the Sim Settlements forums!

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Scrap Everything?

Thanks. It seems that Bethesda purposely piled more crud in settlement areas. Immersive or not, a cleaning mod is needed.
The mod I posted isn't the old CMS which is still on the Nexus but the more current, CMS "Redux."
 
Commonwealth Deep Clean and Remodel is a far better option than using scrap everything or clean my settlement.
Recently realised I didn't need CMS any more because deep clean takes care of it, and am getting much smoother gameplay now lol
Going to also sing Commonwealth Deep Clean and Remodel's praises. @VilanceD essentially rebuilt a lot of these settlement cells from scratch to deliver a better experience - including repairing many of the main structures and/or rendering some scrappable, and it's broken out into individual settlement mods if you don't want to use the whole thing. I've just begun using it and have been extremely impressed.
 
Going to also sing Commonwealth Deep Clean and Remodel's praises. @VilanceD essentially rebuilt a lot of these settlement cells from scratch to deliver a better experience - including repairing many of the main structures and/or rendering some scrappable, and it's broken out into individual settlement mods if you don't want to use the whole thing. I've just begun using it and have been extremely impressed.
I've been tempted, but haven't loaded it up yet. I don't suppose the compilation puts everything into one or 2 ba2 files?
 
Place Everywhere is as near as anyone will get on the "consensus" of a preferred, safe option/solution.

I also use the two mods below, which are unofficially SS-approved. That being, I have used both for 1000's of hours, they were made by a SS-author, and based on workshop framework directly/indirectly and used extensively while testing SS-content.

Clean My Settlement REDUX, Note: "NO PRECOMBINES BROKEN"​


And

Raze My Settlement, & needs workshop framework​



There may be others, but the 3 mods above are my suggestion as scrap solutions.
There are other solutions as in "overhauls and such" but the 3 mentioned here are the most flexible, LO friendly, and preserve performance and help avoid game-ending bugs from the mid to late game.

Scrap Everything in the early game might seem fine but at some point will likely cause game-ending kinds of issues.
I didnt know the dangers and had many games bricked by Scrap everything. I really /really/ hate the trash they decide its cool for me to live with in my settlements. What is this Diamond City?
 
I didnt know the dangers and had many games bricked by Scrap everything. I really /really/ hate the trash they decide its cool for me to live with in my settlements. What is this Diamond City?
One thing that becomes apparent when you use a mod like "Clean my settlement" is also how much they use trash to cover up a lot of imperfections in how they built the worldspace (seams, z-fighting, etc.)
 
One thing that becomes apparent when you use a mod like "Clean my settlement" is also how much they use trash to cover up a lot of imperfections in how they built the worldspace (seams, z-fighting, etc.)
Ugh, yeah, there's a ton of places where they used a pile of leaves or garbage to hide gaps fully inches wide in the terrain.
 
Ugh, yeah, there's a ton of places where they used a pile of leaves or garbage to hide gaps fully inches wide in the terrain.
Yea it feels like their strangely lazy about it. Not what Im used to from the designers - my guess is they stuck an intern with the job and they got what they paid for.
 
Yea it feels like their strangely lazy about it. Not what Im used to from the designers - my guess is they stuck an intern with the job and they got what they paid for.
I'd be prepared to bet it wasn't necessarily laziness - more just a function of how their dev pipeline works. Like, I can picture it being that the "terrain" was made first, then various sub-teams or even individuals got specific areas to make the various actual objects on it like houses and stuff, and by then it was likely either too difficult or outright impossible to manage the 'merging' of everyone's work files into one file if the terrain got altered.
I'm basing this on nothing but half-remembered stories about how their processes work internally and years of seeing others try to wrangle Bethesda Games into doing more than they launched with, though, so don't take that as fact or anything.
 
I'd be prepared to bet it wasn't necessarily laziness - more just a function of how their dev pipeline works. Like, I can picture it being that the "terrain" was made first, then various sub-teams or even individuals got specific areas to make the various actual objects on it like houses and stuff, and by then it was likely either too difficult or outright impossible to manage the 'merging' of everyone's work files into one file if the terrain got altered.
I'm basing this on nothing but half-remembered stories about how their processes work internally and years of seeing others try to wrangle Bethesda Games into doing more than they launched with, though, so don't take that as fact or anything.
Having done a lot of building in the CK, often the meshes are not sized perfectly to the grid. This is likely, as yaugie pointed out, because they probably had different artists building those assets. Then when they had to combine them they had pieces that did not entirely fit together, which leads to little imperfections like that which can be hard to address without either consistently messing with the scale and size of the meshes and assets (which may not work), redoing the meshes and assets so that they perfectly fit (likely implausible because of time and budget), or just covering up the imperfections with trash piles.
 
Top