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164 comments

  1. Nerovar11
    Nerovar11
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    Hi everyone. If somebody still got problem with flickering and fix method, from comment below, is not helping it can coused by weather mod. If i got it right ANY weather mod. Vivid weathers what cause a problem for me. 
  2. SpoonyAmotas
    SpoonyAmotas
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    I have never commented on a mod before, but endorsing this mod is not enough. It blows my mind how good this is. Every settlement is stunning! Thank you, you're amazing. 
  3. randomname654
    randomname654
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    hey everyone, ive found a fix for weird flickering and previs/occlusion zones when using this with scrap anything, and all settlements extended

    get spring cleaning compatibility patch: https://www.nexusmods.com/fallout4/mods/12702?tab=posts (works for any scrap mod like spring cleaning and scrap anything)

    make sure theyre loaded in this order first to last, in the plugins section too, and at the very end of load order:
    scrap everything, clean and smooth, all sets extended, spring cleaning compat patch

    seems to have worked great for me, although with how scrap anything uncombines world bits into scrappable objects, there will be some stuff left over like trees, and mainly the big hedge and fenceline behind your house in sanctuary, but they can easily be manually scrapped
    1. IslandGirl
      IslandGirl
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      Oh wow, thank you for this info.  I just downloaded the patch and it fixed my flickering issue.  Much appreciated.
    2. edzor2
      edzor2
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      Thank you, mate! I suddenly had the same problem after taking time off from the game... Updated all mods, but nothing... Your advice helped and saved me from removing this mod from my game! Thank you!
  4. KenzieGirl94
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    Im late to the party but after reading a lot of the comments on here it sems as if people forget that mod authors had to start somewhere and by no means were any of them good mod authors in the beginning. it takes time, practice, and help from the community to make a mod good if not great. 

    constructive criticism is the best way instead of bashing on someone who was working on there first mod. 

    others have made the comment of "go make your own mod" and honestly if all you can do is bash on a new Modder acting like you can do better then they have a point, go make you own mod if you think you can do better. 

    i don't make mods as i know for a fact i don't have the knowledge base to do so and have no inherent desire to make my own mods. i play the ones i like, don't play the ones i don't like, simple as that. no need to bash a Mod author when instead you could be helping.

    with that said there are those who have had constructive criticism and have offered help this is by no means directed at those of you that have been polite. 
  5. speedynl
    speedynl
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    Spoiler:  
    Show



     
    In response to post #67470366. #67481621 is also a reply to the same post.


    Spoiler:  
    Show

    pndr wrote: Did you recalculate the previs/precombined data for the settlements? This allows for better performance. If not here this should help guide you through the process https://forums.nexusmods.com/index.php?/topic/5522717-fallout-4-optimization-and-performance-systems-explained/

    Rhaevyn wrote: I second this question. It's a major consideration for me as well. I hope MA can address this. Tracking for now, looks super!


    One thing you both want to keep in mind is that if the author does recalculate that data this mod will become HARD incompatible (load order can't fix it) with virtually every other mod that modifies the worldspace because previs alone means that the data for nearly the entire map will change. Exploring new location mods such as Beantown Interiors, new settlement mods, mods which clean up non-settlement locations, new player home mods, the use of scrap mods, etc. will all become incompatible. So consider just how badly you want to use a bunch of world editing mods and have good performance. You likely can't have both unless you recalculate your own data based on your individual load order.
     



    @damanding
    peeps just yel someting(they read someting about that) they don't even know how it works
    as for the deleted stuff, its his 1st mod, instead of pissing on the mod, why not tell/help him to clean the mod ?
    fo4eedit is a great tool to adjust that problem, its alway the same thing with all those free loaders, they get someting for free, but they always cry and complain
    why don't all of you don't make your own mods ?, oww that right most don't even know how to do that
    1. RhaevynHart
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      @speedynl

      Wow, umm, first of all, by us all telling the mod author that he's destroyed world cells, broken people's saves, and basically given us something unusable, what else do you expect people to say? For instance, myself, as a game player, have a reasonable expectation that someone who uploads a mod of this magnitude, has the basic knowledge of precombines and previs. I trust that they know what they're doing. So when, in fact, they do not, then yes, we are going to voice our concerns.

      It's not about "go make your own mod!" it's about anyone who wants to create them should, in fact, know how to do it properly. I didn't ask for this mod to be made for me, it was offered. Therefore I have the aforementioned right to expect it to be as functional as possible. This isn't even close.

      Go rage elsewhere.

      EDIT: And also... LOL. Do you even know who damanding is? hahahaha
    2. Khalifrio
      Khalifrio
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      Exactly this! If some one is going to put a mod out they should make sure its not going to ruin game saves, cause crashes, etc.

      Kudos for Rhaevyn!

    3. MaSt3RofDraGOns
      MaSt3RofDraGOns
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      I love the concept but this thing is fundamentally flawed and because of all the deleted records/ navmeshes it cannot be salvaged. You would have to start over from scratch. 22851 records and 457 navmeshes are deleted. Not disabled. Deleted. This is a perfect example of why you should skip any mod that makes dirty edits and so many at that.

      Deleting these records/ navmeshes will conflict with any other mod that requires them and because they are deleted you cannot patch it. I've tried many times. The list of incompatibility is quite extensive.

      According to a few of my friends who have had better luck, it will break many quests that pertain to settlements, even a few radiants. Retaking the fort is one such quest that cannot be completed normally. Even if you command your way through these quests the cells are still broken and frame rates will tank.

      The changes render any save with this mod completely unusable after removal. You don't want to start over from scratch because you didn't make a backup? Well tough luck. Blame yourself, blame the author of this mod, it won't change the fact that the save will be useless.

