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VilanceD

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VilanceD

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  1. VilanceD
    VilanceD
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    Have you ever found yourself excited to get a new settlement, and get started building, only to discover there are literal piles of trash everywhere you cannot scrap and broken and/or multiple objects that are also not removable? So what is a player to do? A popular option for many is Scrap Everything, but that mod does not play well with many other mods as it breaks what is known as Precombines. Another option is for those with beefy systems to disable all Precombines in the game ini file. Both those options work poorly with larger mod series for example Sim Settlements 2, Horizon, etc.

    Well my DC & R series is all about giving the cleaning power back to the player while keeping updated Precombines and Previs(PnP) and larger mod compatibility and keeping the original game visual style/being very lore friendly. This series removes those permanent unsightly trash and structural restrictions while keeping all the original removable objects, even trash, letting the player keep or scrap as they see fit.

    The remodel portion addresses the other issue, which is that many vanilla structures cannot be repaired in game without using strange mismatch of parts. Most repaired home/settlement mods that are downloadable (done in CK) don't have Previs/Precombines either. Also many vanilla settlements have permanent objects in strange places that should be removable. So the goal here is twofold: maintain original design using lore friendly matching parts with basic structural repair i.e., walls, floor or ceilings, AND to remove those permanent counters, bathroom stalls, etc, that prevent deeper levels of settlement customization.

    If you have any issues with missing visuals or collisions, or any other strange occurrences, please post below, preferably with load order and a screen shot.

    Happy building!
  2. VilanceD
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    V1.30 introduces the ability to scrap the normally boarded up houses, as it turns out SS2 adds a doorway shop entrance just to the left of Phyllis's house. 

    Thankfully the doorframe and piece of wood on the ground can be disabled in console mode(` than mouse select the piece and type disable)
    , or using Place Everywhere, hit insert key while in WS mode and scrap them.

    I am communicating with Team SS2 to see if these objects are hard required as they seem to not be connected to anything.
  3. xrayy
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    nice mod. i can currently not use it because of the ESL Library Plugin dependency. may be you can check the workshop problem.
  4. ShrekFan1010
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    navmesh doesn't seem to work. NPCs can't seem to navigate down to the middle pier without serious micromanaging, even after scrapping the fences and building new stairs..
  5. ShrekFan1010
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    is there a way to disable selection of some of the buildings? If I want to build inside them I have to put up with constantly accidentally selecting them and it messes up dropped items inside them.
  6. MasterSato2
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    This mod does exactly as it says on the box.  Everything in the settlement works as it should and looks great.  Egret is now a perfect place for settlement building. 
    Pity it doesn't play well with the Lowered Drawbridges mod.  Load order you say?  Nope.  Loading this mod later results in the bridge outside the settlement to be raised and inaccessible to cross.  Loading this mod before bridges results in multiple texture losses in Egret.  Sigh.  I can't give up either mod, so I guess I will just have to TCL across the bridge and live with it.
  7. emiral85
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    Any way to add workable doors at the front of the warehouse (and to the missing doorway on the second story looking at the main building)?
  8. TheAlexSW
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    how much does this lag? anymore then og?

    also would deleting the bulding to make myown causs lag/bricking
  9. Headcase
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    This mod is really good but it would be even better if we could use snappy to do things like replace broken windows for clean ones without having to scrap whole buildings.
  10. psccs2
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    I always see those inaccessible bulidings in ETM as larger pieces of decorations, since they look quite unique. Don't think the new interior buildings fit better aesthetically, but totally understand people wanting more interior space to build. Anyway thank you for updating the DP mods so frequently. In the future maybe include some Workshop Framework templates reverting major vanilla architectures to their original looks.
  11. VilanceD
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    1.30 Big update!

    All 3 houses that were not accessible converted to usable structures, the replacement houses are also fully scrapable. They are not exact replacements, but very close.

    Both houses are fully navmeshed, along with overhauling entire settlement navmesh.

    For custom settlement this is a big deal as ALL the newly scrapable objects need the mesh fixed otherwise NPCs will not go thru those areas when those object/structures were scrapped. In Egret Tours there were several locations like this: Diner, 3 cleared doorways, roof connections, etc...

