CVC Dead Wasteland & The Kuro Tab - Vines and planters missing from menus after installing Clean My Settlement REDUX

Hi everyone,

I ran into a major menu issue after recently installing Clean My Settlement REDUX.

The issue: All the vine categories and specific vine objects (previews and items to place) have completely vanished from my workshop menus in both The Kuro Tab and cVC Dead Wasteland. Also, some decorative planters (like the basketball hoop planter from Kuro) are missing their inner bushes/weeds inside the workshop preview (showing just [M]) and when placed in the world, the plants inside them are invisible.

My setup & what I've tried:

  • CleanMySettlement.esm is loaded at the very top of my load order (right after Unofficial Patch).
  • Both KURO.esp and cVC Dead Wasteland.esp are loaded way below it.
  • I was previously using Ultimate Scrap Recipes, but I completely uninstalled it to avoid duplicates/conflicts, yet the problem persists.
  • I tried running the Settlement Menu Manager (SMM) holotape repair tool ("Repair Menu Cross-References"), but it didn't restore the missing items.

I checked in FO4Edit and noticed that Clean My Settlement REDUX re-routes vanilla vine meshes into its own folder (CleanMySettlement\...nif). It seems Kuro and cVC are looking for vanilla paths or lists that are now broken or overridden globally by Redux, causing the workshop engine to fail rendering the previews and hiding the menu entries entirely.

My goal: I want to keep Clean My Settlement REDUX for its safe, non-precombine-breaking scrap system, but I absolutely need my decorative vines and planters back for building.

Is there a known patch for this, or a specific way to manually inject the meshes back into the paths Kuro/cVC expect without breaking Redux?

Thanks in advance for any help!

reddit.com
u/Additional_Report969 — 9 hours ago

Finch Farm: A Concrete Oasis. Built (almost) entirely without snapping—not even the doors were spared. Much more could’ve been done, but I’ve already seen the end in my mind, and once a project is complete in your head, pushing forward is no longer fun

u/Additional_Report969 — 12 hours ago

Hangman's Alley: What building was like 7 years ago with Sim Settlements

I built this settlement about 7 years ago, using the knowledge, experience, and unfortunately, the PC I had 7 years ago. All things that will probably be quite obvious while watching the video.

Back then, I had just discovered a mod that felt like a breath of fresh air for my otherwise monotonous settlements: Sim Settlements. I wasn't using any of the mods or visual setups I use today, and I didn't know all the tricks of the trade I've picked up since. It’s a "primitive" video, if we want to call it that.

u/Additional_Report969 — 6 days ago

My white canvas in Hangman's Alley has been painted. An effect impossible without the concrete

Remember my Blank Canvas project?

The canvas has finally been painted! Here's a gallery of the final result, but if you like it and want to fully experience the vertical perspectives, the fog, and the true scale of the project, I highly recommend checking out the video I uploaded on YouTube in high definition. Link is down in the comments!

u/Additional_Report969 — 6 days ago

I’ve laid the groundwork for building at Hangman’s Alley, completely changing its architecture. As the saying goes: what you can’t delete, hide it [WIP - PC - MODDED]

u/Additional_Report969 — 10 days ago

A tour of the Castle interiors only, as I designed them, starting from Shaun’s room and through the northern and eastern bastions.

At the link below you can find the full tour, including the Command Center, the exteriors, and a dark mystery hidden in the tunnels:

Full Video: https://youtu.be/6xirViTaoe0

u/Additional_Report969 — 14 days ago

Long-Term Save Health and Stability: How Can I Recognize the Warning Signs?

Hi everyone!

I'm currently playing a very long Fallout 4 playthrough and I'd like to better understand how to evaluate the long-term health of a save file.

A bit of context:

  • Around 300 mods installed.
  • My latest save file is about 35 MB.
  • The save has logged just over 1,000 hours of playtime.
  • Some settlements experience noticeable stuttering, especially those located near Boston, while others of similar complexity run much more smoothly.
  • I get a brief one-second freeze during startup, right before the main menu appears.
  • Occasional crashes, but only after very long settlement-building sessions.
  • The main questline was completed a long time ago; these days I spend most of my time building and managing settlements.

