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Version 1.00
CLEAN & SMOOTH SETTLEMENTS: THE COMPLETE COMMONWEALTH COLLECTION
AUTHOR: okie1682
RELEASE DATE: December 6th, 2018
To see the complete set of all the photos I took showcasing everything I have done, please visit my Facebook page. there are hundreds of photos on there for you to see!!
Hey everyone! This is my mod I’ve been working on for the last two years in my spare time. It’s the exact same file I’ve been using on Bethesda.net, but so many people have requested this be put on NexusMods, I figured I’d oblige and hopefully get my mod some love and make a new friend or two here as well.
As the name suggests, I’ve gone through and cleaned up all 30 of the base settlements in the game. I absolutely loved all of the home building and settlement building you could do, but was very disappointed with how little you could do with the vanilla Bethesda work. I mean. seriously, you couldn’t even do something as simple as sweeping up debris piles or leaves and throw them out?! Argh!! I did all the hard work for them and removed all of the trash, leaves, and ruined buildings in these settlements. The ones that were left behind, I completely repaired them with complete pieces. All of the non-essential buildings and items left behind have had the coding added to let you scrap them and remove them once you take control of the settlement, too. On top of all the cleaning, I smoothed out all of the land to make building easier. To make up for all of the removed scrappable items, I made sure to add resource containers in each workshop location so you’ll have plenty of building materials to get you started.
I tried very hard to make sure all of the game triggers and quest-essential items were left in place so the game can proceed as intended with no side effects. I also made sure to replace all of the NavMesh in and around the settlements to make sure your companions and all of the NPC characters can move around freely and without issues.
This is the first time I’ve ever done any sort of modding before, so I’m a complete rookie at all of this stuff. Like, literally. I’ve never done anything like this ever. I had to learn the Creation Kit program from scratch by myself, including the Papyrus language that triggers and such were programmed in. I’m sure there are things I’ve missed and I’m nowhere near perfect, but I think I’ve done a pretty good job. I’ve been playing on PC and the XBOX One with my mod and haven’t found any issues.
I haven’t ever used the NexusModManager to know how things work, either. I just know that on Bethesda’s mod manager thingamajig, the mod had to be at the very bottom of the load order for everything to work correctly.
When making this mod, I didn’t use any outside assets whatsoever. I just used the simple vanilla Fallout 4 game files and textures, no DLC was included, cuz I don’t own them on PC. I did this because I wanted everyone to be able to use my mods on the PlayStation 4 and XBOX One. plus I wanted it to be compatible with as many other mods as humanly possible. Sony put so many restrictions on mods, it was crazy. Microsoft was much better and easier to use, but there are still so many limitations that consoles have compared to ultra-powerful gaming PC rigs.
Please feel free to send me an e-mail or message to say hi, give me some programming advice or skills, or suggestions for me to improve upon. This work was a complete labor of love, and I did it without expecting any money or profits in return. Anyone is welcome to download and use my mod, but if you are to modify it and upload it yourself, please at least give me credit for my work. this took nearly 2 years to finish!!
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Clean My Settlement
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Clean My Settlement
Removed some unneeded test-cells from this mod that you cannot normally get to in the game (didn’t touch QASmoke though, so don’t worry).
Optional files
Optional Shorter Grass
Old files
Clean My Settlement
Removes the collision from the vines. Again. (How that crept into the last upload I do not know.)
Clean My Settlement
Clean My Settlement. Actually generates the scrappable vines (facepalm). All DLC required.
Clean My Settlement
Replaces a few piles of rubble which were turned invisible.
Clean My Settlement
The «Pick Up Bricks» edition. You can now clean up brick garbage, remove puddles of water and flat scatterings of dirt, etc. I’ve deliberately left some stuff out (to reduce mod conflicts).
Clean My Settlement
Clean My Settlement. Allows you to clean up leaves. Adds Automatron and Vault-Tec as requirements, fixes vanilla previs and precombines timestamps.
Clean My Settlement
Clean My Settlement
Adds Automatron and Vault-Tec as requirements, fixes vanilla previs and precombines timestamps. Also adds leaf piles inside the Mechanist’s Lair (!) and makes 6 minor tweaks along the same lines as the UFO4P team.
Clean My Settlement
Clean My Settlement
Clean My Settlement. All DLC required.
Clean My Settlement
Fixed all the breakages in FH and NW (I hope!). You will need to revert your game to where you were running 1.6a, and make a special copy of that save just in case there are issues with this one.
Clean My Settlement
Clean My Settlement. Allows vines to be scrapped. All DLC required.
Clean My Settlement
Clean My Settlement. Allows you to clean up leaves. Fixes vine-scrapping (in workshop mode). All DLC required.
Clean My Settlement
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Clean My Settlement
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About this mod
***NO PRECOMBINES BROKEN***
DLC requirements
Nexus requirements
Mods requiring this file
Author’s instructions
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Translations available on the Nexus
Version 1.9c
Version 1.9b
Version 1.9
Version 1.8b
Version 1.8a
Version 1.8
Version 1.7c
Version 1.7b
Version 1.7a
Version 1.7
Version 1.6
Version 1.5a
Version 1.5
Version 1.4
Version 1.3
Version 1.2
Version 1.0
***NO PRECOMBINES BROKEN***
Scrap the bramble-junk and vines in your settlement while in workshop mode. Or use a holotape to remove it all automatically.
Version 1.9c removed some unneeded test-cells from this mod that you cannot normally get to in the game (didn’t touch QASmoke though, so don’t worry).
Version 1.9b replaces some piles of debri with collision that I unfortunately made invisible.
Version 1.9: As always, keep the last version just in case there is an issue with this one. Be prepared to revert to the older version and save-file.
