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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. crazyape85
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    I placed this mod at the end of my load order, both sides in MO2, but I still get horrendous FPS.  I get horrible FPS without this mod as well, but just wanted to say that it doesn't fix my issue.  Something in the TMR wabbajack hates my mod setup, so it isn't your mod.
  3. BlueCadet1989
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    Like many others, I have recently come back to FO4 based on the NextGen update and found that this mod (one I always like) was no longer working with current PRP branches. I decided to take a look in FO4Edit and figure out what was disabled, created a new esp in FO4Edit and created new previs/precombines with this mod: https://www.nexusmods.com/fallout4/articles/4299.

    After doing all that I have a new mod that works with PRP and gives me the clean presentation of the build area I always enjoyed from this mod. I don't think I can post the modified mod without VilanceD approving --and it needs more testing anyway --, but I wanted to let people know that wander into here that there is fairly simple way to fix this.

    Edited: I just did a quick run through, no longer getting the disappearing floor issues/door issues/etc and my FPS was steady throughout between 115 and 120. So, hope this helps anyone that wanders in here!
    1. defconquell
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      Dear BlueCadet,
      Could I please get a copy of your rebuilt mod? I'm trying to play mechanist lair and the low framerate is ridiculous. I'm running the NG download with the quick n' easy v.1.10.163 rollback mod. The rest of my game runs fine, 60 FPS everywhere. I'm not using any PRP mods except for the Boston FPS Fix AIO. I'm also using the Vivid and Valius texture packs, but no scrapping mods. It's really crazy how mechanist lair just borks my game to like 10 FPS... I've tried a couple of the other mods on nexus, but nothing seems to work. I just get the invisible walls and floors, and my graphics settings are already at the lowest draw distances. I'm running an RTX4060. Cheers friend. Thanks, -dq-
    2. Ninja2dan
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      So you're saying you have a working version of this mod, which works with the current stable PRP release and the NG update? And when you say this mod now "works", that means the build area is actually usable, objects can be placed on the floors without clipping through, etc?

      Based on this mod's permissions info, there shouldn't be any problems with you uploading your "fixed" version as long as you credit VilanceD and include a link to this mod. Until VilanceD gets around to updating this mod, it's basically useless. So if you're willing to upload your working version, it would help a lot of people out.
  4. Kushy58
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    hi there do i enable this mod after i complete the quest ?
    1. Hitman136
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      Yes, it's always better to modify a location after the quest, just to be on the safe side.

      This game is very fragile and you'd be surprised how easy it is to break, believe me, I speak from long FO experience.
  5. deleted179843688
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    Mechanist Lair broken when used with PRP branch 69.
  6. 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.
  7. JookyThingy
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    This fixed the crash on entering RobCo/Mechanist lair for me.

    Thank you very much for this.
  8. deleted107929183
    deleted107929183
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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
  9. 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.
  10. 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.
  11. 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
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      I recall both, but I will check later.