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About Me

Found 23 results

  1. Version 1.0.1

    478 downloads

    Watch the video. That's what I made it for. Most if not all of your questions will be answered simply by watching the entire video. This is the next installment in the Mighty Clean Series. The All in One version incorporates ALL of the prior settlements of the Mighty Clean Series, including Home Plate. UPDATE INFORMATION: When updating this mod to the current version 1.01 it is highly recommended that you start a new game. Recently I ran into a problem when I tried to use the update on a current save during my live stream. The building meshes from croup Manor suddenly appeared at Starlight Drive In all jumbled together, and when I disabled them I immediately fast traveled to Croup Manor and confirmed that the houses were gone. The only way to fix this issue I found was to start a new game with the new update. I wish this wasn't the case, however I haven't found the fix for it (as of yet) But what about the stuff I already built? I would highly suggest using Transfer Settlements to make Blueprints of your settlements BEFORE installing new updates of MCS. That way you do not have to keep going back and rebuilding your work, instead just install the Blueprint when you open the Settlement. What this mod does: This mod cleans up all listed settlements and expands the Build Area to encompass a much larger area. Within the new Build Area, the destroyed houses have been repaired completely with new fully functional models. Many of the houses were not accessible before have been rebuilt and opened for use with exception of one. That single house model has been linked to the scrap Mr Handy model on the Workshop which finishes the clean up of numerous items. It has been pre-cut navmeshed beneath it to account for being scrapped, however one is not required to use the scrap bot. Fully crafting workbenches have been added and linked to the Workshop at the Red Rocket which itself was replaced with a repaired model used by permission from Hozsa. The All in One version carries forward all of the prior settlements, including the two custom settlements and Home Plate, as well as all of the buffs made to power and water resources and equipment. Here are the Settlements covered in the AIO version: Sanctuary Red Rocket Abernathy Farm Ten Pines Bluff Starlight Drive In Oberland Station Sunshine Tidings Hangman's Alley Greentop Nursery Lil Timmy's Filling Station County Crossing Gray Garden The Slog Nordhagen Beach Breakheart Banks The Castle Finch Farm Somervile Place Outpost Zimonja Warwick Homestead Taffington Boat House Jamaica Plain Home Plate Installation and Load Order: Install using a mod manager (Mod Organizer 2 is recommended) If installing the Standalone version make sure it is placed at the bottom of your load order. If updating MCS from a former version when installing your mod manager will mostly ask if you want to merge or replace you should choose the Replace option. The result will not make any changes to your settlements from a previous version. (What you have built/cluttered/placed will still be there) This mod will merely add Croup Manor and Home Plate into the cleaned settlements. As for Load Order, the plugin MCS should always go at the very bottom of your load order. The only other mod (that I use) I have found that does not affect MCS is The Castle Fully Restored by Hozsa. If you have found others that are 100% completely compatible with MCS and can be placed below please put those in the comments section. Requirements: This mod REQUIRES ALL of the DLCs Q & A: Does this mod break Pre-combines? Short Answer... yes. That is the nature of how Settlement Cleanups work. Any time you even click on a piece of a pre-combine mesh in the CK it breaks the pre-combines for the entire cell. If I re-gen the pre-combines the file size (in the last attempt) exceeds 5 GB. You can however do it yourself if it is such a huge issue for you. I recommend you follow this wonderful tutorial by RedRocketTV although you need not worry about Pre-Vis Data as I've spent a great amount of time regening those specific files for the All in One version. Will you make a patch for... No. Make your own, or don't use my mod. This is a YOU problem. If you do make a patch for (insert mod name here) let me know via DM and I will post the link to it on the pages of this mod series. I use Videos of the Wasteland is the A.I.O. compatible? The AIO is NOT 100% compatible with Videos Starlight module (IMO) There is some wonkiness with the screen, so if you don't mind that little bit, then fine. If someone can make it patch for it, let me know. If you install the MCS AIO and then complain that's a YOU problem. I do not have the required knowledge to make it work Is this mod compatible with Red Rocket Settlements? I'm almost fairly certain that it isn't and never will be. I like to torture myself by building 100 small generators in a box to power my settlements, will you please change it back? Seriously? Are you really asking that question? No, just no. Why does Mighty Clean Settlements require all of the DLCs? Because I like having the DLC assets available for use should I need them. I don't see how it is my responsibility to cater to a small number of people who either didn't buy the GOTY edition or are too cheap to upgrade with the Season Pass. You are seriously missing out on some of the best content of the game as a whole. My friend said he can't even find your content even tho I gave him the link. Why is that? First question you need to ask "your friend" is if they were being a D-bag to me in the comments without even downloading the mod. If the answer to that is even remotely a well maybe then you have your answer. D-bag Blocking is like a past time for me. Why do you remove the Workshop Border? I don't actually remove it. Its just sank so far into the ground you don't see it. With the expansions I make it doesn't make any sense to leave it. However, in the future, I intend to make new Workshop Border models to fit the new expanded size. This however is a very long, and very laborious process so in the meantime I will use stop gap measures such as I did in Somerville Place. Credits: Hozsa for allowing me to use his meshes - thanks man you rock! NovaCoru for Generator, closet and pocket door meshes Terry Beer for Water Tower Mesh Darkfox127 for the Auto Close Door Script and because DarkFox is the Master Jedi of Modding, I am but a mere Padawan. PetiteOmnivore for fireplace mesh and for putting up with me. Check her channel out & show her some love Neeher for his EXCELLENT custom settlement tutorial RedRocket TV for his help and EXCELLENT with questions I had dealing with Pre-Vis This is a work in progress. As I complete more of the settlements this file will be updated.
    Free
  2. Version Expandable

