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 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 beds, 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.
Also if you see something that you think should be removed that I missed, like trash, plants etc, please let me know.
By the by,I'm getting some flickering textures in the surrounding(adjacent) areas of the Red Rocket: Strip of road between Sanctuary bridge and the Rocket,right after the dead dog and guy,then the first house on the right side as you go into Concord proper(just down the slope from the Rocket's property line). The porch on that house flickers. Nothing against you or your mod(s). I've enjoyed them,but I think my laptop is something less-than-muscular,or maybe it's just having Nvidia graphics hardware that causes shortfalls like this. I've got one mod in Concord: Concord Personified. But, from what I can tell,it's modifications of town take place in the center,and only inside the seperate worldspaces of certain building interiors. Just some fyi. In my opinion,there's nothing wrong with this,or your other mods,in general. Expertly done. :)
It's the mod breaking some precombines, which results in surrounding objects going out of wack from Concord to Sanctuary. Rebuild Red Rocket does it in a more previs friendly way, which is observable via fo4edit.
It has a very minor conflict withBeantown Interiors Project PreVis Patch, which located in (RRCave, DDC0, -17,18), the house mesh on the outskirt of Concord. Please consider make a patch.
Can anyone tell me if the Red Rockets Glare mod might cause an issue with the Red Rocket Deep Clean? I have an issue with Garvey's group not proceeding up the hill from Concord to the Red Rocket Area. I am using the Deep Clean all in one. Thank you.
Minor issue but using this with with PRP causes the road in front of Sanctuary (where the dead guy and dog are) to flicker in and out when you walk near it
Same here including the rock faces. The building roof & flooring is also flickering in and out.
This is the only mod I have installed (prepping for rebuild)... I installed and switched between MDF Red Rocket which has no issues at all (I just HATE the interior wood finishes of that mod).
If every mod requires being last.. whoo would buy or play FO4 if you could only have One settlement, not every mod can be last.. however you certainly do so appear to bring a level of responsibility to your work that is hard to match..
Any mod that rebuild Precombines/previs(PnP) must be placed after other mods that affect the same cell record.
This is an engine level restriction.
I do make PnP compatibility patches, but since my mods usually make settlements able to be cleared down base structures or foundation it's mostly for landmark structures near the settlement like Immersive Drumlin Diner.
roger I was leary the "ONLY ONE" meant game/all-dlc's-WIDE :) because there is a popular author who is always claiming stuff in cells across the map or in other DLC's are influencing his stuff :(
it is logical cells that touch or load nearby cells the "Only One" is gospel ..
I do not know of whom you speak but perhaps he is already on a discord server?
A lot of us use https://discord.com/channels/830436661736243230/918138478393458688
I get advice there are the time. I only started modding last fall.
Its easy to know if there could be a conflict, in xEdit open both mods, check the cells where the issue is, and see what plugin has records there.
Biggest surprise for modders is when they start doing PnP rebuilds and find out how large a previs is (9 cells is like .5kim x .5 km!). When you do Visibility->"all loaded cells previs" you get like 2-3km squares :D
Update V1.35b: V1.35/a apparently had a slight date issue with the precombine in regards to Raze My Settlement. Rebuilt precombines/previs, tested update and RMS is working fine again.
I'd love a compatibility patch for Open Concord at some point, if you've got the time. I use the PRP patch from here and it conflicts with your Red Rocket so I haven't been able to use it yet.
SS2 has a massive amount of changes to Concord, not surprised they would not place nice together.
EDIT surprisingly though SS2 does not affect precombines because all the changes they make neither disable a vanilla precombine or add any object that requires being in a precombine (there are several ways to do that actually).
V1.35/a Hotfix for pathing issues, inside settlement things were good, it was road leading up hill from Concord was missing mesh edge. Edge restored, tested and Carla now once again goes into/thru RR.
118 comments
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 beds, 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.
Also if you see something that you think should be removed that I missed, like trash, plants etc, please let me know.
Happy building!
Open Concord (requires Cefts Main) DL Patch ESP via optional files tab
Patch load order:
bridge and the Rocket,right after the dead dog and guy,then the first house on the right side as you go into Concord proper(just
down the slope from the Rocket's property line). The porch on that house flickers.
Nothing against you or your mod(s). I've enjoyed them,but I think my laptop is something less-than-muscular,or maybe it's
just having Nvidia graphics hardware that causes shortfalls like this. I've got one mod in Concord: Concord Personified. But,
from what I can tell,it's modifications of town take place in the center,and only inside the seperate worldspaces of certain
building interiors.
Just some fyi. In my opinion,there's nothing wrong with this,or your other mods,in general. Expertly done. :)
Okay edit 1 : I found the darn culprit. It's atlas summit. A mod about enclave. I knew it. Anyway. Cheers! Solved!
This is the only mod I have installed (prepping for rebuild)... I installed and switched between MDF Red Rocket which has no issues at all (I just HATE the interior wood finishes of that mod).
however you certainly do so appear to bring a level of responsibility to your work that is hard to match..
Any mod that rebuild Precombines/previs(PnP) must be placed after other mods that affect the same cell record.
This is an engine level restriction.
I do make PnP compatibility patches, but since my mods usually make settlements able to be cleared down base structures or foundation it's mostly for landmark structures near the settlement like Immersive Drumlin Diner.
because there is a popular author who is always claiming stuff in cells across the map or in other DLC's are influencing his stuff :(
it is logical cells that touch or load nearby cells the "Only One" is gospel ..
thanks again
A lot of us use https://discord.com/channels/830436661736243230/918138478393458688
I get advice there are the time. I only started modding last fall.
Its easy to know if there could be a conflict, in xEdit open both mods, check the cells where the issue is, and see what plugin has records there.
Biggest surprise for modders is when they start doing PnP rebuilds and find out how large a previs is (9 cells is like .5kim x .5 km!). When you do Visibility->"all loaded cells previs" you get like 2-3km squares :D
V1.35/a apparently had a slight date issue with the precombine in regards to Raze My Settlement.
Rebuilt precombines/previs, tested update and RMS is working fine again.
EDIT surprisingly though SS2 does not affect precombines because all the changes they make neither disable a vanilla precombine or add any object that requires being in a precombine (there are several ways to do that actually).
This last RR fix was more of a hotfix. I will get the patch done prior to my next navmesh update :D
Patch is done!
DL test done ... it looks good to goOpps forget to make esp ESL flagged, gimme a sec...
Hotfix for pathing issues, inside settlement things were good, it was road leading up hill from Concord was missing mesh edge. Edge restored, tested and Carla now once again goes into/thru RR.