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  1. Surliman
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       I have a few questions. Your description starts off saying that nothing else is needed and yet midway down there is 'Included Cleanup Modules' which...is another mod entirely.  Looking at Rebuild Collection AOI it sounds as if I would like that one too. But it says it's included but under the files tab with the 'Preview File Contents' nothing about Rebuild is shown to be included.

       You then go on about a lot of locations that...as far as the base game is concerned...are not settlement locations. If it's not one of the 37(sic)  original settlement locations, I don't give a crap. I don't care about any settlements added by a mod or creation club. The original ones are enough (including those added by Far Harbour and Nuka World).

      I've played since the game first came out and have used mods since forever. One that I want to get away from is Scrap Everything as I appear to be limited in how big I can make a Sanctuary build  before my game lags all to hell. It's always been a very useful tool to clean up a location to just the degree that I want. But this time out I'd like to try not breaking precombines and see if that makes a difference with how big I can build Sanctuary. Lot of videos on Youtube showing some really massive builds with NPCs going about and the player running through it and no lag. I should  be able to do the same, though I don't plan on building anything that huge. Well...maybe.

       With the mods I have I want a fishing pier down by the bridge or maybe at the back corner where the wall is down. Vendor buildings for each vendor, medical, etc. Housing for everyone. Also a night club with dancers and drinks and dancing.  Hell, in earlier days I could build bigger than I can now since one of Beth's damn 'updates' changed how settlements get rendered and now it's shit. I'd like to get back to those earlier build sizes of mine.

       So I'd like to skip everything below "Rebuild works with both PRP and vanilla Fallout but I recommend both using PRP and the PRP specific precombines built by Camora.", including that too...no PRP for me, that s#*! is as buggy as hell and overly complicated to get just right and as far as I'm concerned...not worth the headaches and the 5 million necessary patches for the roughly 300 mods I'm using this playthru.

       Perhaps my issue just boils down to the Triangle of Death...I always build big at Sancuary/Red Rocket and Abernathy. I've never lagged in Boston as many others have nor been slowed by broken precombines...and my latest system is a serious beast so it should handle whatever a 10+ year old game like this can throw at it.

       But, since I have no idea what is part of a precombine and is not without getting into the CK I will try to live without Scrap Everything, which brings me to a mod that can clean these places up without breaking precombines as I can't stand weeds, random posts, rocks and hedges, etc. getting in the way of my build.

    This one and Rebuild look to be the best options but without the CC crap or mod added settlements.

    What kind of options come up with the FOMOD installation?



    1. z80dev
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      If I understand correctly Rebuild AIO *itself* isn't included in my mod, my mod just contains a cleanup module for it (and other settlements). You still have to download and install everything you want from their respective pages first. For Rebuild this includes Rebuild AIO, Demo Finch Farm, and Demo Outpost Zimonja and are linked in the description.

      When I say "Nothing else is needed" I mean you don't *have* to use Rebuild, etc... A base game-only version is included. This wasn't always the case. Then when you run my FOMod it will detect what you previously installed, (if anything), and enable the appropriate options.
    2. Surliman
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         Thanks. I am just going to go with yours. The rebuild looks nice but all the buildings are roofed, no broken windows. I wanna build up the places myself so it looks junk repaired, not brand new. Also...a small house at Tenpines? Isn't that just a shack there?
    3. z80dev
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      Rebuild combined with my mod (which automatically does all the repairs) definitely gives a prewar vibe, especially if you use Rebuild's optional Prewar textures. Note that using just the base game version cleans a lot less because I don't break precombines but at least will pick up all the loot and everything that is scrappable in the base game.

      As for Tenpines, it's been awhile since I played just w/ the base game but I believe it's a shack on that little bluff and a destroyed house with a Radroach in back. With Rebuild this is repairable to an actual house.
  2. Laptoprocker
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    I like the idea. Does this keep navmeshes intact? Will this break settler AI? I tested it on a clean save just before Vault 111 exit  (I know not an entirely new game) looking at settlements and all NPCs seemed to stand in one clump (even in Graygarden, all robots outside in a clump). Is this due to me not starting a new game or is it an expected behaviour with this mod?
    1. z80dev
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      No navmeshes are broken, there is just nothing for them to do! Build some stuff and they should sandbox normally. A new save is required but them just standing in one place is expected until you start building things. Without their workstations or anything to attract them they will all just stand at their "home" marker. This is why Bunker Hill works but others don't - I left some stores.

