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z80dev

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z80dev

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About this mod

Automatically cleans over 70 settlement locations from game start without breaking precombines. Now with a no dependency version and an AIO FOMod installer!

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INTRODUCTION:
After all these years playing FO4 I still love the settlement system. I love trying new settlement locations, clearing them out, building my own stuff, and having provisioners running all around the Commonwealth. But with 70 or so settlements initially setting them up on each new game became a pain. Clearing out each settlement and gathering all the junk so it doesn't interfere with my builds started taking a significant amount of time and effort. Even with tools like 'Raze my settlement' and 'Amazing Follower's Tweaks' it was a chore.

I even went so far as to write a script that takes Workshop Framework layouts for untouched and cleaned settlements and generates batch files to remove everything not in the latter from the former using disable/markfordelete and my current load order. Then I would run the batch file on each settlement. But this is not the proper way to remove things and it still didn't get the many, many loose items, corpses, clutter, etc... Finally I broke down, opened up FO4Edit, and did what I wanted in what I believe a proper manner.


NEW WITH IMMACULATE AIO:
* Base game/DLC version available with no other dependencies! You wanted it, you got it - a version that doesn't require Rebuild or anything else. Because this doesn't break precombines there will still be a lot of unscrappable trash left behind but at least settlements will be fully scrapped and looted. This version will also produce some odd results because of how things are precombined: For example at Outpost Zimonja the defensive tower is scrappable but the ladder to it is not. If you want to avoid this and have actual immaculate settlements use the Rebuild version, which rebuilds the precombines into something more cleanable. See screenshots for examples.

* FOMod installer. To make installation easier I made a FOMod installer. One download and only the modules you have the requirements for are enabled. See below for links to the requirements each module. It also allows selection between ESM or ESL versions and if needed automatically installs my patch for Rebuild alongside Red Rocket settlements.

* Available as ESL files or super efficient ESM. ESM files are what ship with the base game and are more efficient than the files mods normally use but come with restrictions. Most importantly they are always on the top of your load order and can only change things contained in other ESMs. Nonetheless the benefit is so great to something like this mod, particularly in how overrides are handled, that it makes sense to split things up and stick everything in an ESM that I can. Hence there are actually two versions of each module included in the installer: One with just a normal ESL you can move around for people with load order issues and a preferred version that is either just an ESM or an ESM/ESL pair with everything I could stuck in the ESM.

* In the previous version I promoted how all the thousands of references were hand selected in XEdit. This allowed for meticulous selection of what should and shouldn't be removed. In this version I'm promoting that I wrote a XEdit script to do the vast majority of work instead. This is much more complete and helps prevent mistakes. When your going through tens of thousands of references by hand your eyes glaze over and your bound to miss something. Now I can automatically see if an item is used by things like quests, has an owner, etc... This also provides more efficient results since I can take into account how items reference each other and only do what is necessary, for example if an item has child references I can remove just the parent instead of both.

* (Somewhat) more accurate scrap. The previous version didn't process the components for things like trees and bushes, (static items), instead just adding 1,500 of each component per toolbox. This version does although it is not perfect. Most notably it adds the inventory of all NPCs and not just dead ones so you'll get extra stuff.

* In addition to requiring a new game this is not compatible with my older Immaculate settlement modules. Only use this when your going to start a new playthrough. That's why I left the old page up.

* Moved Pra's NukaWorld Farm to the Misc module. This allows the NukaWorld module to be done entirely with an ESM.


FEATURES AND ADVANTAGES:

* With all optional modules instantly cleans and scraps over 70 settlements from game start!

* PRP compatible and no broken Precombines. This mod should be fully compatible with, but does not require, PRP 74. Everything was tested with their PRP versions along with PRP specific precombines for Rebuild from Camora and Tales of the Commonwealth from Hapless Accreditation. I wrote a script to make sure nothing removed was in a cell's XCRI record and used PJM's previs patching script to doublecheck precombines.

* Highly compatible and correct item removal. Uses the new super safe and efficient way to remove base game references according to the latest in scientific FO4 modding research: Utility cells. No base game references are deleted and cell records themselves are untouched for maximum compatibility. There aren't even any references to Worldspace cells in my mod other than the global persistent ones used to do things like add containers and modify map markers. I like this very much as not touching things helps guarantee compatibility with the downside of being able to modify fewer things.

Will this improve performance? Possibly. I don't think just disabling items alone really improves performance much. Sure there is less for the engine to draw but I still think it does some processing on the CPU side even if it's disabled. What did seem to really make a difference was moving them out of the Worldspace cells and into utility cells. There is a noticeable difference in speed between when I just have items disabled when editing versus when I move them to the utility cell when finished.

* Old and Next Gen Compatible. Tested with both. Personally I'm using Old Gen (1.10.163) with PRP 74 so that is the most tested. I also occasionally test with a non-PRP Next Gen (1.10.984) install to get both combinations.

* All hostile NPCs like molerats, radroaches, and mirelurks have been removed and settlements that depend on you clearing them out will be ready to go! 
If your looking for something to automatically open ALL workshops I recommend SKK Workshop Utilities. That mod will do it in a more compatible manner than I can with FO4Edit.

* Some Quick Start features. Since I was moving all the magazines and bobbleheads in settlements I went ahead and just put them on top of the workshop in Sanctuary. Easier for me and a nice little bonus to get started. I also enabled fast travel to all the settlement map markers and Home Plate is instantly available, (I unlocked the doors). Finally since there are no longer any bloatflies in Sanctuary I rigged Codsworth to skip his initial quest and be available right away.


* Smart Scrap Toolboxes in each settlement. Each workshop has a toolbox next to it containing important items. CHECK THESE IN EACH SETTLEMENT! It's not just for scrap but can contain important items like keys, notes, and holotapes. Specifically I wrote a script that adds both loose items lying around and things inside containers including dead NPCs into each toolbox.


