This mod is designed STRICTLY for the game version 1.10.163 !
There's another version of the “Clean and flat settlements 3.1” mod same author Basil44 , It has the ability to install settlements one at a time (FOMOD).
The author of the “Clean and flat settlements” mod version 3.1 and 1.2.2 is the same: Basil44
This version by the author "Clean and flat settlements 1.2.2.” replaces all vanilla settlements at once.
With the “Clean and flat settlements 1.2.2” mod version, starting a new game is not necessary.
It is important - these two mods are completely different and have different ground heights in settlements, different geometry of protective walls, different sizes of settlements.
This mod has been tested by me for almost a whole year. All settlements are working. No bugs have been detected
Description of the mod, of course, turned out to be quite large and detailed, but all such instructions are “written by the blood of gamers”!
Translations of this into other languages are welcome!
The Clean and flat mod does not contain scripts, so it can be removed and installed at any time during the game and does not leave a history in the game saves.
Added working test versions of settlements “one by one”, which were used in the creation of this mod. These settlements are different from those that are available in the merge of the main mod, but maybe some players will fit. Unfortunately these settlements are only in Russian.
Well, of course, LODs with individual settlements will not work, as they are generated for the merge of this mod as a whole.
Does this still have the issue with NPCs falling through the ground, Like the other version did? Loved it but that bug was a deal breaker. Thank you for your hard work in advance.
Dear friend! I've been testing this mod and participating in settlement design for almost a year. Now I have been playing with this mod for almost a year too. Settlers do not “fail” anywhere. Just be sure to have your game version 1.10.163. Spend a little time and read carefully the description of the mod.
Pay attention to the recommended order of loading mods!
AZdave66, NPCs falling through the ground only in the Next-Gen version of the game. When this version becomes player friendly, namely an adequate version of Creation Kit, new versions of Transfer Settlement, Interior NavCut Fix, Auto Loot, then maybe I'll revisit settlements. In the meantime, I'm going to stay with version 1.10.163.....
What version of the game do you have? Have you read the description of the mod where it says which mods this mod is incompatible with? For example, about mods for precombs (previses)?
Is there a way to remove the mirelurk nests in the castle? I like this mod, but the nests in the castle I feel like they ruin the clean design which is the goal of this mod. 🤔
Dear friend! Mirelurks nests are saved as a necessary part of the vanilla quest “Taking Independence” . Without them it is impossible to start this quest and complete it. Be calm: in two game days the Minutemen will “clean” these nests and all the garbage in the Castle!
Fortunately, I was unable to reproduce the behavior error of the NPC "Dogmeat" (which two users wrote about) in the Red Rocket truck stop settlement of the "Clean and flat settlements 1.2.2" mod, although I tried very hard to do so. For the sake of purity of the experiment, I tested the game from the very beginning - starting with Vault 111. Dogmeat in Red Rocket truck stop works as it should. There are practically no differences with the vanilla settlement.
Hi. I love the mod, especially that the 3.1 version crashes on my setup and this one is stable but I have a problem. In RedRocket at the begining of the game there seems to be no starter for Dogmeat quest so the dog just stands there. Any tip for this?
I presume this would be incompatible with sim settlements 2, because that mod requires you to use a transfer blueprint and let npcs run one of your settlements?
Apparently it won't be compatible - sim settlements 2 is made for vanilla settlements. This mod has different ground heights, settlement sizes and shapes. I don't use sim settlements, but you can try. Just be sure to save your saves before experimenting.
The Transfer Settlements mod is only recommended, but not required of course. Each player builds his own settlement as he likes .
I am trying to get SS2 running so I thought I would uninstall this and try it out, but now I am having flickering in the settlements, even when I am starting from a strictly unmodded game. I don't see the lod file lingering. Did it change something? I can't see any files left from uninstalling. If it's not connected, I'll keep plugging away.
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There's another version of the “Clean and flat settlements 3.1” mod same author Basil44 , It has the ability to install settlements one at a time (FOMOD).