      Edit: They don't need to necessarily be assigned. There just needs to be *something* to attract them. They may eventually start idling but settler pathing really likes there to be something to target. These no longer even have their "relax area" marker (I assume you want to build your own stuff at possibly a different place).
    2. Laptoprocker
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      Ok after some testing it seems to work, however I have some constructive criticism:

      - It adds WAY too many materials next to workshops basicall breaking in-game economy completely (like 18.000 steel, 4000 concrete etc. making junk collecting and shipment purchasing basically obsolete).
      - It should not unlock all settlement map markers instantly on new game start, that too is unbalanced.
      - It entirely removes the "Hi Honey!" holotape dialogue and item from the game, while it does not serve any purpose some might want it for roleplay/story purposes.

      I recommend making a "balanced" or "lore friendly" version that rectifies the issues above and limits the amount of materials provided to what would be available when scrapping the settlement objects normally.
    3. z80dev
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      Constructive comments are always welcome! As for each item:
      A) Yeah, I wrote a XEdit routine that is *supposed* to calculate the proper scrap for each removed item but I know it's more than it should be. Haven't really looked into this much because I figured more is better. One thing I could do is only calculate things that are linked to the workshop. Another thing it does is copy the items off of all NPCs instead of just dead/removed ones. Known issues but lower priority than say, missing ceilings ;)
      B) This could be done fairly easily as an option but it's more ESPs for me to deal with. It's already quite a bit of work. Tenhats is working on a new Rebuild release and Glitchfinder is doing Red Rockets. Once these are finished I hope to do a "final" release and can include more options like this. This version is more of a New Game+ and includes several "cheat" features like map markers.
      C) I could manually add the holotape to the toolbox.
  3. BlazeStryker
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    Oh! I restored Tarberries to the Slog the easy way... I put two SimSettlements (OG) Tarberry plots in the pool. Just thought you should know.
    1. z80dev
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      Heh - blueprints, plots, whatever works ;) Glad things are working for you and if you see any missing structural items feel free to let me know. And don't forget the toolboxes by the workshop! They will contain the scrap needed for you to build new stuff.
    2. BlazeStryker
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      Rest assured, I will.
  4. Samson13nosmas
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    i don't know if it is this mod doing it but my Covenant is missing 2 walls 
    1. z80dev
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      I was prepared to say the typical "You have a mod and/or previs conflict" response as there is no way I'd miss removing 2 Covenant walls but figured I'd go in-game and check anyways just to be sure. Lo and behold, 2 walls missing in the back. This must of happened when I was playing with the terminal idle. In any case thanks for the report, can confirm and will fix.
    2. Samson13nosmas
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      your welcome i am glad i could help
    3. Samson13nosmas
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      i don't know if it is just my game but i found Graygarden is missing 4 greenhouse roof panals also Taffington boathouse is missing 2 posts for the deck
    4. z80dev
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      I think by this time it's fair to say it's not your game. Graygarden confirmed, will upload fix. One of the big advantages to the new AIO version of Immaculate is I now use an XEdit script to do much of the work much better than I can do by hand, but the disadvantage is if I change one thing it can have unexpected consequences in other cells. In this case it was with some of the roof being repairable, some of it just replaced, and I need a specific exception for it. With over 80 settlements and two versions, (base game/Rebuild), this can be hard for me catch. I appreciate the through going-thru and bothering to report! Means someone is using this thing.

      As for Taffington, the missing posts aren't in the base game. There are concrete blocks there that are scrappable. I can keep them but am inclined not to for the reasons described in the below post.
    5. Samson13nosmas
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      i understand thank you for the fast answer
    6. Samson13nosmas
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      hate to point out another missing thing the slog is missing it's skylight on the roof
    7. z80dev
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      I don't know how all these got missing ceilings in the Rebuild version! Did I just not look up, lol? Same issue as w/ Graygarden, will fix tonight. If you happen to be playing and want to take a quick run around I can fix anything else missing tonight.

      Edit: Any more of these issues I think I can find with my script. For Rebuild you "repair" items by disabling the existing unrepaired item, which in turn enables the repaired one. But if you do this with items that are already repaired you just end up with nothing there. I had a check for Repaired vs Repairable items, dunno how it broke. Anyways if you find anything else let me know!
    8. Samson13nosmas
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      i will look at the ones i have gotten too like i have not gone to some of the ones tried to the story yet
    9. z80dev
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      Don't worry about it. Reran everything and I *believe* everything I remove now I meant to. I think The Slog should be it. Only things that remain are things like Statues and Lamp Posts that I meant to remove.