    Why rebuild Navmesh?
    Spoiler:  
    Show

    Stolen from Glitchfinder's JP Navmesh Update:
    Ever found yourself building at most settlements, only to realize the settlers weren't the sharpest tools in the shed? Trying to walk through benches, running around the settlement rather than through it, and generally just not really understanding where they could walk? Turns out most settlements need some real work.


    The main issues are precuts, areas missing navmesh, navmesh below terrain and navmesh poorly shaped. 

    Precuts: objects that can be scrapped or moved get a special navmesh under them to prevent NPCs from moving thru them, this is called "pre-cut". When you scrap or move those objects the navmesh under them opens up for NPCs. Most precuts in the game were autogenerated and have poor shapes creating delays to NPCs navigating the space. Also most exterior pre-cuts where much larger than the objects they were under to the point where large sections of settlements would be un-navigable by NPCs, until those trees, cars, etc were scrapped. Lastly, a lot of objects that are scrapable did not get precuts at all.

    Areas missing Navmesh: A large variety of objects/sections are missing or deliberately did not get navmeshed, these include: Large rocks/Cliffs, small/low rocks, hill edges, ramping terrain, fallen logs, junk or trash piles that are low to the ground, so on. When remeshing these I do not do objects with more than an apparent 30 degree ramp up, or large protruding objects BUT honestly there is no reason that logs parallel to the ground should not be navigable. Also many of the high to low sections like cliffs and hill edges can get something called an Edge Portals, which I call jump-downs (as that is what the NPCs do when they use them), so I mesh those cliff/hill edges so the NPCs will actually use them. Many of the hill edges were setup that only flyers would use them, as far as I know flyers will use those Edge Portals to go up.

    Navmesh below terrain: A large part of the navmesh in most exterior cells is below the terrain itself. Sometimes it is not very much and the pathing AI can handle it, other times its a massive difference and the AI fails badly. Rocky cliff areas have the worst of this I have seen so far with mesh several feet below the surface, but if you look at a before image (I try to post a before and after for each of these), you will notice massive sections of road and ground that are below the red triangles that make up the navmesh.

    Navmesh poorly shaped: So the autogenerated navmesh (especially the precuts) make weird elongated shapes that the NPCs will hesitate or act drunk or spin around using. While the transition sections thru doorways and changes in elevation can have narrow triangles (I do this myself) these are sections that the mesh must use the narrow triangles. Autogen mesh with create primary paths where it is not uncommon to have an elongated triangle 1/3rd the length of a cell (roughly 100 feet) and less than a foot wide, that is a triangle with dimensions 100 x 100 x 1... and it normal to have several triangles like this stacked!
    1. 2gtandknives
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      YEAH! 

      Man. Next you might even do Hangman's Alley wiith the same treatment, opening up all the buildings there while keeping Previs. <wink>

      But anyway, you make and play this with PRP enabled, and it works? I bring this up because, for example, Hangman's Optimized, which cleans and rebuilds previs in a large area around Hangman, and is compatible with Hangman Interior Appartment, is NOT compatible with PRP, even if it loads last. Between Hangman Interior Apartments and Subway Runner and difficulty getting other patches to work together, I just can't use the full PRP mod (but PRP XB1 works)
    2. VilanceD
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      This series is actually built with me running PRP as I play and test it. 

      Key is making sure that the DCnR plugins load after PRP. Loot should do this by default as I asked the LOOT team to add rules for it months ago.

      Any time mods update Precombines/previs either you have to pick between them or get a patch, I actively decided from the beginning of this process to make mine compatible with PRP.  It is still not required though, as some people have trouble with PRP.

      If there is a location mod that has precombines, or changes precombines and is close to a settlement, like HA, I can do patches to make it run. For example I did one for a Drumlin Diner near Starlight DI.
    3. 2gtandknives
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      BTW, I just put in PRP full and tested this mod. IT WORKS! HUZAH!

      edit: with this mod loading below PRP
  12. lawnjartsftw
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    Love your work man. I really do. Keep it up!