This page was last updated on 29 March 2023, 4:13PM
Changelogs
Version 1.96b
Sanctuary - Disabled the junk under the bridge just outside the build zone.
Version 1.96a
The Slog - Navmesh fully rebuilt/updated for the new versions of the scrapable objects and all the previously disabled objects.
The Slog - Beds fixed, were not counting against total
The Slog - Camp Fire updated to WS version, also animations disable if it is moved or scrapped.
The Slog - Floor had gap inside building, from vanilla, finally closed it and rebuilt the Precombines/Previs.
NW Red Rocket - Precombine/Previs glitch on southern 3 cells, added and rebuilt PnP
Starlight - Disabled the half destroyed bus to the E side of the build zone, just E of the Winged building.
Starlight - Also disabled the junk in and near the bus. and disabled the fence/vines and light poles in proximity to the above bus.
Version 1.96
Coastal Cottage:
1 Full navmesh update in build zone and nearby rocks, tested thoroughly.
1A - With most of the settlement being scrap-able the mesh was updated to allow NPCs to actually travel where the walls and ruined objects used to be.
2 Changes damaged house chunks into manually scrapable pieces. No more scrap hammer!
3 Brings back the hedges, wrecked truck, trailer, and shipping crates, all scrapable (DLC versions).
4 Landscape/Terrain update - there were a few holes in the ground pieces, filled those in.
4A - Also removed grass from garage/porch.
4B - Leveled terrain under the ruined house and garage floor.
5 Precombines/Previs - expanded to now include all nearby cells for both previs, total of 18 cells and 2 previs files.
Version 1.95d
Minor fix, previs glitch NW corner of castle structure, PnP rebuilt tested.
The Castle - ground guard rails in front of gate/door can now be scrapped.
Version 1.95c
Minor fix, Hangmans Alley - previs glitch of road sections, fix was disabling two cells previs, rebuilt objects that overlapped using novel trick using SCOL and StaticDummy.
Version 1.95b
Red Rocket - Precombines/previs was fighting with Raze My Settlement, did a rebuild and it work together again.
Version 1.95a
Minor update, navmesh in RR and Sanc on one edge each lost connections causing pathing from very far away to fail. Inside the build zone was ok, but long haul NPCs like Carla and provisioners were having issues going thru the settlements.
Version 1.95
Sanctuary DCnR updates:
Full Navmesh update, accounts for potential wall/foundation scrapping, and gets rid of roof mesh. Adds in priority mesh to house interiors, other tweaks to improve pathing performance. Significant testing was done to make sure NPCs do not just run into walls/objects trying to get places.
Three Bridge options, see button by Sanc sign on pillar near bridge (see images) Bridge is fully re-navmeshed.
All houses Foundations now scrapable w/Terrain updates to make it flatter underneath
Large Hedges back and Large Tree in road circle all now scrapable
Log on roof, scraps when roof is moved or scrapped.
Counter in PH can be scrapped directly now instead of via fridge
Hammer/Sit Animations toggled via command button on workbench. Sit animations also now disabled if carport is scrapped/moved.
Same button can now toggle to disable/enable the shrubs Codsworth cuts
Hangmans/Bunker Hill/Red Rocket - minor fixes for PnP glitches
Version 1.94a
Sanctuary/Croup Manor - removed partial navmesh updates until I get full rebuild done.
Sanctuary navmesh is in process
Userlist.Yaml updated to V1.23 which uses groups to sort after most mods. Should improve load orders significantly.
Updated version number of the "Fully Merged BA2" to 1.94a, to match the collection version since there was no change to any BA2, previous version is still compatible.
Version 1.94
Bunker Hill (repaired) - Full rebuild of navmesh - prev version had some deleted meshes and was causing CTDs, reset the deleted meshes and re-did entire settlement.
Abernathy Farm - Lean animations on walls/silo now disable when object underneath it is scrapped.
Version 1.93
Egret Tours - Full rebuild of navmesh
Egret Tours - Converted boarded up blgs into usable ones, that can also be scrapped.
Red Rocket - disabled 3 light effects.
Version 1.92d
Graygarden pathing fix, Danse was not going along road to Arcjet.
Version 1.92c
Somerville place fixed. Hubflowers can now be scrapped.
Version 1.92a
Fixed Starlight had Previs glitch on big screen
Version 1.92
Greentop Nursery - Full navmesh rebuild on settlement and immediate area.
GTN - Also house foundation, fire barrels, and camp fire now scrapable
Somerville Place - Elm/Hero trees scrapable
SP - Kids sit animations in house now disable if rug is scrapped/moved
Version 1.91
Red Rocket - full Navmesh repair
Hangman's Alley - minor PnP fix
The Slog - Tarberry planter was missing nif file.
Version 1.90
Murkwater Construction has full navmesh rebuild now.
Also house can be scrapped piece by piece or still by hammer.
The NPCs will now fully use the stairs/upstairs properly and path better throughout the entire settlement.
Hammer moved to workshop workbench.
Nukaworld RR, had some previs glitches still, so rebuilt PnP and fixed those.
Version 1.89
Updates Kingsport Lighthouse Navmesh! NPCs, settlers and companions will now navigate the settlement area much more efficiently and can will also go places they previously would not.
Areas that were poorly meshed include the road(and beside the road), over all the rocks/cliffs, and along the beach.
Also removed the permanent mesh from the lower piers and tug, since they could be scrapped or moved via place everywhere.
Remeshed the pier parts, gangway and tug themselves directly, so if moved they actually work properly.
NPCs will actually walk out onto the tug if directed still.
Disabled annoying rad trap that was hidden behind the wall far under the lighthouse.
Nukaworld RR - Had PnP glitch, applied fix and rebuilt PnP.
Version 1.88
Did a PnP updated prior to navmesh update in County Crossing.
Post navmesh there was a Previs glitch, so rebuilt PnP in CC, tested and glitch is gone.
Disabled previous version as clearly had major bug.
Scouted edge of previs just to make sure no other visual bugs.
Version 1.87
Updates County Crossing with an updated navmesh.
NPCs will now go in and out of the house and shack properly.
NPCs will also go around the entire settlement area pathing significantly better.
Large elm can be scrapped along with farm plot ground piece.
Version 1.86a
Oberland Station has arrived: Repairs the Switching station, credit for nif goes to g2mXagent, source mod. I wouldn't even know about this nif if not for a referral by Aurelianis, thank you both!
Mostly Repaired Switching station: First floor opened up, added in custom sized workshop door due to slight angle to doorway. Workshop door snap point on upstairs doorway. Switching station is scrapable/buildable.
Look under Structures->Wood->Prefab to build your own switching station. Updated navmesh for model, tested with settlers.
Makes large elm scrapable
Makes plow field dirt furrows scrapable, called Farm Plot 01.
Some light effects were not disabling when the nearby objects were scrapped: in-table and fence with lantern.
Flattened the ground area around the crops as once the farm plot was scrapped was some large holes.