      I really need to have a good, long playthrough one of these days. I'm spending all my time in XEdit and not actually playing the game :P
  5. BlazeStryker
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    The beds are missing from the Savoldi inn and booze stop and the settlement traders have no stock. (Note, this was from a COMPLETELY new start, not saved outside the Vault, not saved IN the Vault, not even saved in the Prologue bathroom)
    1. z80dev
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      Hi, thanks for trying out my mod and posting! The beds are an intentional, albeit admittedly controversial choice. The idea of this mod is to remove everything non-structural that you'd be able to scrap in the base game and that includes those beds. I'm trying to get as close as I can get to if you've nuked or razed the settlement before placing down a blueprint. I realize this ruins the Inn's functionality but I considered clearing things more important since it's not game breaking. I'm open to changing my mind, and I kept the vendor stores which technically are scrappable, but I heavily lean towards removing things.

      As for the inventory issue, I assume your referring to the wandering traders? I checked Doc Weathers, Carla, Cricket, along with Deb and Kay in the Rebuild version and Doc Weathers, Carla, and Lucas in the base game version. I could not replicate, they all had their inventory to sell.
    2. BlazeStryker
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      Dr. Kay and Mr. Savoldi. (The elder Savoldi does sling the booze, recall.)

      It could just be the vendor list detaching from them, not your fault per se. That poor junk dealer in the Dugout Inn never has any scrap because he was never given a inventory in vanilla...

      For starting with a place, I find Workshop Framework's tools work nicely. I could just claim 'em all and get a ton of raider attack alerts, I suppose, but "Claim this Settlement" when going in does well enough. I do think that Covenant's going to turn out... interesting. I'll tell you after I get there.
    3. z80dev
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      Just checked all 3 and they all had things to sell in my game. The Savoldi's had more than Kay but Kay had two shipments of materials. So that looks correct on my end. I'm usually the first to admit to a bug, but since I don't edit those NPCs or any leveled lists at all I'm inclined to think there might be some other mod conflict/error. I'll keep an eye open for any other followup reports.

      Have fun with Covenant! I ran through the Human Error quest to make sure it was able to be completed. Just make sure to check the toolbox by the workshop - I think it may have keys.
    4. BlazeStryker
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      Once I claimed the settlement, the same was true for mine. Who knew?

      While I have your attention, I wondered if I'd have to restart again for updating? (I'd really like those fixed Graygarden roofs...)
    5. z80dev
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      Glad it worked out for you. This is generally safe to upgrade on existing saves, you just need a fresh game when first installing. Worst case scenario is you won't see changes. Generally if I restore something you'll see the changes when upgrading, if I move or remove something that already exists in your save you won't but can still update anyways. Last time I moved something was 1.7 I believe.
    6. BlazeStryker
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      Cool. Sorry about geeking out of those garden roof pieces, but I'm a longtime player. I am told that when I tried Clean and Simple and stood under that pretty Graygarden ceiling but was rained on through it, I turned the air a deep Navy blue with my invective.
  6. LittleWolf1999
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    as a certified welder, i find the AI image to be hilarious lol. no helmet? no problem. just do saftey squints. trust me
    1. z80dev
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      Lol, and it's not like it didn't know your supposed to wear eye protection. It added huge googles but to her helmet and not her eyes.
    2. LittleWolf1999
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      hey i mean, ive welded many tack welds without eye protection while i had an entire welding hood on my head. lol
    3. valerie1972
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      Hell, I'm impressed that she has the right number of fingers. Asking for OSHA compliance might have killed it altogether.
  7. Baanrit
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    Would there be any way someone could be a total sis/bro and put this up on Beth.net? 
  8. z80dev
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    Since people seem to be interested in individual settlements: My long term plans are Tenhats took over Rebuild and will be releasing an updated version probably sometime this Spring. I'll definitely want to support that as well as Fiddler's Green and University Point at a minimum. For Red Rockets Glitchfinder has been working on their version of them and just released a new one for Cambridge today. Once some more of those are finished I'll make a new module and you'll be able to select which one to use.
    1. pressure68
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      I was not aware that Tenhats is taking over the Rebuild series. That is good news indeed.
  9. thehivebrain
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    For Seasons Change https://www.nexusmods.com/fallout4/mods/81103 users, because that mod adds branches to existing trees rather than adding new trees, some of the settlements will have some odd artifacts due to the removal of vanilla trees. e.g. branches floating in air. In most cases, you can scrap the excess branches.

