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) 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.
Hey just a friendly reminder about Place Everywhere. In Far Harbor settlements this mod is like God mode for scrapping, just hit the Insert Key in WS mode. Most everything, and I mean almost everything can be scrapped, so yeah terrain features, most structural parts....
How safe is it? No clue just passing along the message.
Get repeatable CTDs attempting to use Transfer Settlements to export a simple building on the beach. After restart, tried again and got "0 data stored" from TS, nothing copied,so moved to the middle of settlement (had been at workbench) and tried again, CTD.
I've got no other mods that should be affecting this cell except creatures.
I'd put this in the Bugs tab but it appears the button to add one is missing...
Sorry, it's not your mod causing my problem. I see now I'm getting frequent (but not constant?) CTDs attempting to export any settlement in FH using Transfer Settlements. Just hadn't noticed it until I tried your mod. Sorry again.
I think I'll leave unraveling this one until I start another character. Never liked the settlement areas in FH very much anyway.
Thanks for the help. And btw, I quite enjoy your DC&R mod for Graygarden, thanks for that also.
Ah so you did decide to add a fixed house in there after all. Nice option to have that the ceilings can be scrapped without scrapping the full on house since that roof option is no the best since you could imagine rain water gathering to the middle roof crack or maybe that's just me :D Anyway its a good looking house.
It appears in the pics that you have removed the fog scrubbers from the settlement. Far Harbor Settlements have radiant quests that involve you repairing those scrubbers during attacks. Is that removal optional?
With the base being 100% scrapable never occurred to me replace it. I could throw in the same style house(s) really easily, those are small and don't have a lot of parts...unlike fixing Echo Lake or Spectacle.
If you really want that let me know I can always do a Version 1.1.
Thanks for the positive feedback. It really helps. I mainly do those little house retcons because the default home base wasn't scrapable, examples would be Tenpines, County Crossing and Murkwater. Even then I put in the option to scrap them because they are simple vanilla structures and some players would prefer a clean slate. I could have just disabled the house foundations on those settlements and called it done but had the inspiration to spice them up and it doesn't conflict with the options. This time around, it would just feel weird to me to have a broken house that the player scraps to free up the nicer version...yeah just didn't make sense.
20 comments
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!
How safe is it?
No clue just passing along the message.
I've got no other mods that should be affecting this cell except creatures.
I'd put this in the Bugs tab but it appears the button to add one is missing...
Far Harbor Boss
NPC's Travel
Nugs
I'll try to test those tonight.
I think I'll leave unraveling this one until I start another character. Never liked the settlement areas in FH very much anyway.
Thanks for the help. And btw, I quite enjoy your DC&R mod for Graygarden, thanks for that also.
Nexus posting is broke!
Door snap points in doorway, disabled if house is scrapped.
FO4Edit clean up.
No lights to modify.
If you really want that let me know I can always do a Version 1.1.