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Deep Clean Settlement Series

VilanceD

Member
Messages
65
Not sure if people will mind me advertising my work here.
Commonwealth Deep Clean and Remodel Collection
Features:
  • All settlements done, including DLC ones, except for Oberland and Boston Airport
  • Cleans up normally permanent trash, junk, bathroom stalls, pots, plants, are anything junky that normally cannot be scrapped.
  • Makes multiple normally permanent objects scrap optional, dead brahmin, large pipes, small shacks, posters, billboards, forklifts, etc.
  • Does NOT remove any objects including trees, plants, junk or trash that could normally be scrapped in base game
  • Does NOT modify any quest or plot objects.
  • Rebuilt Precombines/previs for each settlement, QC tested the visual/collisions.
  • All ESL Flagged, but does still have a BA2 file.
  • No textures added or changed
  • Light fixtures converted to WS version, light effects now properly scrap with them.
  • Door snap points added to doorways.
  • Where appropriate damaged buildings have been repaired using lore friendly assets, and in many cases makes the same buildings scrapable.
  • Many settlements can be rebuilt from the ground/foundations up.
  • Lowers landscape whenever it was inside settlement buildings or over sidewalk/road sections.
  • Respects navmesh as much as possible by only doing minor landscape/foundation/ground changes.
  • Adds in about 24 new workshop buildable objects, theme appropriate matches to the settlements, Halloween décor for Sanc, Playground equipment, working beds and planters. Tons of hand rails.
  • Completely modular, can chose which settlement you want on install, or manually DL them separately.
I am still adding some minor new features but the core of the work is well past done. I am past halfway thru an SS2 playthrough using my mod.
I am hopeful that people will be able to use these for settlement city plans or transfers as they don't interfere with base game structures other than replacing damaged walls and roof sections.
 
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I use it , the AiO version, I like it , its also nice to be able to scrap a building when you want to :D though overall , looks very good and works fine.
 
I want to try the Deep Clean mods but worried it will mess things up in the middle of a playthrough. Will anything game breaking happen if I add this when I have settlements built already?
 
I want to try the Deep Clean mods but worried it will mess things up in the middle of a playthrough. Will anything game breaking happen if I add this when I have settlements built already?
Wondering this too! I'm far enough into my current playthrough I don't necessarily want to start over but my goodness people, brooms survived the apocalypse, please use them.
 
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Wondering this too! I'm far enough into my current playthrough I don't necessarily want to start over but my goodness people, brooms survived the apocalypse, please use them.
I installed the All in one collection and it ended up putting me over my BA2 limit for mods, and had to do some fixes to allow more.
I don't know how well the deep clean will work on a current playthrough but going to test it out.
If you're running a lot of mods just be careful if you get a CTD when loading the game you're over the limit.
 
Used it my last playthrough (alongside ASE Players Choice and Clean My Settlement). Was pretty good.
Nothing over the top, all the garbage you want gone is gone. No problems surfaced. :)

So good that I decided to use it without ASE for my new run.

One thing I'd like to see though is the ability to get rid of those pesky farm dirt pieces that the slog, abernathy, somerville etc have. (and maybe the hoeing animations too?) Always hated them, but they're especially annoying when you're already using SS2's terraform foundations anyway. If you felt like doing that, it'd be perfect!
 
Used it my last playthrough (alongside ASE Players Choice and Clean My Settlement). Was pretty good.
Nothing over the top, all the garbage you want gone is gone. No problems surfaced. :)

So good that I decided to use it without ASE for my new run.

One thing I'd like to see though is the ability to get rid of those pesky farm dirt pieces that the slog, abernathy, somerville etc have. (and maybe the hoeing animations too?) Always hated them, but they're especially annoying when you're already using SS2's terraform foundations anyway. If you felt like doing that, it'd be perfect!
The farm animations...yeah there is several ways to do that, I am just trying to think of an immersive way other than just disabling it.

As far as making the plow bump up scrapable, that should be possible.
 