DISADVANTAGES VS PAPYRUS SCRIPTED SOLUTIONS (for example Raze my Settlement or AFT):
* Because this is done in XEdit it can't know about any additional mod added items other than what it was built with. Papyrus scripted solutions will catch these with the downside of having to run them in each settlement so are much more time consuming.

* Papyrus scripted solutions will provide more accurate scrap.


ISSUES & CONCERNS TO BE AWARE OF (READ ME):
* Absolutely requires a new game! This includes if you were using the previous version of Immaculate.

* For most settlements you should actually walk up to the workshop instead of just long-pressing the menu button to open it for the first time. You need to be in it's proximity before the settlement is officially cleared. You may also have to try opening it a couple times before it registers as available. Anything more than that and there is probably something else you need to do to unlock it.

* Settlers will no longer have beds and possibly jobs if they were farming so make sure to build and assign them ASAP or your happiness will go down.


INCLUDED CLEANUP MODULES:

* Rebuild Collection AIO, along with Demo Finch Farm and Outpost Zimonja:
While all these plugins can be used separately this is really the base for this mod and will clean all the base game settlements included with Rebuild as well as Demo Finch Farm and Outpost Zimonja. Other settlements like Abernathy, Boston Airport, Hangman, and Home Plate are also cleaned but retain their base game precombines so will still be a little trashy. DO NOT use the Rebuild 'No Repair' patch! Because we already repair things using this will remove them instead. If you have missing structures like the Starlight projector screen make sure this isn't installed.

Rebuild works with both PRP and vanilla Fallout but I recommend both using PRP and the PRP specific precombines built by Camora.

* Creation Club Interior Settlements (NEW!):
Cleans the 5 interior settlements from Creation Club: Charlestown Condo, Neon Flats, Noir Penthouse, Nu Cafe Ola, and Shroud Manor. For Shroud Manor and Nu Cafe Ola quest items have been moved to the top of their workbenches. Works with both old and next gen, and tested with LarannKair's mods that convert them to a full settlement.

* Tenhat's Nuka-World Settlements Pack:
This module cleans the 6 settlements from Tenhat's new AIO. All workshops should become available as you approach them with the exception of Hubologist's Camp. For that one you have to do their Quest.

Red Rocket Settlements by Tarsis31 and Yagisan:
Red Rocket Settlements has been one of my favorite mods for years. It provides 16 settlements spread out nicely around the Commonwealth and Far Harbor that all work properly. A great mod if you like having a lot of easy settlements that don't require anything to own and then sending provisioners all over the map.

SPECIAL NOTE ABOUT RR Nahant and Rebuild: These two mods have a previs conflict at Red Rocket Nahant and Croup Manor. If you want to use them together you must either use my patch which will remove the Nahant settlement or generate a patch to fix the previs yourself. Because of this RR Nahant is not cleaned or otherwise modified. NEW: With the AIO version my patch will automatically install if both are selected.

* A selection of Glitchfinder and Tenhat settlements:
These two are some of the more prolific recent modders and their settlements can be trusted to use the most recent modding techniques. They aren't the only ones, but when you see a new settlement by them you know it's good. Many of these use the rebuild mechanism described above but are now prebuilt and cleaned.

You must install all of these in order to use this cleanup module. Sorry, but it makes things much easier for me. There are rumblings of possible AIOs on discord and if that happens I'll clean up any additional settlements and switch to those.

Glitchfinder. All require you also install their corresponding previs file:

Tenhats:
* Miscellaneous settlements of high quality:
A few more settlements from other authors who produce high quality settlment mods.Three from Tarsis31/Yagisan:
FAQs:
* What load order? I'd say at the end but pretty much every mod says to load it at the end. Everything can't be very last. Anywhere after settlement mods and of course PRP should be fine. If your using a mod manager it should handle loading these after the mods they require.

* Why is there is still some trash or debris in my settlement? Immaculate Settlements is both compatible with PRP and doesn't break previs. This means leaving in some junk I would of preferred to remove. This is most visible in settlements aren't included in Rebuild and just use base game previs: Abernathy, Hangman, and Boston Airport.


In a few cases a piece of furniture, (ie: a lamp in Covenant and RR Atom Cats), was part of a precombine so had to be left there floating. I thought about leaving the furniture supporting it but figured you probably want to replace it with something else if your using this mod.


ADDITIONAL RECOMMENDED MODS:
In addition to the required mods I also highly recommend the following:
PRP - This rebuilds most of the lackluster precombines across Fallout 4. This is not so much for settlements since all the mods I use come with rebuilt precombines but for the rest of the game.
* Rebuild PRP 74 precombines - Rebuild precombines built specifically for PRP 74.
SKK Workshop utilities - Very useful if you want to take over all settlements at game start. He also has several nifty 'Fast Start' mods that lets you skip early quests.
FO4 Seasons - If you can't stand how brown and dead Fallout 4 is you probably want a greenery mod. This is the one I use. It looks great and is relatively lightweight.

SPECIAL THANKS:
* CDante - For tolerating my offtopic rambling about XEdit on his discord.
VlanceD - I had some great discussions about FO4 modding with him back when he was first doing DCnR and learned a bunch going through his mods.
FrogPrincess - Back when I was more ambitious I was going to add things like landscaping and asked her for permission to use her assets. While I dropped this idea she was very generous giving me permission and was generally very pleasant to talk to. Check out her discord here if you want to try her excellent FO4 Seasons or just want to chat about FO4 landscape modding.
Tenhats - He's pretty approachable on Discord and answered some of my initial questions about utility cells. He's on the Collective Modding Discord and seems pretty active.