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VilanceD

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VilanceD

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  1. VilanceD
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    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.

    Happy building!
  2. VilanceD
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    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. 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.
  3. powhway
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    hello, always enjoy you great mod, let building so much fun then ever
    have a question about echo lake lumber settlement, this place almost permanently have Radstorm,
    let player always receive high radiation damage in here, is there any way to deal it?
    1. VilanceD
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      Sure, that DLC adds in a workshop craftable radiation decontamination arch. Its under powered misc objects.
  4. Drivinghard
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    Nobody mentions, and nobody is asking about the Other yuuge building closer to the pier in this Echo Lumber site.. when i was newby and didn't know about the insert key toggle for scrapping i tried to remove that bulding but didn't get to finish...

    is that other house included in this build area? Not across the road, but just right of the bleachers and vendors stands there is that other large building.. Oh well i will probably find out before you reply :)
    1. VilanceD
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      Inside or outside the normal building zone?
    2. Drivinghard
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      sorry forgot it was OUTSIDE the vanilla build zone and that was last year I did that ..anyways that building is there again so I guess I must have rolled back saves after that experiment last year...

      installed this mod just a couple of hours ago and THANK YOU! everything appears to be extremely solid state :) scrapped whatever was needed, nice new fun building to spruce up now and flat land too boot :) ~ haven't used this settlement since unlocking it last year however and i moved the 2 original settlers elsewhere so it hasn't had any settlers for over a year :) ~ this is probably why even after i hooked up Power, Food(autogrower), Water, Beds... it was still showing "0" Happiness (still no settler there yet) ~ so I used console command on the workshop 'modav 00129157 50' after clicking on the workshop and it wokred i have 50 Happiness now even after I travelled back to the Commonwealth :)

      Thanks brother :)

      PS: 3 companions I had with me there were happy to sit around on those new fandagled bleachers too :) so now i guess we need a boxing ring or something to watch :) [Echo Lake Boxing Club]
  5. oblinkoff
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    Great job! But I can't build anything on the second floor - the floor is falling through.
    1. VilanceD
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      Did you load the mod last?
    2. oblinkoff
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      Absolutely! On the third floor - the same situation.
    3. VilanceD
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      Hmmm, go ahead and post your load order and if you can use the [ spoiler ] tag [ /spoiler ] please.

      I just loaded the game up and was not able to replicate the issue, was able to either build or move objects on every floor in the main building or the building by the entrance.
    4. oblinkoff
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      I have 277 active plugins. This will be a very long load order. There is no time for this. Thanks, but I'm going back to the Modmeca mod I've been using since 2016.
    5. VilanceD
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      With 277 active plugins there is a high possibly of something else throwing it off. If you have this mod loading last than the next most likely culprit would be any mod affecting Echo lake.
    6. oblinkoff
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      It is likely, especially since all my mods in Far Harbor are settlements.
  6. CodeNamed1
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    Ah damn I am so excited to start building in these renewed locations after having to deal with Vanilla debris and junk hiding all the time to make it look somehow better. Now I have finally started that game with the AIO collection and will slowly start building in all of them with SS2 mod included and I can't WAIT. THx for your work VilanceD !
  7. VilanceD
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    V1.10 is the second real update to settlement so had quite a few changes:

    Disabled most of the grass mounds, and also flattened the terrain more.

    Repaired the sidewalks as best as possible give the angled terrain.

    Cleaned up a few trash/junk/debris spots missed in the first pass.

    A few minor overlapped/gapped wall sections in main building tweaked to tighten look.

    Makes more stuff scrapable:

    • Duct and Pipe on outside of building to Right of Vim ad 
    • Vim ad on outside building
    • Vim poster inside

    Fixed long benches to actually sit up to 7 NPCs.

    Long benches are now buildable in WS mode under Furniture->Chairs

    Small building beside entrance got door snap points added to both doorways.
    Also there was a dead light fixture on the outside facing toward the other building, replaced the light with a workshop version.

    There were no light effects to modify in settlement.

    Some trash/debris was not getting scrapped on last pass, it now scraps when the nearby furniture is scrapped or moved like how most of the settlement already worked.
  8. CodeNamed1
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    Now thats how you do it right!
  9. VilanceD
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    ESL flagging must have gotten missed on my first pass. I just uploaded a new version, only change was making sure ESL flagging worked. Also retested visuals/collisions and from scratch claiming settlement and clearing junk.
  10. anthony8659
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    Hello VilanceD!

    Thanks for your series of deep clean mods.  Looks like National Park Visitor's Center is next :)  Hope you'd consider having an option to remove the rebuilt building there if you plan to restore it?  For those who wants to place a different structure instead.  Endorsing this just need a few more minutes.  Have a great day!

    Anthony
    1. VilanceD
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      Thanks Anthony.

      Yep, NPVC is next, I am not sure if the house is piecemeal or a solid piece. I vaguely remember using Scrap Everything a few years back and I think it wont be too bad. I mean like removing the damaged chunks of stuff.

      I don't touch the navmesh, so I rarely remove vanilla structures, or make them scrapable. I try to make any structures I add from scratch removable as they are more there for flavor or for visual scale. Looking at a large field of grass and dirt from a distance does a poor job of translating scale.

      In the case of NPVC there are a few base game structures that I can remember offhand that will be scrapable. I recall a lot of concrete objects and a veranda/covered dining area thing.

      So funny you should ask, as it turns out using Place Everywhere, and hitting insert allows for scrapping the buildings in Far Harbor. Not sure why, maybe its possible in vanilla and wasn't paying attention. Either way you should be able to clear the structures. 
    2. VilanceD
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      I can see about scrapping down to the foundation, that is something I have done with a few of my mods.
    3. anthony8659
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      Yes :)  That's the difference between FH and Commonwealth.  Except for the foundation of the shack on top of Dalton.  Looks like that's precombined with the rocks there and some trash at the back including the radioactive barnacles.  But all else are scrappable.  Still hope that the building in NPVC can be scrappable in your release even if the foundation stays.  I just use a homemade scrap patch plus Place Everywhere for the NPVC cells so would really love to upgrade.
      XD
      Spoiler:  
      Show

    4. VilanceD
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      At Dalton I removed that shack base. So far everything I have added (Echo lake brick walls for example) is still showing up as scrapable in Place Everywhere.
    5. anthony8659
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      Oh thanks for that.  Still contemplating if I will use mine or your rebuilt house at Echo Lake.  Will decide tonight
    6. VilanceD
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  11. VilanceD
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    The Fog scrubbers are not appearing as I did not do the quest to gain control of the settlement. If you play thru the story they will be active.