With all that in mind, my questions are:

  • How can I tell if my save is starting to degrade?
  • What warning signs usually indicate that a playthrough is reaching the end of its lifespan?
  • At what point should I consider retiring this character and starting a new game?
  • If I do start a new playthrough, is it better to begin from a completely fresh game, or is a clean save made just before leaving Vault 111 generally considered just as safe?

Thanks in advance!

reddit.com
u/Additional_Report969 — 14 days ago
▲ 14 r/fallout4settlements+1 crossposts

It all started here, at the Boston Airport... and now the Colossus is finally complete. (Intro + Link inside)

Some of you might have seen the mini-clips of the various sectors I’ve been posting over the last few weeks.

This short intro is where the whole journey actually began—just the General, Danse, and Preston plotting at the airport before the first iron plate was even placed.

From this single moment, it spiraled into a massive architectural and narrative project: a heavy, industrial monolith designed to hide a dark cybernetic secret under the Commonwealth surface.

The full cinematic tour and the deep narrative breakdown are finally done and just published. If you want to see how this small meeting turned into a monument, you can jump straight to the complete video here:

Full Cinematic Tour on YouTube: Fallout 4 | Wasteland Chronicles - Project Aegis: The Dieselpunk Colossus | The Full Story & Lore

Thanks to everyone who followed the progress here on Reddit!

u/Additional_Report969 — 23 days ago
▲ 11 r/fallout4settlements+1 crossposts

Activation of Unit M7-97 [VIDEO SPOILER]

This is the final clip dedicated to Project AEGIS.

Soon, I will release a video focused on the lore behind this project.

The construction of Aegis was meant to be a destination. Just another settlement, another experience to add to those that came before it.

Instead, it became something much more.

I devoted so many hours to this project—and to making videos, which is certainly not my field—that I had plenty of time to let the story evolve, discover new connections, imagine new developments, and explore new directions.

A way to continue right where, only in appearance, Project Aegis comes to an end.

In short, the story evolved. It expanded.

It is no longer just a project.

It is no longer a single project.

Now it is a story.

Now it is...

Chronicles of the Wasteland.

u/Additional_Report969 — 25 days ago
▲ 27 r/fallout4settlements+1 crossposts

Expansion of the Castle’s Armory, transformed into a Logistics Arsenal: the original structure now serves solely as a quartermaster depot, flanked by Ronnie Shaw’s private quarters and an adjacent workshop for the manufacturing and repair of the entire warfare apparatus.

After working on an initial revision of the Castle's Armory, I came up with the idea to run a major expansion. The Armory has now been transformed into a true Logistics Arsenal, which also houses Ronnie Shaw's private quarters.

Of course, I had to run some major expansion work, but thanks to the "Castled" mod, the blending turned out perfectly—especially thanks to a specific part of the fortress that I'm not even showing you in this video yet! 😉 The original structure, which I honestly didn't like and felt didn't fit well with the overall architecture, has now become strictly a Quartermaster Depot for weaponry, moving all production into the new expanded wing.

This video is long and highly detailed, dedicated to everyone who loves seeing not just the final build, but the entire process behind it. You’ll see it all: the construction of the arsenal, the creation of the quarters, the workshop transition, and the final touches on the Quartermaster Depot we started exploring in my previous video—which, out of necessity, has now been slightly tweaked.

Now Ronnie Shaw and the settlers will have much more room to breathe to buy, craft, maintain gear, or just look around. Plus, this stronghold plays a massive strategic role for my other ongoing project, Aegis: the dieselpunk colossus. In my personal lore, the message is clear: the Minutemen are no longer just farmers with laser muskets, but a formidable military force to be feared, right alongside the other major factions of the Commonwealth.

Click here to watch the video in higher resolution

u/Additional_Report969 — 1 month ago
▲ 22 r/fallout4settlements+1 crossposts

Aegis Project: I still have things to show you :) today I am taking you into the System .ext, which is the logistical and productive system of the entire complex.

