable as my interpersonal relationships.. or bowels. It's an AIDS burrito sprinkled with powdered farts. (I'm also told it's racist)
DCnR is not that. :D
Thanks for that, thats what i needed to hear.
"You should never use SE or any mods like it because it breaks previs, ruins your graphics and can absolutely tank performance even on the most powerful of PCs"
Oh really? I never ever read about that in the Internet and I guess it's totally okay to use [General]bUseCombinedObjects=0bPreCulledObjectsEnabled=0
in my .ini files, right?, right? :'D
All Jokes aside, to be safe u can use as e.g. Scrap Zapper 2, because it don't touch any Previs/Precombines and if u dont blindly scrap everything in a settlement you can definitly use SE if you know what you doing.
I'm very curious to know why someone thinks Scrap Everything is racist.
I installed the Mainfile and checked in on Starlight Drive-In to find the main building fixed up aomewhat, but the bus near the main entrance flashes like crazy and the stand caps ontop of the wings are invisible, (there there as I can't walk through them).
All the plugins are at the bottom of my list and this is a vrand new game. All I've done is leave the vault and headed straight for the Drive-In.
Do I need to install the individual mods, or is this (as stated) and all in one.
Also, I'm using Vortex and chose the ALL settlements option.
Is it possible to give The Commonwealth Deep Clean treatment to that irksome second house in Jamaica Plain? This is one of the two houses in the build zone that is boarded up and is taking up about 20% of the build space. Most mods go berserk and open up all of Jamaica Plains or ignore this particular house entirely.
I'd try and open it up on the Creation Kit myself but I never never can get my head around pathing. I made a little cabin in Rivet City back in Fallout 3 and when I came back to it every denizen was trapped in there as they could path in but not out :)
[00:00] Start: Checking for Errors
[00:00] Checking for Errors in [FE 00F] VCM_LibrarySupportPlugin_F-ESL.esl
[00:00] [NAVM:FE00F080] (in GRUP Cell Temporary Children of NavMeshGenCell [CELL:00000025])
[00:00] NAVM \ Record Header \ Record Flags -> <Unknown: 31 $1F>
[00:00] Done: Checking for Errors, Processed Records: 151, Errors found: 1, Elapsed Time: 00:00
[00:00] Start: Checking for Errors
[00:00] Checking for Errors in [FE 00F] VCM_LibrarySupportPlugin_F-ESL.esl
[00:00] [NAVM:FE00F080] (in GRUP Cell Temporary Children of NavMeshGenCell [CELL:00000025])
[00:00] NAVM \ Record Header \ Record Flags -> <Unknown: 31 $1F>
[00:00] Checking for Errors in [FE 085] EgretTours_DCnR_F-ESL.esp
[00:00] [NAVM:FE085150] (in GRUP Cell Temporary Children of NavMeshGenCell [CELL:00000025])
[00:00] NAVM \ Record Header \ Record Flags -> <Unknown: 31 $1F>
[00:00] Checking for Errors in [FE 09A] MurkwaterConstruction_DCnR_F-ESL.esp
[00:00] [NAVM:FE09A035] (in GRUP Cell Temporary Children of NavMeshGenCell [CELL:00000025])
[00:00] NAVM \ Record Header \ Record Flags -> <Unknown: 31 $1F>
[00:01] Done: Checking for Errors, Processed Records: 1276, Errors found: 3, Elapsed Time: 00:01
So, with a new game I installed:
Red Rocket Deep Clean with Vilance's Library Plugin
Scrap Zapper 2 and did the default scrap (which is all I really wanted)
Am I good to go or did I miss something? Thanks!
(I'm sorry to hear about your health. Hang in there, new drugs come out every day and I have a health issue that was beyond help just a few years ago that is now managed.)