      I'm not being mean. My bug report is not unfair. My previous comments do not violate any of the rules nor can be considered harassment or derogatory. I only state the facts. If you want to use this one expect corrupt saves, conflicts, broken quests, and stability issues all of which cannot be fixed.
    4. damanding
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      @speedynl

      It's not clear if your post was directed at me in the sense of you think I'm one of the people yelling about things I don't understand or if you were trying to commiserate with me. You may not remember my name by I do remember yours from the forums when I used to spend quite a lot of time there helping people out with their Fallout problems. I recall you learned quite a lot about how to correctly create new settlements and made many for yourself but didn't want to deal with publishing mods yourself. So just in case your comments were directed at me in a disparaging way, I have a reply below.

      It's not just something I've read about but don't understand. I literally "wrote the book on it" in the sense of writing a major thread explaining all the technical details for mod authors and users alike nearly two years ago. It's been used as a reference guide by many, including I presume the major reference thread on the same subject later written by a mod author on Bethesda.net.

      As for not "pissing on the mod", I realize you wouldn't have known, but I did in fact send a PM to this mod's author when this was first published with a LOT of detail and tips on how to clean it, explaining the problem with precombines, and more. The author of this mod has never read my message. I did it as a PM because I felt that doing it in the comments section wasn't very constructive or polite. Many people take constructive criticism much better when it is private. However this entire comment thread has pretty clearly demonstrated that the flaws in this mod are definitely very public knowledge by this point so there's not much harm in acknowledging it anymore.

      I do in fact make my own mods. I have 9 mods under my own name and 2 more uploaded by others that I'm now responsible for on Nexus alone. The 3 biggest mods have well over 300,000 unique downloads combined on Nexus alone (Creative Clutter, Modular Kitchen, Do It Yourshelf). I also help provide support on other mods such as Sim Settlements and Settlement Menu Manager. I've even invested quite a lot of my time in helping new mod authors learn how to mod, though that's been mostly on discord in recent years so it's less public.

      I certainly can't claim to know everything, I still make mistakes. There are also definitely more popular and well known mod authors out there than I am, many who deserve their reputations for good quality mods. But I think I'm definitely more than qualified to comment on this mod.
    5. httrachta23
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      Agreed...

      This mod causes my game to crash every time I go anywhere near the Glowing Crater (East of CIT ruins) likely because of deleted assets... which effectively makes a number of mainline Quests unplayable, which is how I figured it out in the first place. 

      Now I have to delete this mod, and probably start a new game because I've already built a number of settlements with this mod. Without it installed, the terrain clips through my buildings by a large degree. There's just problems everywhere... 
    6. 3ADSoldat
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      I think you're an inconsiderate idiot to make this statement. Any player looking to enhance their game experience, looking for mods, expects that the mod creator is publishing a complete tested project. There are an abundance of mods published where in the description the author states [paraphrasing] that he/she had not completely finished the mod, will at some point update [never happened] or that this was his/hers 1st mod and had not tested the mod for conflicts. Disclaimer" use at your own risk". Yes.... they are for free, but WTF, if you want to put on your resume that you have published, take some responsibility of your product, or resign yourself to being a player. As for myself, have moded my own game and caused issues and crashes, until I found a way to resolve them. Most of the time it was not a load order problem, as many published mods use as a reason for their short comings. Never entertained the idea; and never will publish. I admit to not having the expertise and patience to cause undue suffering upon other players.
      As for the "free" thing...I bet there are many players, who would not mind purchasing a complete/tested mod from well published individual(s), who stand behind their product and update the same. Those individuals, who can no longer take responsibilities for their mod, do the right thing and take them down as not to cause headaches when they conflict with other new products.
  6. emiral85
    emiral85
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    If you're looking at this mod, you should consider VilanceD's Deep Clean series or Aurelianis' Rebuild series instead.
    1. MegaUnoriginal
      MegaUnoriginal
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      • 2 kudos
      Rebuild doesn't hit the same way this mod does.
  7. AlphaAresX
    AlphaAresX
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    • 0 kudos
    Anyone having issues with the next gen update on console with this mod and the slog, i crash fully anytime i get near the slog from any direction due to the update the enclave camp nearby. I do know that it is this mod, i tested it by disabling all of my settlement/scrap/workshop/landscape mods until singling this mod out and was able to move to the slog freely. Any updates or workaround will be helpful.
    1. AlvesDK
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      I have been fooling around with this mod and what I have found is that the mod is full of dirty edits (this can be fixed by running it through fo4edit cleaning) and that it breaks precombines. So that is probably why your game crashes. If someone were to fix the broken precombines it would very likely fix your (and everyone else's) crashing.
  8. DeathMessenger6
    DeathMessenger6
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    Hey so looking through these I see the castle one which I really like. Only, I don't see it individually on the bethesda mods menu or on nexus. Would it be possible to share the individual file for your castle one of these?
  9. JessyJustJess
    JessyJustJess
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    Hi everyone.

    Don't know why but the mod only... ''half work''
    it make road in sanctuary studder and don't remove anything in fact
    just spawn a random safe with resources.

    Any help pretty please.
    1. dragontroopbeta
      dragontroopbeta
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      May be super late, but - Load order issue. Move it to the very bottom - especially if you have scrapping or build physics mods installed as wells like S.C.A.P or Place Everything. 
  10. missmonti
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    is there someone that can update this? Bring back the individual settlements instead of it forcing all of them? I love this mod but I dont want it on every settlement. Specifically if i could get a version of this that JUST effects Home Plate. When I removed this mod from my load order I lost access to 12 suits of power armor i had in the very large basement that was added. No amount of searching has found the versions that changed individual settlements and none of the mods that change home plate give access to the entire space or are pre filled with stuff I can't get rid of.