    3 downloads

    Made another revised build for Nuka World's Red Rocket Station settlement. Obviously, CDante's Transfer Settlement Blueprint mod is required to use this build. For other requirements, please refer to the 5th image. Small twist, I decided to include farm animals in the blueprint data so when you import this, make sure you turn on the relevant option to make the farm animals to appear in the settlement. Also, I intentionally left the settlement undecorated and has only one bed in the initial import so add more beds after the import process has been stabilized for your own playthrough. As always, all basic workbenches, fusion generator, a couple of firework launchers for weather changing purposes and a decontamination arch is included, as per my build policy. I forgot to include the decontamination arch in Sanctuary Hills previously though... I'm sure you all can just build those easily later anyway.
    Free
  3. Version 2.0.0

    36 downloads

    Thanks for checking out my mod guys The video tells you everything about this mod Not much to explain really Cleaned the place all up and replaced the Projector house with a fixed version Mod requires Unofficial Fallout 4 Patch and GOTY Update 9.13.2022: Through my testing I have found that this mod is NOT fully compatible with Videos of the Wasteland Starlight Drive In Addon module. The drive in screen replaces properly, but VoTW also causes PreVis Issues when exiting the Projecter House through the ground floor door that I added. Also there is a weird texture glitch in the floor of the Projector House. If you can live with that, then okay cool you can use VoTW with my mod. IF someone wants to make a patch to make my mod work 100% with videos of the Wasteland, be my Guest. Hit me in DMs and I'll either update the mod to include that patch as an optional in a FOMOD or link your patch right here on this mod page.
    Free
  4. Version 1.0.0

    14 downloads

    Hey guys thanks for checking out my mod This is the next release in the MCS Series 2022. Pretty everything you need to know is covered in the video below ESPFE Cleaned with Xedit Previs Disabled Increased resources Expanded Build Area 2 items added to the Workshop Navmesh repaired =================== Requires the Unofficial Fallout 4 Patch
    Free
  5. Version 1.0.0

    22 downloads

    Thanks for checking out my mod, guys Watch the video to learn what I did to Coastal Cottage ESPFE No PreVis Issues Totally Remodeled Increased Resources Vastly increased Build Height Full Crafting
    Free
  6. Version 1.0.0

    10 downloads

    Hey guys thanks for checking out my mod The following video should tell you everything you need to know about what I did at Outpost Zimonja and hopefully entertain you as well! ESPFE Increased Resources Redesigned Radio Tower Increased build area and height Does not cause PreVis issues ========= Requires Unofficial Fallout 4 Patch
    Free
  7. Attached is the Text Tutorial that I wrote to make this video. Scripts are included. Fallout 4 Custom Settlement Tutorial.txt
  8. Version 1.0.0

