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interesting new mod Raze My Settlement

Saw this today, and a couple of comments from some erstwhile residents of this little community.
I'm curious about it. Who is brave enough to run with it and report back?

https://www.nexusmods.com/fallout4/mods/39948?tab=description

I am. :crazy

@Whisper “freaking has nailed this one!” Hell-Yeah! Hahahaha!

Edit: Re-upload as the first video had some errors I wanted to correct :punish
:blush

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This one is worth getting it right :good
 
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Wow! Man! Thanks for doing that - got to agree with your conclusion - that looks, well no, that IS absolutely awesome.
So awesome it makes me want to start a new play through, just to scrap my settlements! :)
 
I am. :crazy

@Whisper “freaking has nailed this one!” Hell-Yeah! Hahahaha!

I am uploading a video now. I will post the link here shortly :blush

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How is this as opposed to "scrapall", except author left out some items in Sanctuary? Leave quest markers?

John
 
Wow! Man! Thanks for doing that - got to agree with your conclusion - that looks, well no, that IS absolutely awesome.
So awesome it makes me want to start a new play through, just to scrap my settlements! :)

@damanding also clarified that it will not scrap anything added by other mods.

sorry for confusing anyone. I could have waited to test all the details but I got a little rushed after playing that same sequence 3 x and still forgetting / assuming it may scrap other stuff.

Point I wanted to make is it is a rock solid mod for cleaning out the settlement. ha! I did it three times and at least for me was not something that would be a problem installing in an active game with a lot of mods and still getting the desired results.
 
the only thing i'm uneasy about - and its a small thing really - is that it scrapped the terminal in red rocket. i like to leave any/all terminals behind because they contain a bit of lore - and, as is the case in Sunshine Tidings, if the terminal there is scrapped as well, then Goodfeels is toast.
 
I should note that this mod goes almost hand in hand with this one:
Cleaner Lived-In Settlements
https://www.nexusmods.com/fallout4/mods/35364
For taking the work out of getting your settlement ready to build in. I just downloaded this one but I used to scrap all that dirty junk with the console and again was just thinking about making a mod myself to do this, so... enjoy if you have not seen this one.
Thanks @RayBo mod list for this gem ;)
https://simsettlements.com/site/index.php?threads/baking-a-game-save-bags.9447/#post-66784
 
How is this as opposed to "scrapall", except author left out some items in Sanctuary? Leave quest markers?

John
I have been told on multiple occasions to "never Never NEVER" use scrapall. That it "causes problems" - no specifics given.

On the other hand: I was also told to "never, Never, NEVER" use godmode for building. Then I was told by Kinggath that the SimSettlements team use it extensively.

So if I was misinformed re scrapall - cie la vrie. I can only go by what long-term players tell me and there is a lot of conflicting information out there. At this point I choose to err on the side of caution.

XBox users don't get the option to use scrapall.
 
the only thing i'm uneasy about - and its a small thing really - is that it scrapped the terminal in red rocket. i like to leave any/all terminals behind because they contain a bit of lore - and, as is the case in Sunshine Tidings, if the terminal there is scrapped as well, then Goodfeels is toast.
As I understand it
Goodfeels is toast anyway once you leave Sunshine - he disappears.
 
I have been told on multiple occasions to "never Never NEVER" use scrapall. That it "causes problems" - no specifics given.

On the other hand: I was also told to "never, Never, NEVER" use godmode for building. Then I was told by Kinggath that the SimSettlements team use it extensively.

So if I was misinformed re scrapall - cie la vrie. I can only go by what long-term players tell me and there is a lot of conflicting information out there. At this point I choose to err on the side of caution.

XBox users don't get the option to use scrapall.

The reason I asked if this mod actually had a scrap list for each settlement... I have never used scrapall nor tgm ... nor do I use a scrapping mod... so I have to honestly say I have not encountered issues.

I liked the idea of this mod if it actually didn't scrap everything, but selectively so by a list.

John
 
As I understand it
Goodfeels is toast anyway once you leave Sunshine - he disappears.
I have a mod that allows him to remain in place and as long as the terminal in the barn remains you can have him be "aggressive" which is hilariously rubbish.
My solution will be to simply not run the raze settlement in any settlement that has a terminal - it aint hard to do :)
 
I should note that this mod goes almost hand in hand with this one:
Cleaner Lived-In Settlements
https://www.nexusmods.com/fallout4/mods/35364
For taking the work out of getting your settlement ready to build in. I just downloaded this one but I used to scrap all that dirty junk with the console and again was just thinking about making a mod myself to do this, so... enjoy if you have not seen this one.
Thanks @RayBo mod list for this gem ;)
https://simsettlements.com/site/index.php?threads/baking-a-game-save-bags.9447/#post-66784

I want to elaborate on what @Xeteco has said above.