1. UNIT.bio: Food Production and Preservation Hub

This unit houses the large vertical warehouses used for the agri-food supply chain, optimized across multiple differentiated levels:

  • Ground Level (Hydroponics and Water): An area characterized by high ceilings to promote natural air recirculation, and house the primary pipelines. This floor is entirely dedicated to mass water purification, and intensive vertical cultivation of vegetables.
  • Upper Level (Meat, Fish, and Hide Processing): An immense industrial hall, equipped with massive exhaust pipes that convey fumes and biological processing waste directly outside.
  • Land Connection Logistics: On the side of this hall, a large access gateway opens directly onto a heavy freight elevator. This lift leads to the outdoor street level, where a bio-silo for food storage is located, and where a fortified enclosure, equipped with feeders and troughs for breeding, night shelter, and the management of Radstags, finds its place on the lowest floor.

2. SYSTEM.ext: The Industrial and Housing Compartment

This section develops vertically and stems directly from the ceiling of UNIT.bio, continuing to rise for another 5 levels. An imposing structure of 15 total floors integrated with the rest of the complex:

  • The Symbiotic Modules: The first level features the lobby, a junction point where sector operators transit to go to and from work. Above this level, the building transforms into a high-tech beehive. Here are integrated pre-fabricated modules conceived with a symbiotic logic, they are to all intents and purposes both the private housing of the staff and their work and control stations, reducing travel times to zero.
  • The Open Floor & Flight Hub (Logistics Platform): In the middle of the upper section, the structure of the building breaks to open towards the outside, creating a massive protected panoramic terrace. This space houses the helipad of the System .ext, where a modified Vertibird, used exclusively for the heavy transport of food, goods, and materials, is permanently stationed. The area is an active logistical shipyard, saturated with industrial cranes, supply crates, containers, and rapid loading and unloading equipment.

If the cadets in SECTOR.gen represent the tomorrow of Aegis, the operators of the building are the immovable engine of the present. Cleaning, filter maintenance, cooking, and the sorting of supplies depend entirely on them. Without this logistical chain, the fortress would be just an empty shell destined to fade away.

u/Additional_Report969 — 1 month ago

An internal overview of the structure dedicated to the Aegis cadets, developed entirely vertically across 10 floors and 5 levels. Inside Sector .gen – The Minutemen Academy [The Dieselpunk Colossus Ep. 3]

Hi everyone! After showing you the massive scale of the external .shell over the last few weeks, today we are finally opening the armored bulkheads. Welcome inside SECTOR.gen: an entire module spanning 10 floors and 5 distinct levels, designed to house the beating heart and the future of the Aegis.

[Lore Mode ON] This structure isn't a cold military barracks, but a college—an academy for the teenage children of the Minutemen. Born and raised safely within the walls of The Castle, these kids are transferred here to the Aegis for their final education. Within these iron walls, they don't just learn the discipline required to work as a team: they study to analyze massive data streams, radio reports, and Wasteland anomalies, decoding the external chaos to ensure the stability of the entire territory. In short, they are the vital link: the future 'human filter' of the Aegis. [Lore Mode OFF]

The internal layout reflects this community-driven organization, optimizing the vertical space from the ground up for all their daily needs:

  • Level 0 (.wash): Hygiene comes first. This ground-level sector is entirely dedicated to showers, bathrooms, and decontamination protocols, crucial for anyone returning from patrols in the Wasteland.
  • Sector .fuel: The Mess Hall. The real fuel for our cadets, a spartan yet welcoming environment where they gather to eat, rest, and bond.
  • Sector .idle: The Dormitory. Communal living quarters with neat, clean beds, optimized to ensure their hours of rest under the thick armor of the structure.
  • Level .mind: The Library and Study Hall. The core of their academic life, where monitors and books merge, and where the raw data collected by the Oculus begins to make sense.
  • Level .eye: The Observatory. The highest environment the cadets have access to—a large, shielded room from which they can look out over the Commonwealth horizon they will one day be called to protect and govern.

What do you guys think?

u/Additional_Report969 — 1 month ago