    16 downloads

    Hey guys thanks for checking out my mod This video should answer any questions you have about my Abernathy Farm Clean Up and maybe give you some spoilers/thoughts Yes that says there is a "Muh Feelings Advisory" LOL Anywho.. Cleaned up the place and increased the resources Increased Borders Improved Big Field in Front Mod cleaned with Xedit PreVis disabled with Script so no issues Requires Unofficial Fallout 4 Patch
    Free
  9. Version 1.0.0

    21 downloads

    Hey guys thanks for checking out my mod I hope you enjoy it The following video tells you everything you need to know about Murkwater As usual the mod requires the GOTY edition and the Unofficial Fallout 4 Patch Resources have been increased Workbenches, cooking stove and water pump have been added landscape has been completely redesigned and the navmesh has been updated to reflect those changes The mod has been cleaned with Xedit and the PreVis has been disabled to solve any PreVis issues Note on future work: I was asked if I am ever going to make an AIO of all of these new settlements clean ups and the answer is yes. There will be an AIO FOMOD when I get all the settlements done. You will be able to choose which settlements you want to install and the FOMOD will also include my custom Settlements I plan on doing
    Free
  10. Version 3.00

    30 downloads

    Hey guys thanks for checking out my mod This video explains pretty much everything you need to know about this mod Pretty straight forward Load Order: Probably should go at or near the bottom of the Load Order For maximum enjoyment get my MCS Workshop and Mighty Bear of Happiness mods
    Free
  11. Version 4.0

    157 downloads

    Hey guys I am back to making mods for Fallout 4 Watch this video as it tells you pretty much everything you need to know about this mod It would be great if you left a comment on the video because it really helps out the Channel Ok this is a complete overhaul of Sanctuary Based off my Mighty Clean Settlements Mod, this overhaul is the first in the series of the new Mighty Clean Settlements There will be more coming and when I finish everything I will have a new page with a FOMOD of all the settlements (plus customs) But that is in the future For now this is what I got done
    Free
  12. Version 1.0.0

    31 downloads

    Hey guys thanks for checking out my mod! Watch the video guys it tells you pretty much everything you need to know about this mod This mod is an ESPFE and cleaned with Xedit Install with Mod Manager Probably should go near the bottom of Load order and grouped with my other settlement clean up mods if you have them
    Free
  13. Version 1.0.0

    22 downloads

    Hey guys thanks for checking out my mod Watch this video as it tells you everything you need to know about this mod This mod is an ESPFE (as all my mods are) Build area slightly expanded Resources increased Settlements attacks turned off
    Free
  14. Version 2.0

    238 downloads

    UPDATE! This mod has been adjusted to be more efficient. Fixes a bug in the 1.6 update that causes the build area to be incredibly small. This mod adjusts the build area to be what it was supposed to be. (It might actually be a tad bit larger.) The bug still affects some people even since updates but this simple mod will address it. The bug doesn't affect everyone but judging by replies and comments, this seems to work for anyone who has had the build bug for this settlement. For anyone wondering, yes this mod used to be on the Nexus but I pulled it. I have received no help from anyone on Nexus in regards to modding but the group at Schaken's mods has helped me improve my modding and been genuinely helpful.
    Free
  15. Version 1.0.0

    24 downloads

    Hey guys thanks for checking out my mod The video below tells you pretty much you need to know about the mod Do me a favor guys and go to the video page and leave a comment because it really helps the Channel Gray Garden is like most of my recent Settlement Clean ups It requires the Unofficial Fallout 4 Patch The resources in the Workshop have been increased and I turned off the Settlements Attacks in the Workshop Script
    Free
  16. Version 1.0.0

    23 downloads

    Thanks for checking out my mod guys The Following video tells you pretty much all you need to know about what I did to this settlement This mod requires the Unofficial Fallout 4 Patch ESPFE Cleaned and Pre-Vis fixed with Xedit
    Free
  17. Version 3.1

    53 downloads

    Hey guys thanks for checking out my mod Watch the video to learn everything that you need to know about this mod Help a brother out by leaving your comments on the video too Mod Only require G.O.T.Y and Unofficial fallout 4 Patch Load Order: At or very near the bottom of your load order Load after my Sanctuary Repaired & Repaired
    Free
  18. Version 1.0.1