In my testing so far.
RAZE.jpg
This is the result I can get without lifting a finger to scrap and great FPS.
Raze 2.jpg
Raze 3.jpg
Raze 4.jpg

The results are even better in Sanctuary:
Cleaner lived in lets me remove monkey bars
SAN1.jpg


Same for the bathtub of doomSAN2.jpg
Asia and Dogmeat approved :crazy
San3.jpg

Raze My Settlement with a good combo of supporting mods is, well? :acute

Why it looks so much cleaner than what you see in the video is a reflection of how I have moved the mods around in the first picture above.

Hope that might help folks get the results they want :friends
 
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The reason I asked if this mod actually had a scrap list for each settlement... I have never used scrapall nor tgm ... nor do I use a scrapping mod... so I have to honestly say I have not encountered issues.

I liked the idea of this mod if it actually didn't scrap everything, but selectively so by a list.

John
Gotcha, now I understand what you're meaning. How it works is like this:

* has a formlist with what is basically every potential scrappable item in settlements (minus a few exceptions - and it leaves most of the doors alone)
* in the papyrus program is hardcoded the lore items which are not to be scrapped
* when the Raze Everything command is run it programmatically finds every single item from that formlist in a large area
* it goes through those items, checking if it's enabled - within the build-area - and not one of the items in the do-not-scrap list
* then it uses WSFW's safe-scrapping command to get rid of them

@1ae0bfb8 I could add the terminals and their desks in various settlements to the do-not-scrap list. It just requires a bit of hunting in the CK, putting their FormID's into a section of the program, and recompile.
 
Version 1.2 up on the nexus.

* keeps the terminal at Red Rocket
* keeps the terminal at Sunshine Tidings
 
I should note that the reason I appreciated the Cleaner Living mod was two fold:
1) "Keywords are used to locate objects inside the settlement's cells, then trash-like objects are removed from inside the settlement's borders. Immersion trash-like objects are left alone and added to the scrap list to be scrapped from the workshop mode in-game. Large piles of debris are grouped together, allowing for easier and less arduous scrapping. Debris-filled shelves and tables are swapped out for debris-less versions. Rust, moss, dirt, stain, blood, and indoor water decals are removed from structures and objects."

And MOST importantly over other scrap mods:

2) "Precombines are optimized. Most are still intact, but some are altered to remove debris objects while maintaining performance. For precombines that are altered, new precombine data is generated."

#1 Means that it will clean up trash that may be put in from other mods or game updates. I always prefer this method over static lists. Less memory used and more thorough.

#2 Breaking pre-combines is just wrong unless you are running on a supercomputer.
(i.e. I don't know what everyone is complaining about as my quad 2080 rig has 1000fps all the time on everythign?!?!?) Pre-combines are the number one way this engine optimizes graphics performance.
 
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Okay, I just asked the fellow that wrote Raze My Settlement to include the stuff unlocked by Cleaner Lived-In Settlements
I gave him lots of please's haha - I hope he does it because that would be 2sweet

Edit: I tested adding these to his cleanup list and wow - it was so wonderful watching Sanctuary Hills loose all the rubbish before my eyes
LeafPile01 [STAT:000585A8] LeafPile02 [STAT:000585AA] LeafPile03 [STAT:000585AB] LeafPile04 [STAT:0005A480]
TreeRoots01 [STAT:00052A19] TreeRoots02 [STAT:00052A1E] TreeRoots03 [STAT:00052A20] TreeRoots04 [STAT:000542F4] TreeRoots05 [STAT:00055D13]
DriedGrassCluster01 [STAT:0018C341] DriedGrassCluster03 [STAT:0018C342] DriedGrassCluster04 [STAT:0018C343]
DriedGrassCluster05 [STAT:0018C344] DriedGrassCluster06 [STAT:0018C345] DriedGrassShapes02New [STAT:0018C350]
TreeSapling01 [STAT:001A97D8] TreeSapling02 [STAT:001A97D9] TreeSapling03 [STAT:001A97DA] TreeSapling04 [STAT:001A97DB]
TreeCedarShrub01 [STAT:001A97DC] TreeCedarShrub02 [STAT:001A97DD] TreeCedarShrub03 [STAT:001A97DE]
I suppose one could override his list into a new esp and then add these and make it a patch for his mod? Would that be ok in the modding world or stepping on toes there?
 
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