Fallout 4

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VilanceD

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VilanceD

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  1. VilanceD
    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). My goals with this series are to maintain cross mod compatibility and gameplay stability, AND keep the original visual style and gameplay experience while being very lore & quest 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 a pair of other challenges:

    • Vanilla repair part selections are poor and while excellent sets like Snappy lets you repair using appropriate part types, many damaged bldg sections OR permanent structural fixtures cannot be removed in-game without breaking PnP.
    •  2nd challenge, most repaired home/settlement mods that are downloadable (done in CK) don't have Previs/Precombines either
    So the my goals here are:

    • Maintain original design using lore friendly matching parts with simple/basic structural repair - walls, floor and ceilings.
    • Remove or make scrapable those permanent beds, counters, bathroom stalls, etc., that prevent deeper levels of settlement customization 
    • Make it stable with rebuilt PnP.
    • Wherever possible to not break navmesh, allow for scrapping down to the literal ground or 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. Talion56
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    Mechanist Lair broken when used with PRP branch 69.
  3. Ninja2dan
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    Unfortunately, this mod causes a major glitch/bug that makes the Lair unusable. The majority of the floor space is walkable, but you can't build anything on top of it. Trying to place down a bed, SS2 plot, storage chest, etc just shows red and the object clips through the floors as if they aren't there. There are a few sections of floor that work normally, which are either the "concrete" looking sections or the blocks that contain a bot elevator (one with the lights surrounding it). Those sections can be built on normally, anything else is acting like the floor isn't solid.

    I do NOT use mods like "Place Everywhere" or "Scrap Everything" etc. I do have the latest version of PRP installed, and I've made sure this mod is at the bottom of my load order. Not sure what else could be conflicting with this mod to cause this issue. But this mod hasn't been updated in over a year, so it's possible it's just out-of-date.

    If anyone has a possible solution for this problem, I'd greatly appreciate it. The level of cleanliness this mod does is great, and I didn't want one of the mods that expands the build area. But if the build area is useless for actual building, then the entire Lair is mostly useless. I would love to use this mod, but can't until the problem with the floors is solved.
  4. JookyThingy
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    This fixed the crash on entering RobCo/Mechanist lair for me.

    Thank you very much for this.
  5. amelewdwatson
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    Could you expand the build area to Isabel's quarter and also allow scrapping there in a future version? Thanks!
    1. VilanceD
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      I can look into that, I have not actually modified the build zone before.
    2. Cyrisal
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      Vilance, if you could at least do the lift entrance and Isabel's quarters that would be incredible, the trash is killing my OCD. Keep up your amazing work dude, you're doing God's work! 
    3. VilanceD
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      I have not expanded build zones before, but removing the trash in the elevator and in her room would be fast to do.

      I will eventually be doing my own custom settlement mod so it is a skill I will be learning.
    4. Cyrisal
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      Let us know when you've made it, I'll definitely download it! 
    5. ImpOfThePerverse
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      I second this request
  6. Annex88
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    Thank you, not only does it look great but it fixes the precombine issues I had when I deleted things I shouldnt have! lol
    1. VilanceD
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      Lol, yeah I usually am unhappy with that result as it means I didn't hide something I meant too. But hey if you got it to fill in stuff that you oopsie disabled that's cool.
  7. Hitman136
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    Another great job buddy, thank you very much for sharing.

    As the screenshots only show the outside part of the Lair, am I right in thinking it doesn't touch the inside areas i.e. the Mechanist's quarters and other rooms etc? Cheers.
    1. VilanceD
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      My work pretty much is about the buildable area, so I don't spend time tweaking with anything outside that, except occasionally disabling junk that is very close to the settlement borders.
    2. Hitman136
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      Cool, thank you for clarifying and have a good day.
  8. Ohpus
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    Just cleared the location and was wondering why there was still junk on the floor. Updating the all in one.
    1. VilanceD
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      Ground floors or catwalks?

      Catwalks have linked junk, try moving them.
    2. Ohpus
      Ohpus
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      I recall both, but I will check later.
  9. VilanceD
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    Anyways, this was another odd one. Trash, slime and debris were the main things disabled here, but it was frustrating as the junk on the catwalks doesn't disappear when disabled. This is due to a design flaw in game that when objects are linked to other objects to be scrapped in workshop mode they will still show, until disabled.

    So fair warning, if you want clean walkways/catwalks you either have to scrap and rebuild them using a kit that has the walkways OR use Place Everywhere and move the walkway around some and the linked junk goes away.

    On a different note, for those users with space concerns this is the largest single mod of all my mods. This is due to every single object needing a reference in the precombines/previs. This interior zone has twice the number of objects as Vault 88!

    So its final on disk size is over 200meg.
    1. Ohpus
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      I've seen a number of mods try to make the whole Lair buildable. I thought rebuilding the whole thing like we discussed with Nuka World may be a thing, but I seem to recall there being other reasons why it hasn't been done before apart from the precombined issues.
    2. VilanceD
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      As an interior cell there really aren't any PnP issues, everything is 1 and 1. I guess it would work making the entire thing into a settlement. ML is the only settlement I actually will use the Workshop tools on and turn into a full settlement. It has such high ceilings that it makes for a good small scale settlement akin to Outpost Z.
  10. VilanceD
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    Just discovered the mouse buttons on the side of my mouse are there to sabotage any browser use...
    1. Ohpus
      Ohpus
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      Get gud? :)
  11. Rodocastiza
    Rodocastiza
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    We love you!!

    Will you include it in the bundle version?
    1. VilanceD
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      yes, got a few updates I want to get done first its very repetitive just adding one thing to the collection. Doing updates on the doorways that have mismatched matswaps: Kingsport, Somerville and Jaimaica plains all need them updated. I finally learned how to do proper custom matswaps and use them easily on Echo Lake after doing almost every settlement in game lol.
    2. Rodocastiza
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      Thanks!!! I'm so excited to start a new run with your collection.
    3. Sngll17
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      This entire work from VilanceD is worth a new playthrough, arguably.
      I too am looking forward to doing so !
    4. Sngll17
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      This entire work from VilanceD is worth a new playthrough, arguably.
      I too am looking forward to doing so !