Fallout 4
0 of 0

File information

Last updated

Original upload

Created by

Just Jane

Uploaded by

Jane1986

Virus scan

Some manually verified files

Tags for this mod

About this mod

An automated expansion for LeahTheUnknown's amazing Commonwealth Cleanup and Big Junk Remix. Includes vines bushes and other plants, compatibility with EideeHi's wonderful Lootman for automation, and regenerated previs data.

Requirements
Permissions and credits
Changelogs
Mod Details

This mod is an automated expansion for LeahTheUnknown's amazing mod Commonwealth Cleanup and Big Junk Remix. Allows CCBJR style cleaning of all things that grow, including bushes, hedges, vines, pond scum, and kelp. Comes with Lootman compatibility for both CCBJRE and the original CCBJR. Includes Previsibine data as an optional addon.

I inspected LeahTheUnknown's mod carefully and imitated the techniques used in CCBJR to make the expansion, no files from CCBJR are included in my mod, in accordance with the permissions on CCBJR. The download contains one modified file from EideeHi's wonderful mod Lootman, included with credit given as per the permissions on Lootman.

The automated cleaning is handled by Lootman rules handling activators (like Cap Stashes and Bobbypin Boxes.) Any cells that don't clean automatically are because of Lootman blocking the cell to prevent theft. Most (but not all) blocked cells are eventually activated by Lootman after related plot/ownership triggers.

The mod has been tested fairly well around the Commonwealth world space and through a number of plot related interiors, but hasn't been
tested in Far Harbour or NukaWorld yet.

Known Issues

There are some issues with manual cleaning of vines, and stepping over/through uncleaned ground vines. When the mod is used as intended (in conjunction with Lootman) neither of these issues really come into play.

Even with the regenerated previs data there are still some minor previs issues in a small handful of interiors, though very few.

Installation

Install normally with MO2. In the left pane: place CCBJRE after Lootman. In the right pane: place the previs file at the bottom of your load order.

Compatibility

This mod will conflict with anything else that modifies Previsibines.

Planned Updates

I'm working on a very large expansion, but in the process I'm also remastering the entire CCBJR mod. I noticed some things about CCBJR that bothered me, making me want to redo it entirely from scratch rather than work with it as a master.

Some Differences Between the Upcoming Update and the Original CCBJR

Objects: There will be a much larger selection of cleanable objects. Including many large objects, and very many minor objects that only appeared a few places in the game, but all added up to a frustrating amount of uncleanable objects across the commonwealth. The goal being to leave as few floating objects as possible when cleaning is complete.

Static Collections: Before doing large scale object replacements I will fragment the majority of static collections containing cleanable objects so there are no mysteriously uncleanable objects that look like you should be able to clean them.

Movable Statics: Rather than turning movable statics into misc items, I will be making them directly cleanable the same as Static Objects. While this effectively removes the "Big Junk" aspect of CCBJR, it will also improve compatibility with inventory mods like FallUI without the need for patching.

Scrap: There will be a larger variety of scrap over all, and randomized scrap lists. Why should you get the exact same amount of resources from every pile of garbage you clean up? You shouldn't. Some will have more organic waste, some will have more metal, some will have more plastic or wood, some will have actual useful misc items hidden among the trash, some will even have caps. There will be a minimum amount of guaranteed scrap returned from objects and a certain amount of additional randomized scrap or misc items you may get.

Terrain: In places where cleaning up the garbage would reveal unfinished floors, ground terrain, or hallways to the void, rather than leaving the garbage uncleanable I will be adding floors, ground or walls to finish the original area.

Previs:
I will regenerate all of the previsibine data across the entire game world when I'm done doing all of my world edits, resulting in a much smoother experience with fewer previs errors and no cells with intentionally deactivated previs.

Automation: The entire mod will be fully compatible with Lootman out of the box. Lootman will infact be required for full functionality of the mod. Certain objects, like industrial machines, are comprised of upwards of a hundred smaller objects making a complete whole, manually cleaning them would be tedious and immersion breaking, but allowing Lootman to hoover them all up takes virtually no time at all.

Current State of the Update

After a break of a few months I've resumed work on the mod. I'm shaking off the rust and getting back into the swing of things. I'm waiting on a few mods updating to the main game's NG update before I can do finishing touches and test my work, cheifly waiting on Lootman, which is inturn likely waiting on the MCM. but the bulk of the work can be done with the state of things being how they are.

I believe I've finished making and tweaking Activators. 3848 in total. All key data except pickup sounds and scrap assignment has been applied. this includes names, object bounds, models, activation text, destruction data, and keywords.

I've decided to make a unique leveled loot list for each activator even if a number of activators will share the same loot, just so it's easier to edit and balance later if I need to make changes to one without changing many. This will mean basically redoing much of the work I've done on the scrap list so far, I can recycle some of the work but not all. In the end this will make for a mod that it's easier for others to tweak and patch if they should want to rebalance the loot gained from cleaning. My goal is to make a finished project that anyone with a medium to moderate amount of modding experience can look at and understand how to tweak.

Roadmap

Creating Activators 100% (3848/3848)
Applying Main Data to Activators 100% (3848/3848)
Assigning Scrap 1.8% (71/3848)
Assigning Activation Sounds 0% (0/3848)
Fragmenting SCOLs 0%
Object Replacements 0%
Previs Generation 0%
Beta Testing 0%
Terrain Corrections 0%