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). My goals with this series are to maintain cross mod compatibility and gameplay stability, AND keep the original visual style and gameplay experience while being very lore & quest 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 a pair of other challenges:
Vanilla repair part selections are poor and while excellent sets like Snappy lets you repair using appropriate part types, many damaged bldg sections OR permanent structural fixtures cannot be removed in-game without breaking PnP.
2nd challenge, most repaired home/settlement mods that are downloadable (done in CK) don't have Previs/Precombines either.
So the my goals here are:
Maintain original design using lore friendly matching parts with simple/basic structural repair - walls, floor and ceilings.
Remove or make scrapable those permanent beds, counters, bathroom stalls, etc., that prevent deeper levels of settlement customization
Make it stable with rebuilt PnP.
Wherever possible to not break navmesh, allow for scrapping down to the literal ground or foundation up.
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. Given the massive scope of having Deep cleaned all the vanilla settlements but 2 I am sure to have missed some stuff.
I love this but I'm used to playing with this mod: https://www.nexusmods.com/fallout4/mods/31192
So there's differences I'm struggling with. I usually use those two rail tunnels but with your version getting rid of the two rails means I can only use one tunnel and the other is blocked because there's no ground under it, or I have to build around the rails and leave them there. I'm wondering if you might patch it so we can use both the tunnels if we want to? :)
Not sure whether it was this mod or Raze My Settlement. But something flagged the hidden power connectors under the floor in the Vault and Raze My Settlement .. well .. razed them. Other than that .. works great.
It's almost perfect. The only thing it needs removed are...
1: the two desks at the top of the pharmacy stairs, you can remove them with "Scrap Everything" but I try to avoid using that as it crashes my game. 2: The hanging light fixtures in the pharmacy as the cables clip through the upstairs, same thing with the "Scrap Everything".
for some reason this worked at first, but then after I came back to the vault after being out for some time, I was met with a white void (it is last in my load order)
@VilanceD I'm playing in Fo4 VR, and don't know if anybody is having this issue in the non-VR version...
I don't know why or how... BUT... this mod for some reason is causing a CTD when I try to approach USAF Sat Station Olivia (cell name is USAFSatelliteExt) I deactivated all my mods and reactivated them one by one until I found that this mod, (one that I like by the way) is the causal factor. Is there any way you can look into it?
The reason I ask, is because it's the location for the mission related to Abernathy Farm. Can't do it... if CTD when entering the cell.
Should be ok, usual stuff place last or near last in load order. Had one player who had used Scrap everything or something like it and used this mod to patch up the holes in the universe.
Conflicts with Vault 88 - Restored Lighting - Rad Scanners - Turrets. The lighting from that mod works and the turrets are there but the security desk terminal doesn't work if this mod is lower in the load order, so I cannot activate/deactivate them. When "Vault 88 - Restored Lighting - Rad Scanners - Turrets" takes priority, the changes from this mod do not apply.
I would not recommend running both of these mods, there is a lot they overlap on. Also I am pretty sure that the mod you are linking there has rebuilt precombines/previs(PnP) based on its BA2 main file size.
When it comes to PnP there can be only one, the last one in the load order wins.
Thanks, this is also what i wanted to know. Shame, really liked having the lights repaired, working rad scanners. But your mod is too good to pass up so that one will have to leave my load order.
This mod turned V88 into a white void with straggling vault pieces. I don't know how, nor would be aware of any incompatibilities other than "Vault 88 Essentials" or "Vault Tec Workshop Overhaul". I did accidentally activate the mod whilst inside the cell but left the cell and re-entered and nothing fixed.
34 comments
Well my DC & R series is all about giving the cleaning power back to the player while keeping updated Precombines and Previs(PnP). My goals with this series are to maintain cross mod compatibility and gameplay stability, AND keep the original visual style and gameplay experience while being very lore & quest 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 a pair of other challenges:
- Vanilla repair part selections are poor and while excellent sets like Snappy lets you repair using appropriate part types, many damaged bldg sections OR permanent structural fixtures cannot be removed in-game without breaking PnP.
- 2nd challenge, most repaired home/settlement mods that are downloadable (done in CK) don't have Previs/Precombines either.
So the my goals here are:
- Maintain original design using lore friendly matching parts with simple/basic structural repair - walls, floor and ceilings.
- Remove or make scrapable those permanent beds, counters, bathroom stalls, etc., that prevent deeper levels of settlement customization
- Make it stable with rebuilt PnP.
- Wherever possible to not break navmesh, allow for scrapping down to the literal ground or foundation up.
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. Given the massive scope of having Deep cleaned all the vanilla settlements but 2 I am sure to have missed some stuff.
Happy building!
https://www.nexusmods.com/fallout4/mods/31192
So there's differences I'm struggling with. I usually use those two rail tunnels but with your version getting rid of the two rails means I can only use one tunnel and the other is blocked because there's no ground under it, or I have to build around the rails and leave them there. I'm wondering if you might patch it so we can use both the tunnels if we want to? :)
https://www.nexusmods.com/fallout4/mods/79618
1: the two desks at the top of the pharmacy stairs, you can remove them with "Scrap Everything" but I try to avoid using that as it crashes my game.
2: The hanging light fixtures in the pharmacy as the cables clip through the upstairs, same thing with the "Scrap Everything".
I'm playing in Fo4 VR, and don't know if anybody is having this issue in the non-VR version...
I don't know why or how... BUT... this mod for some reason is causing a CTD when I try to approach USAF Sat Station Olivia (cell name is USAFSatelliteExt) I deactivated all my mods and reactivated them one by one until I found that this mod, (one that I like by the way) is the causal factor. Is there any way you can look into it?
The reason I ask, is because it's the location for the mission related to Abernathy Farm. Can't do it... if CTD when entering the cell.
When it comes to PnP there can be only one, the last one in the load order wins.
Expect a long reply time. Thank you & Sorry.
Are you running PRP or Boston FPS fix?
What are all the V88 mods you are running?
(This fixed it.)
2. No, but I am running High FPS Physics Fix
3) all:
Vault 88 Front Spawn - ESL
Vault 88 Map Marker Edit
Vault Door Announce Warning for Vaults 81 88 114 and 118
Vault 88 Essentials
& this mod.
Thank you for being such a responsible mod author who cares about their mod. You're doing great work. Endorsed.