    79 downloads

    Watch the video. That is why I made it. Most of not all of your questions will be answered simply by watching the video in its entirety. Sometime ago the mod author Zorkaz made an absolutely wonderful mod Portable Bunker which by itself is a great mod, but for me personally it was far too small. I needed more, something bigger with more space to store all my power armors in as I tend to change power armors on my live streams on my Youtube Channel quite often. Luckily for me Zorkaz left the perms open on his mod which allowed me to build my own version of this mod. I sat down and put my mind to building an interior that gave me happy happy thoughts, and I failed miserably. I just couldn't make something that I felt lived up to what I envisioned. Then that evening on my live stream, after close to 5,000 hours logged in the game I finally went into the Boston Mayoral Shelter at a lvl 125. I immediately thought to myself hey I like this place. Well I liked it until the Legendary Deathclaw dropped out of the ceiling. Normally this wouldn't be much of a bother, but if you happen to using my Mighty Dangerous Creatures Insanity Version then you just might experience a brown pants moment. I sure did. So I sat down and copied the parts of the Boston Mayoral Shelter that I wanted (minus the Deathclaw of course!) and made a single static mesh out of it. And this was the result! I am rather happy with the outcome. Further testing after I made the video by my friend reveals that you can put up a Radio beacon to recruit settlers to the Pocket Manor. Personal testing using Cheat Terminal to spawn settlers proves that settlers will treat it as normal settlement and auto assign food and work assignments. The Pocket Manor comes with 200 power and 25 water. Load Order: This mod should be as low in your load order as possible especially after installing the blueprint. If you install the blue print and you do not place the mod in a very low priority you may encounter lighting issues and missing texture issues with the power armor displays. This can be fixed easily by saving, exiting and moving the plugin to a very low priority. The images provided of the Pocket Manor all cluttered out are from the Blueprint, successfully installed and found working. How to get the Pocket Manor: Wait.. did you watch the video? How to get into Pocket Manor: The video... watch the video This mod is an ESL flagged ESP. I am providing a Transfer Settlements Blueprint with this mod as an optional file for those people who do not want to take the time to clutter out the Manor. Just install the blueprint with Transfer Settlements and you are good to go. A list of the required mods for the Pocket manor Blueprint will be available in the Articles Section along with links to each required mod. The Blueprint requires the DLC version of the mod ONLY. If you decide to post a blueprint of the non DLC version, let me know and I will link it through on this page To install and use the Blueprint, watch the Blueprint video
    Free
  19. View File Houlden Hills - Custom Settlement - The Final Cut Watch the video. Everything you need to know about Houlden Hills is answered in the video if you watch it in its entirety. Where is Houlden Hills? Well it is not far from... wait did you watch the video? What is special about Houlden Hills? Well it comes with a full set of.... WAIT WAIT did you watch the video?!? No? I told you to watch the video. You wouldn't be having all these questions if you had just watched the video! I worked really REALLY hard on that video. So help a brother out and watch it. Bug Reporting: While I am almost fairly certain there are no bugs in this mod as it has been tested by 5 separate people on PC all with different mod lists, I am going to pin a comment on The Youtube Page to report possible bugs. Only VALID reports are considered. By valid I mean describing the problem in detail, the where, then when, and the how. Providing images is also a huge help! This mod has been cleaned with FO4EditQuikClean and is marked as an ESL flagged ESP Submitter The Mighty Nine#9485 Submitted 07/10/2021 Category Settlements
  20. Version 1.0.0

