Fallout 4

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VilanceD

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VilanceD

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About this mod

Cleans/Disables the perm trash/junk/plants. Repairs main bldg. Makes multiple objects scrapable. ESL Flagged. Precombines/previs rebuilt.

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What does this mod do?
  • Cleans/disables normally permanent trash, junk, plants, damaged posters, etc.
  • Does NOT affect any kind of quest, plot, or normally scrapable objects. If you could move it in workshop before its still there. Even trash!
  • Fully repairs the main building. Updates wallpaper and ceiling textures to be less damaged, still aged in appearance, and of course using lore friendly parts and materials. Holes converted into doorways. Balcony fully fleshed out. Stairs moved out on balcony, since roof is repaired.
  • Veranda and Rails on porch are scrapable or movable via Place Everywhere.
  • Added in Door snap points on the 3 doorways that were missing them.
  • Covered Entrance area structure, to the NE side of the settlement by the parking lot, is now scrapable or movable via Place Everywhere.
  • Friendly reminder: Do not store the junk walls, scrapping is preferred! Any trash piles or scattered debris along the ground you see are there because scrapping an existing object (junk walls, display counters, tons of different objects in this settlement) will clean it up. If it seems more trashy than my usual mods this is why. Make sure to be careful when deciding to store something instead of scrap it as once stored you are stuck with the trash and debris linked to that object.
  • Warning! Like all Far Harbor settlements, Place Everywhere insert key option can allow you to scrap multiple kinds of objects, including land terrain, in the settlement. So be careful not to make holes in the geometry of the landscape or with building sections, as not all building parts are scrapable via that method.
  • Precombines rebuilt for all 9 cells and 1 previs, specifically the northern side of the settlement. The Cliffs Edge hotel to the SE prevents me from building the previs on the south side of the settlement. The CE hotel is a large multi-level building that spans 6 cells and two previs's. This means to safely rebuild its previs I would need to rebuild 3 previs, this time on the edge of Longfellow's Cabin and of course Far Harbor itself. As you can logically conclude this could lead to even more things breaking so, I am not going to be going that route.
  • Due to the southern edge of the settlement building not having a rebuilt previs this could lead to game instability over time. Best warning I can give.
  • ESL Flagged to not count against the 255 plugin max cap
  • V1.0a - 1.1 - various backend fixes, Formid out of range and precombine/previs broke references inside ESP. Fixed in FO4Edit and cleaned.

V1.11 - Fixed a problem with the base game floor types missing a property required to allow player to put objects on wood/rug floor inside building in workshop mode. No PnP rebuild required.

All in one is done -> Commonwealth Deep Clean and Remodel Collection
  • This mod in now included in ^ CDCRC V1.12 ^
  • All vanilla settlements are done, except for Oberland Station and Boston Airport which I am not doing a version of.
  • The installer will allow player to pick and choose which settlements they want. 

Mod Compatibility & SS2
  • Recommend to improve compatibility place this mod 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, last loaded takes priority, so place this mod last.
  • 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 Far Harbor this is a God mod! 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:  Possible stability issue due to not having previs and precombines for 2 cells on the southern side of the settlement.

Happy Building!