    There have been a few times, mostly near the edges of a settlement, where the branches are not selectable and therefore can't be scrapped. Selecting them manually and disabling them is a bear. It might be easier to add back one or more trees to connect the excess branches. Note that in some cases, the missing vanilla trees are due to the settlement author's design not this mod.

    To the author, please consider a review of tree removal for your mod. Fairline Hills, for example, is an empty field surrounded by disconnected Seasons tree parts. Also, if I add back a tree mod like Another Pine Forest, A Forest, or Boston Natural Surroundings, will your mod remove any of their trees that have been added to covered settlements?

    Thanks for your work. Husband loves it.
    1. z80dev
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      Thanks! I took a quick look at Seasons Change. Fallout actually has a method to make things like the crowns that it adds children of the tree so both are deleted when the tree is, but looking at it's script it looks like it is using that to change seasons instead. Out of the box these will be incompatible, although it looks like it might be possible to make a compatible version by running the script they provide with my mods loaded. Low priority right now unless someone else wants to do it - I modify *a lot* of settlements and my own scripts take forever to run. It's a chore.

      As for other mods, I personally am using the FrogPrincess Seasons mod and it works fine although it does not dynamically change seasons. There is a link on my description page. In general things that just replace textures or models will be fine. Mods that add things: depends on whether they rely on the original stuff being there. Some may disable things like leaves and vines when the tree is disabled using the method I mentioned above, depends on the mod.
  10. Gunrunner66
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    If Codsworth still insists on hunting insects, use this:

    Setstage 0001cc2a 40

    That should run past the bughunting section.  Aside from having to sort that out, outstanding mod.  It works.

    Tracked and endorsed.
    1. z80dev
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      Did this happen to you on a new game or were you using an old save? That quest has a variable that should skip the bughunting section that always worked for me but requires a fresh save. Just marking the location as Cleared doesn't work. I'd be interested if people are still having issues. I'd rather leave the bugs in then have to make users setstage the Quest, or perhaps add it to my startup script. Anyways thanks for the endorsement!
    2. Gunrunner66
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      New game.  Sorta.  I have a save I use as a start point just outside Vault 111.  Lots of mods and such. So technically not a new game per sey.

      However, the setstage does not seem to have caused any harm - just sets Codsworth to send you on your way to Concord, still have to talk to him -  and in fact I set up a batch file to run it for the next go round.  If I run into any weirdness I'll be sure to report.
    3. z80dev
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      Thanks for replying! That's not a new game and "Out of Time" already started, but your not the only person to do that ;) I'll probably add a setstage to the script I use to reset workshop budgets since that quest should already be started by the time it runs. I still can't guarantee everything else will work properly without a new game, tho. 

      If you want a fast start that is still a clean save I use SKK Fast Start New Game: https://www.nexusmods.com/fallout4/mods/29227
    4. Gunrunner66
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      Once upon a time I had a clean save start.  Thats the basis for my current startsave.
    5. z80dev
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      Although a lot of people seem to think "A save right outside the vault" counts as a new game it sadly really doesn't. A lot of stuff gets baked into a save game that people don't realize, including that Codsworth variable apparently. With persistent items all around the Commonwealth a lot of things can get baked into a saved game right after the first quicksave after character creation. You don't need to have necessarily have visited a location. Usually this doesn't matter but if your modifying base game stuff it does. I highly recommend that SKK fast start utility, then making a new "Outside the Vault" save if you like.
    6. Gunrunner66
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      I know.  Been at this a while now, and Skyrim for years before Fo4.  Honestly, Bethesda games are so broken out of the box, once you reach a relative "fixed and stable" point, that's where you want to go from.  But appreciate the advice.

      This widget of yours snags literally everything that's not nailed down.  And some stuff that is, like doors and locked containers.  A bit disconcerting, actually, but I'll get used to it.
    7. z80dev
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      Sure, no problems. My comments weren't directed at you specifically. I think it's an issue a lot of people have with my mod: not really starting a new game. I added a link to  SKK on my File Download page, too. I hope you have fun and thanks for trying it out! BTW any containers it scoops up should have it's contents moved to the toolbox.
    8. Gunrunner66
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      I compleatly missed the toolbox at first.  Stumbled upon it like the 3rd settlement I established.  

      All good.  Thank you!

      Edit:  At your urging, I picked up SKK's quickstart.  Not only does it work perfectly - with my obscene load order, no less - but my most recent playthrough is much more stable.  I do have a lot of initial setup to do once I leave the vault, but it's worth it for the stability.  Thank you very much for the advice.