    33 downloads

    Watch the video. Everything you need to know about Houlden Hills is answered in the video if you watch it in its entirety. Where is Houlden Hills? Well it is not far from... wait did you watch the video? What is special about Houlden Hills? Well it comes with a full set of.... WAIT WAIT did you watch the video?!? No? I told you to watch the video. You wouldn't be having all these questions if you had just watched the video! I worked really REALLY hard on that video. So help a brother out and watch it. Bug Reporting: While I am almost fairly certain there are no bugs in this mod as it has been tested by 5 separate people on PC all with different mod lists, I am going to pin a comment on The Youtube Page to report possible bugs. Only VALID reports are considered. By valid I mean describing the problem in detail, the where, then when, and the how. Providing images is also a huge help! This mod has been cleaned with FO4EditQuikClean and is marked as an ESL flagged ESP
    Free
  21. Starlight Drive in Fix View File UPDATE! This mod has been adjusted to be more efficient. Fixes a bug in the 1.6 update that causes the build area to be incredibly small. This mod adjusts the build area to be what it was supposed to be. (It might actually be a tad bit larger.) The bug still affects some people even since updates but this simple mod will address it. The bug doesn't affect everyone but judging by replies and comments, this seems to work for anyone who has had the build bug for this settlement. For anyone wondering, yes this mod used to be on the Nexus but I pulled it. I have received no help from anyone on Nexus in regards to modding but the group at Schaken's mods has helped me improve my modding and been genuinely helpful. Submitter xenic Submitted 10/25/2019 Category Other Co-Authors Guest  
  22. View File Mighty Clean Pocket Manor DLC version Watch the video. That is why I made it. Most of not all of your questions will be answered simply by watching the video in its entirety. Sometime ago the mod author Zorkaz made an absolutely wonderful mod Portable Bunker which by itself is a great mod, but for me personally it was far too small. I needed more, something bigger with more space to store all my power armors in as I tend to change power armors on my live streams on my Youtube Channel quite often. Luckily for me Zorkaz left the perms open on his mod which allowed me to build my own version of this mod. I sat down and put my mind to building an interior that gave me happy happy thoughts, and I failed miserably. I just couldn't make something that I felt lived up to what I envisioned. Then that evening on my live stream, after close to 5,000 hours logged in the game I finally went into the Boston Mayoral Shelter at a lvl 125. I immediately thought to myself hey I like this place. Well I liked it until the Legendary Deathclaw dropped out of the ceiling. Normally this wouldn't be much of a bother, but if you happen to using my Mighty Dangerous Creatures Insanity Version then you just might experience a brown pants moment. I sure did. So I sat down and copied the parts of the Boston Mayoral Shelter that I wanted (minus the Deathclaw of course!) and made a single static mesh out of it. And this was the result! I am rather happy with the outcome. Further testing after I made the video by my friend reveals that you can put up a Radio beacon to recruit settlers to the Pocket Manor. Personal testing using Cheat Terminal to spawn settlers proves that settlers will treat it as normal settlement and auto assign food and work assignments. The Pocket Manor comes with 200 power and 25 water. Load Order: This mod should be as low in your load order as possible especially after installing the blueprint. If you install the blue print and you do not place the mod in a very low priority you may encounter lighting issues and missing texture issues with the power armor displays. This can be fixed easily by saving, exiting and moving the plugin to a very low priority. The images provided of the Pocket Manor all cluttered out are from the Blueprint, successfully installed and found working. How to get the Pocket Manor: Wait.. did you watch the video? How to get into Pocket Manor: The video... watch the video This mod is an ESL flagged ESP. I am providing a Transfer Settlements Blueprint with this mod as an optional file for those people who do not want to take the time to clutter out the Manor. Just install the blueprint with Transfer Settlements and you are good to go. A list of the required mods for the Pocket manor Blueprint will be available in the Articles Section along with links to each required mod. The Blueprint requires the DLC version of the mod ONLY. If you decide to post a blueprint of the non DLC version, let me know and I will link it through on this page To install and use the Blueprint, watch the Blueprint video Submitter The Mighty Nine#9485 Submitted 06/27/2020 Category Structures Co-Authors Guest