The author of the “Clean and flat settlements” mod version 3.1 and 1.2.2 is the same: Basil44
This version by the author "Clean and flat settlements 1.2.2.” replaces all vanilla settlements at once.
With the “Clean and flat settlements 1.2.2” mod version, starting a new game is not necessary.
It is important - these two mods are completely different and have different ground heights in settlements,
different geometry of protective walls, different sizes of settlements.
There is a video review of all settlements of the mod “Clean and flat settlements 1.2.2”. Here I have posted just a few videos.
This mod has been tested by me for almost a whole year. All settlements are working. No bugs have been detected
Description of the mod, of course, turned out to be quite large and detailed,
but all such instructions are “written by the blood of gamers”!
Translations of this into other languages are welcome!
The Clean and flat mod does not contain scripts, so it can be removed and installed at any time during the game
and does not leave a history in the game saves.
Added working test versions of settlements “one by one”, which were used in the creation of this mod.
These settlements are different from those that are available in the merge of the main mod, but maybe some players will fit. Unfortunately these settlements are only in Russian.
Well, of course, LODs with individual settlements will not work, as they are generated for the merge of this mod as a whole.
If any of the players like how I build settlements, there are blueprints of ready-made settlements for this mod.
Of course, you need to import them with the Transfer Settlements - Shareable Settlement Blueprints mod.
I recommend the version Transfer Settlements v1.93 .Not Transfer Settlements v2.18 (old-gen) !!!!!!
I've been testing this mod and participating in settlement design for almost a year.
Now I have been playing with this mod for almost a year too.
Settlers do not “fail” anywhere.
Just be sure to have your game version 1.10.163.
Spend a little time and read carefully the description of the mod.
Pay attention to the recommended order of loading mods!
When this version becomes player friendly, namely an adequate version of Creation Kit, new versions of Transfer Settlement, Interior NavCut Fix, Auto Loot, then maybe I'll revisit settlements.
In the meantime, I'm going to stay with version 1.10.163.....
Have you read the description of the mod where it says which mods this mod is incompatible with? For example, about mods for precombs (previses)?
Mod is two years old, no one has complained about it.
Look for problems in your game
Mirelurks nests are saved as a necessary part of the vanilla quest “Taking Independence” .
Without them it is impossible to start this quest and complete it.
Be calm: in two game days the Minutemen will “clean” these nests and all the garbage in the Castle!
For the sake of purity of the experiment, I tested the game from the very beginning - starting with Vault 111.
Dogmeat in Red Rocket truck stop works as it should.
There are practically no differences with the vanilla settlement.
Video on rutube.
This mod has different ground heights, settlement sizes and shapes.
I don't use sim settlements, but you can try.
Just be sure to save your saves before experimenting.
The Transfer Settlements mod is only recommended, but not required of course.
Each player builds his own settlement as he likes .
I am trying to get SS2 running so I thought I would uninstall this and try it out, but now I am having flickering in the settlements, even when I am starting from a strictly unmodded game. I don't see the lod file lingering. Did it change something? I can't see any files left from uninstalling. If it's not connected, I'll keep plugging away.
Go back to your saves that you made before installing this mod as I advised you.
Was with this mod the location “Oberland Station” :
https://radikal.host/i/2lPg6n
Deleted in my game and the mod completely and LODs (no flicker no. However, I did it dozens of times when testing this mod - I wrote about it. ) :
https://radikal.host/i/2lPoTB
https://radikal.host/i/2lP21O
https://radikal.host/i/2lPISx
https://radikal.host/i/2lPMUI
Then I installed this mod and LODs again - the settlement again became clean and flat and without flickering textures.
https://radikal.host/i/2lPB7C
https://radikal.host/i/2lPLrg
I used the same game saves without swapping.
Do you have the same plugin loading order as recommended in the description of this mod?
Do you have mods like ENB installed ? Terrain Undersides? Or similar mods? PRP ?
In which settlement do you see flickering textures? Is it by any chance not the “Boston Airport” location?
Yes, this way this mod will be more accessible to players.