Version 1.8b: As always, remember to keep the last version just in case there is an issue with this one! If you have issues then revert to the older version and an older save-file.
This is the Fertilizer edition. For some reason the base game doesn’t give some people fertilizer when they scrap bushes/vines/leaves manually (Bethesda. ). If you do it automatically you will get fertilizer added to the workbench (1 fertilizer per bush/vine/pile of leaves).
Version 1.8: Remember to keep the last version, just in case there is an issue with this one! (I’ve had a lot of problems with it, been a steep learning curve.) If you have issues then revert to the older version and an older save-file.
Version 1.7c: Should fix the floating bushes at Nuka World Transit Center and adjust a bush near Covenant. Remember: if you have been running 1.7b, you need to revert to a save where you were running 1.7a before upgrading to this version.
Version 1.7b: Please revert to version 1.7a (and remember to revert to an earlier save-file as well).
Version 1.7: Adds marshberry plants (the gunk at The Castle) and seaweed.
==PICK UP BRICKS: SAVE FIRST==
Given recurring issues with this mod: Please save the current version and the savefile before updating. If you have issues, let me know and revert to the prior version and savefile.
Bethesda used piles of leaves to hide unnaturally-straight seams and other ugliness in the world. While you can wipe all the leaves away in your settlement from the holotape, you might find it looks much worse without those leaves covering the straight lines and other ugliness.
Best to selectively scrap the piles of leaves manually in workshop mode. (The insides of the Sanctuary buildings actually clean up nicely.)
You can also create the bramble-junk in workshop mode if you want. (Requires Settlement Menu Manager.)
Install after flora mods and before any settlement mods. Mods which alter precombines (including some flora mods) *must* be installed after this mod!
Not Compatible With
Any mod which makes bramble-junk invisible. You don’t need this anyway.
If you have installed version 1.1, please revert your game and remove it. I accidentally created that from a version corrupted by the Creation
Kit.
Version 1.2 should function properly, allowing you to scrap vines and allowing you to now access the duffel bag over the bridge
from Sanctuary.
Version 1.3 now gives you vines to scrap. /facepalm
Version 1.5 fixes previs and precombine timestamp issues with Automatron and Vault-Tec.
Version 1.6a fixes issues with bad meshes.
Version 1.7 allows you to scrap marshberry plants (like from The Castle) and seaweed.
Version 1.8 allows you to scrap more vines, clean away bricks, and get rid of shiny shallow puddles and scattered dirt in an area.
Q: Your mod broke my game!
A: Uninstall this mod and revert to an earlier save.
Q: Is this compatible with X flora mod?
A: Test it and see.
Q: What’s the «Shorter Forest Grass» version mean?
A: Watch this short video to see the difference between normal and the optional shorter forest grass:
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Cleaner Lived-In Settlements
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About this mod
Cleaner Lived-In Settlements is a lore-friendly settlement mod that removes most of the unwanted trash from all surfaces. It also makes many lore-friendly and opinionated trash objects scrappable in workshop mode, plus has a few more features to make them even more «lived-in».
DLC requirements
Mods requiring this file
| Mod name | Notes |
|---|---|
| Red Sanctuary Vault Wall (formerly Sanctuary Rocket Wall) | optional but recommended |
| Ultimate starlight | very useful for removing objects and interference |
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This author has not provided any additional notes regarding file permissions
File credits
— Nexus Mods: Hosting mod
— Bethesda: Literally everything
— Ghozt03: Creating the mod
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Version 2.5.5
(view the infosheets through the articles page link for a full list of supported elements)
Version 2.5.4
(view the infosheets through the articles page link for a full list of supported elements)
Version 2.5.3
(view the infosheets through the articles page link for a full list of supported elements)
Version 2.5.2
(view the infosheets through the articles page link for a full list of supported elements)
Version 2.5.1
(view the infosheets through the articles page link for a full list of supported elements)
Version 2.5
(view the infosheets through the articles page link for a full list of supported elements)
Version 2.4
(view the infosheets through the articles page link for a full list of supported elements)
Version 2.3
(view the infosheets through the articles page link for a full list of supported elements)
Version 2.2.2
(view the infosheets through the articles page link for a full list of supported elements)
Version 2.2.1
(view the infosheets through the articles page link for a full list of supported elements)
Version 2.2
(view the infosheets through the articles page link for a full list of supported elements)
Version 2.1.0
(view the infosheets through the articles page link for a full list of supported elements)
Version 2.0.2
(view the infosheets through the articles page link for a full list of supported elements)
Version 2.0.1
(view the infosheets through the articles page link for a full list of supported elements)
Version 2.0
(view the infosheets through the articles page link for a full list of supported elements)
Version 1.9
(view the infosheets through the articles page link for a full list of supported elements)
Version 1.8
(view the infosheets through the articles page link for a full list of supported elements)
Version 1.7
(view the infosheets through the articles page link for a full list of supported elements)
Version 1.6
(view the infosheets through the articles page link for a full list of supported elements)
Version 1.5
(view the infosheets through the articles page link for a full list of supported elements)
Version 1.4
(view the infosheets through the articles page link for a full list of supported elements)
Version 1.3
(view the infosheets through the articles page link for a full list of supported elements)
Version 1.2
(view the infosheets through the articles page link for a full list of supported elements)
Version 1.1
(view the infosheets through the articles page link for a full list of supported elements)
Version 1.0
(view the infosheets through the articles page link for a full list of supported elements)
Premium membership donations accepted