  23. View File Mighty Clean Settlements Watch the video. That's what I made it for. Most if not all of your questions will be answered simply by watching the entire video. This is the next installment in the Mighty Clean Series. The are two versions. The Standalone version is just Croup Manor. The All in One version incorporates ALL of the prior settlements of the Mighty Clean Series, including Home Plate. What this mod does: This mod cleans up Croup Manor and expands the Build Area to encompass a much larger area. Within the new Build Area, the destroyed houses have been repaired completely with new fully functional models. Many of the houses were not accessible before have been rebuilt and opened for use with exception of one. That single house model has been linked to the scrap Mr Handy model on the Workshop which finishes the clean up of numerous items. It has been pre-cut navmeshed beneath it to account for being scrapped, however one is not required to use the scrap bot. Fully crafting workbenches have been added and linked to the Workshop at the Red Rocket which itself was replaced with a repaired model used by permission from Hozsa. The All in One version carries forward all of the prior settlements, including the two custom settlements and Home Plate, as well as all of the buffs made to power and water resources and equipment. Here are the Settlements covered in the AIO version Sanctuary Red Rocket Abernathy Farm Ten Pines Bluff Starlight Drive In Oberland Station Sunshine Tidings Hangman's Alley Greentop Nursery Lil Timmy's Filling Station County Crossing Gray Garden The Slog Nordhagen Beach Breakheart Banks The Castle Finch Farm Somervile Place Outpost Zimonja Warwick Homestead Taffington Boat House Jamaica Plain Home Plate Installation and Load Order: Install using a mod manager (Mod Organizer 2 is recommended) If installing the Standalone version make sure it is placed at the bottom of your load order. If updating MCS from a former version when installing your mod manager will mostly ask if you want to merge or replace you should choose the Replace option. The result will not make any changes to your settlements from a previous version. (What you have built/cluttered/placed will still be there) This mod will merely add Croup Manor and Home Plate into the cleaned settlements. As for Load Order, the plugin MCS should always go at the very bottom of your load order. The only other mod (that I use) I have found that does not affect MCS is The Castle Fully Restored by Hozsa. If you have found others that are 100% completely compatible with MCS and can be placed below please put those in the comments section. Requirements: This mod REQUIRES ALL of the DLCs Q & A: Does this mod break Pre-combines? Short Answer... yes. That is the nature of how Settlement Cleanups work. Any time you even click on a piece of a pre-combine mesh in the CK it breaks the pre-combines for the entire cell. If I re-gen the pre-combines the file size (in the last attempt) exceeds 5 GB. You can however do it yourself if it is such a huge issue for you. I recommend you follow this wonderful tutorial by RedRocketTV although you need not worry about Pre-Vis Data as I've spent a great amount of time regening those specific files for the All in One version. Will you make a patch for... No. Make your own, or don't use my mod. This is a YOU problem. If you do make a patch for (insert mod name here) let me know via DM and I will post the link to it on the pages of this mod series. I use Videos of the Wasteland is the A.I.O. compatible? The AIO is NOT 100% compatible with Videos Starlight module (IMO) There is some wonkiness with the screen, so if you don't mind that little bit, then fine. If someone can make it patch for it, let me know. If you install the MCS AIO and then complain that's a YOU problem. I do not have the required knowledge to make it work Is this mod compatible with Red Rocket Settlements? I'm almost fairly certain that it isn't and never will be. I like to torture myself by building 100 small generators in a box to power my settlements, will you please change it back? Seriously? Are you really asking that question? No, just no. Why does Mighty Clean Settlements require all of the DLCs? Because I like having the DLC assets available for use should I need them. I don't see how it is my responsibility to cater to a small number of people who either didn't buy the GOTY edition or are too cheap to upgrade with the Season Pass. You are seriously missing out on some of the best content of the game as a whole. My friend said he can't even find your content even tho I gave him the link. Why is that? First question you need to ask "your friend" is if they were being a D-bag to me in the comments without even downloading the mod. If the answer to that is even remotely a well maybe then you have your answer. D-bag Blocking is like a past time for me. Why do you remove the Workshop Border? I don't actually remove it. Its just sank so far into the ground you don't see it. With the expansions I make it doesn't make any sense to leave it. However, in the future, I intend to make new Workshop Border models to fit the new expanded size. This however is a very long, and very laborious process so in the meantime I will use stop gap measures such as I did in Somerville Place. Credits: Hozsa for allowing me to use his meshes - thanks man you rock! NovaCoru for Generator, closet and pocket door meshes Terry Beer for Water Tower Mesh JennCave for inspiration and all the help she has given me Darkfox127 for the Auto Close Door Script and because DarkFox is the Master Jedi of Modding, I am but a mere Padawan. PetiteOmnivore for fireplace mesh and for putting up with me. Check her channel out & show her some love Neeher for his EXCELLENT custom settlement tutorial RedRocket TV for his help and EXCELLENT with questions I had dealing with Pre-Vis This is a work in progress. As I complete more of the settlements this file will be updated. Submitter The Mighty Nine#9485 Submitted 06/12/2020 Category Settlements  
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