I installed the All in one collection and it ended up putting me over my BA2 limit for mods, and had to do some fixes to allow more.
I don't know how well the deep clean will work on a current playthrough but going to test it out.
If you're running a lot of mods just be careful if you get a CTD when loading the game you're over the limit.
I included a BA2 merge tool its a DOS script that uses Archive2, very straight forward for merging the Deep Clean BA2s.
GUI-wise Archive2 & BSArchPro are solid choices.
For those merging certain texture types, they will want to watch or read some kind of guide.
 
Wondering this too! I'm far enough into my current playthrough I don't necessarily want to start over but my goodness people, brooms survived the apocalypse, please use the...
It would greatly depend on what other mods you have. If you are already running a lot of different settlement mods I could see that causing some issues, exception being SS1/SS2 and the various mods that support it, I specifically built the DCnR series to run with it.

For example, I have had players try to use a rickety bridge mod with the DCnR Sanctuary mod, since what was happening is the Previs was overwriting the rickety bridge the bridge from my mod was showing up.

Biggest thing with mods like the DCnR series that uses Precombines/previs is to load those the plugins last.
 
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Oh, update wise, all the settlements in the series now have full light scrapping. All light fixtures can be scrapped and any original light effects now scrap with the nearest fixture.

Door snap points have been added to almost all the settlements doorways at this point.
 
It would greatly depend on what other mods you have. If you are already running a lot of different settlement mods I could see that causing some issues, exception being SS1/SS2 and the various mods that support it, I specifically built the DCnR series to run with it.

For example, I have had players try to use a rickety bridge mod with the DCnR Sanctuary mod, since what was happening is the Previs was overwriting the rickety bridge the bridge from my mod was showing up.

Biggest thing with mods like the DCnR series that uses Precombines/previs is to load those the plugins last.
Thanks for the reply! Most of my settlement mods are SS2-related at this point but I have a few others that might cause issues, including a Sanctuary bridge mod.
 
The light scrapping was one of my favourite bits. Back when I was just using ase, the lights would stay even after scrapping candles or lanterns etc. Love that yours included it straight off the bat.
 
The light scrapping was one of my favourite bits. Back when I was just using ase, the lights would stay even after scrapping candles or lanterns etc. Love that yours included it straight off the bat.
Glad you liked that, I was surprised how many players asked for that feature. It was an easy one as the effects and *fixtures don't mess with PnP.

I have a few more scrap requests, like the diner in Egret Tours and the warehouses in Sunshine. After that I was thinking of finishing up a player home mod next to the mayors office in DC. Will likely be a larger mod given its going to take a PnP rebuild in downtown DC but that is what people think sounds cool.
 
Used it my last playthrough (alongside ASE Players Choice and Clean My Settlement). Was pretty good.
Nothing over the top, all the garbage you want gone is gone. No problems surfaced. :)

So good that I decided to use it without ASE for my new run.

One thing I'd like to see though is the ability to get rid of those pesky farm dirt pieces that the slog, abernathy, somerville etc have. (and maybe the hoeing animations too?) Always hated them, but they're especially annoying when you're already using SS2's terraform foundations anyway. If you felt like doing that, it'd be perfect!
I converted the plot furrows into scrapable objects for Abernathy and The Slog. In the slog if you scrap those "Farm Plots", it disabled all the hoe'ing extra animations.

To disable the tarberry harvesting animation, scrap a hammer that is on the workbench.

In both cases normal farming animations still happen for the workers in the Slog.

I will update the other farms to make those furrows scrapable.

All these updated will end up in the Collection either later tonight or tomorrow.
 
"To disable the tarberry harvesting animation, scrap a hammer that is on the workbench." yeah... always cover the swimmingpool to build stuff o it and then the settlers are under it to harvest tarberries..... finally they will not do that any more :D
 
Nice, I hope this can fix my issues with moving settlers and companions to other settlements. I currently can't finish the Katherine Drake quest since I can't assign her to the plot she needs to go to.
I also can't send Preston to the Castle
As long as they are connected to the settlement it cycles thru and makes the change you select. If they are there visiting, like with SS2 how the older artist and his giant bot travel, I don't think the script would grab them.
 
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