* Link to info-sheets

Cleaner Lived-In Settlements is a lore-friendly settlement mod that removes most of the unwanted debris, trash, papers, stains, and ugly plants from all surfaces. It makes many lore-friendly and opinionated trash objects scrappable in workshop mode, adds trash collections to scrap multiple pieces at once, cleans debris off shelves and tables, and cleans surfaces of rust and stains. All of this is done while optimizing precombines so that game performance is not sacrificed!
*Only objects inside the settlements’ borders are affected, not the entire cells. Objects outside the settlements’ borders are already added to the scrap-list, so mods that increase the settlements’ borders will allow you to reach and scrap these objects in workshop mode.
This is intended to give a more «lived-in» atmosphere, only cleaning up useless trash-like objects from the settlements. As you would most likely do if you planned on living there for quite some time. People normally want their residence to look nice, if not decent.

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.
*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.

Currently, all 30 base game settlements, along with 6 DLC settlements (excluding Mechanist’s Lair) are supported. As well as 1409 newly scrappable objects.*
*To view a full list of supported settlements and newly scrappable objects, click here.

It’s compatible with other settlement-altering mods, just load this mod after them.
It’s sorta compatible with other scrapping mods.* Scrapping mods that alter the same objects will cause a soft-conflict due to the objects most-likely having a different component list. The game will use the scrapping mod’s component list that is last in your load order.
*This will not cause any game-crashing or performance issues, only the components you receive upon scrapping the objects.
*If you have any questions, feel free to ask on the «posts» page or email me at [email protected]

If you have a request for this mod or another, feel free to message me.
To give the best sense of immersion, install this mod after you’ve discovered all or most of the settlements.
This will give you an immersive role-playing feeling that you and your settlers cleaned up the place, rather than first discovering it that way.
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Clean My Settlement
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What it does is make the regular bushes/vines/leaves invisible. That is something that has been done by several other mods.
It then places a duplicate for every single bush/vine/pile of leaves across the Commonwealth, Far Harbour, and Nuka World. These duplicates are scrappable.
A nice side-benefit is being able to scrap things across the world, as I showed with three custom settlements: Boston Common, Breakheart Banks, and Mystic Pines. Mobile workshops can be dropped as normal and will allow clearing. You can use Place Everywhere and go scrap bushes etc outside your settlement boundaries to allow you better view of the surrounds.
Mod authors will only need to break precombines if they really want to allow trees etc to be scrapped in their custom settlement.
What an outstanding mod. Instantly on the always installed mod list. 😀
After playing a while I started wondering if your way would work with other things.
Things like unscrabable interior pieces in Sanctuary or the shack and back fences of Hangman’s Alley.
It is such a shame this mod has not gotten the attention from the player base that it deserves.
Whenever I see anyone asking about scrapping mods on Steam I suggest this one and Place Anywhere. Between the two mods you can clean the settlements up very well.
Maybe it would have done better if I’d spammed it with chicks with huge, gravity-defying breasts. :rofl:

