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Mindgoblin

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MrBaloneyPony

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About this mod

This is to be a collection of my mods modding mods BIRTHED FROM MY MIND VAGINA for use with Commonwealth Deepclean and Remodeled. VilanceD is no longer working on the project, but that's okay, we can't expect God to do all the work..

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VilanceD is legendary in his work, download his mods, donate your dolleridoos and send him sweet kisses.

I love DCnR, it's an absolute godsend of a mod collection.  I've just made a few changes here and there to suit my personal tastes more better.  I can't thank him enough for his contributions, and the swiftness of fulfilling requests.  As of now, he is no longer working on the project.  So, I figured, how about instead of asking someone to do a bunch of free work for me, or waiting for someone to do a bunch of free work for me, why not just do it myself?  So, if God can't do the work.. then we're gonna have to call
SUPER GOD.

He went to voice mail and filed another restraining order... so I guess, I'll just do it then.  Gonna have to change my identity again, hooboy...

I mod personally, meaning I don't have any goals or roadmaps to anything, I just play the game until I run into a thing I don't like, then badaboom badabing, change the thing mei ling.  I've also just started learning to use Creation Kit and the joys of what migraines feel like, so 1 patch is slowly turning into several.  I like em', I think they're neat, and I figured I might as well share them with all 8 of us who still play this ancient game.  YOU'RE WELCOME, FAM.

Installation and Requirements -

Just shut up and have PRP + Unofficial patch lol .. THEY'RE GOOD!!  There's even fewer people who don't use PRP/UOF4P than there are people who still play Fallout4 on PC.. I just feel like I should say, though.



  • PRP 74 (Part 1) & PRP 74.14 (Part 2) specifically - My mods were all made with consideration for PRP/UOF4P and assume you have them.  I have no idea if they are actually hard requirements, the software is magic and I blindly obey it with unrivaled zeal.  I patched them against the latestest branch of PRP with the latestest version of the pre-NG FO4, because only a fool would early adopt anything from Bethesda, although my "mods" should all be "gen" indifferent.

!!! WEE WOO WEE WOO DINGUS ALERT !!!

I am very new to using CK.  I've always exclusively used xEdit to mod anything (and I'm not even good with that) and therefore woefully inexperienced with these tools.  I've done my best and while I'm relatively sure that everything is done correctly, I have come to learn much more about these things... specifically how little I actually know.  The only thing more experience is yielding me is an increasingly vivid comprehension of my own incompetance.  I do plan on reviewing all work, updating/fixing etc. as necessary.   If the amount of files in my archive are any indicator, it's that sh*t likes to keep happening.  I cannot gaurentee that these mods will not break your game and eat your babies.. and if you don't have babies, it will give you babies so that it may eat them from you.  You have been alerted.

She Sells Sanctuary Sanctuary

Removes the toggle buttons for animations/bridge condition and some tree roots that just grinded my nips.  Undoes the accidentallying of houses by making the foundation/roofs/driveways etc. not scrappable by default.  If you're sane and use Place Everywhere, they are now togglable.  Go forth and scrap with reckless abandon, ya scalawags!

Getting Touched Up Red Rocket

Restores the hedge bushes at Red Rocket and removes more of those damned tree roots that just twist my gonads in the wrong direction.  Also, adjustments were made to terrain height and architecture to close "gaps" between the corners/walls of the building and the pavement.  Various objects like tires etc. were all adjusted to not "float" above the ground.  Like the thistle plants.  THEY SHOULDN'T FLOAT.

Starlight Me on FIRE - Starlight Drive-in

Removes the remaining piles of trash/debris as well as the broken fences/light poles not covered by the original DCnR.  I no longer use Place Everywhere (too easy to exploit) so I removed more of the unscrappable fences in front.

Greenery Scenery - Taffington Boathouse

Replaces the dry, shriveled more barren than Betsy DeVoss' uterus excuse of a landscape with a more arid and fertile looking landscape.. so it looks like you could actually grow food in it.

Cleaned-Up-er - Sunshine Tidings Co-Op

Clears remaining boulders left in the middle of the crop fields and removed the respawn flags.. because why would rocks grow back?

The Pole - Nordhagen Beach

Removes the oddly leaning power pole (and.. the one inside it? Seriously, there was a power pole inside of the power pole) because I dunno man, I didn't like it.  Adjusts the placement of some trash items that were "floating" after the trash piles they sat on were removed.

Graygarden - ????

Removes some dead trees and non-functioning bonfire, as well as some brambles and bushes.

STUPID EXTRA POOP =D yaaay

Un-Borkt Covenant - Covenant

Fixes a potential bug with Covenant NPCs not behaving / triggering events like they should, like Swanson not appearing out front, doors being open but "locked", NPCs wandering out into the woods etc. On a whim, I found an edit for NPCs that allows you to assign them jobs like regular settlers, but afaik Creation Kit does not let you control named actors, presumably due to them having quests / preset AI hoobajoops (?) , so forcing them to pick tomatoes disrupts that? At any rate, I changed the NPC behavior back to vanilla and the problem went away and never came back. I cannot confirm or deny that actually fixes it.

Tenpines Experimental Fix Thingy - Tenpines Bluff (I should rename this..) 

Moves the cluster of NPC idle markers from the House (the one with the hammer thingy) to different spots spread out throughout the settlement.  I noticed that no matter what.. settlers like to just .. clump together in that one spot, regardless of what you build.  I'm hoping this will fix that quirk.

Better-er Drumlin Diner - (You'll never guess what this modifies) 

Although I'd like to make this it's own mod, as it's not related to DCnR, it fights violently with Starlight Drive-in and building precombines for it was a nightmare.  For now it's a hard requirement until I get around to making a mod that doesn't include it.


The "Better Drumlin Diner" mod from 4estGimp, but with most of the accoutrements shaved off.  The name is a joke.  Don't take me seriously.  Ever.

I use
 Better Drumlin Diner because Trudy and her broke a** son are supposed to "live" in the diner, but no belief can be suspended enough for that to make sense. The only issue is that there's "too much" going on. A bunch of free beds, free food, extra vendor... I play on survival, so, I don't like freebies, especially when a mod adds in more free goodies with such abundance. If it can be exploited, it will be. This is well known in game design theory, and meta gaming is my arch-nemesis. Anyways, if you agree with this view, this mod removes most of the architecture, to make it look like it's for Trudy and her own, not extra beds for Wolfgang etc.

The new all-in-one includes my adjustments to ownership, and the dumbification of the new NPC because I thought it was funny.


>>>Try my other mods :D<<<

ALL GLORY TO (special thanks and mentions)

u/PJMail - For creating the most essential tools to modding since xEdit itself and expanding the library of knowledge on the shenanigans and tomgoofery of the Creation Engine. Without them, none of these mods or this entire avenue of creation would have ever been available to me. (Thanks for putting up with my b.s. btw)

u/Krazymann999 - Initial guidance and explanations of using the Creation Kit.

Instead of sweet kisses, he personally requested that you all send him gentle gooch tickles.  I don't judge Ay, dude just gets down like that ¯\_(ツ)_/¯

u/Vilanced - For creating one of the most essentialist collection of mods of all time.
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