Yes, the plugin is named DesolateWasteland, not Barren Wasteland. I didn't check the Nexus before creating the name. So, it got renamed Barren Wasteland but I didn't change the plugin name or script namespace. Requires both Far Harbor and Nuka World DLCs It's been 200+ years. From the look of Fallout, the trees aren't growing back and Boston has some harsh winters. People scavenging the landscape for anything burnable to stay warm during the winter have managed to remove all the trees, logs, underbrush, and trash. As a result, there's not much left. This mod removes all of the aformentioned stuff from the commonwealth, nuka world, and far harbor. If you like large, sprawling AI battles, this mod is perfect for visibility and sniping. It's also good for making sure you have line of sight to protect your settlements. No more raiders hiding behind stuff. The only drawback is, you have no cover either. As a bonus, I've also added a fully functional settlement in the glowing sea called "glowing gardens" it goes really well with the mod http://www.nexusmods.com/fallout4/mods/15901/? "The Space Marine" due to the external architecture added by that mod. I started over from scratch for 2.0, but ended up with a 9gig mod that would have broken all existing glowing gardens settlements. Unacceptable. So, what you get is the best job at doing things the correct way without deleted references. 1.0 Deleted references to trees, ground cover, trash piles, and trash decals. Redid LOD to eliminate trees on horizon. Added Glowing Gardens Settlement. Known Issues: Deleted references Unwanted Edits in stray records NPCs get hung up on workbench and wall in Glowing Gardens Glowing Gardens workshop assignment quest gives caps and xp 2.0 Undeleted and Disabled all deleted references. Redid LOD to remove ghost trees on the horizon of map edges. Deleted References - Fixed Unwanted Edits - Removed Redid Navmesh to include workbench and associated settlement stuff. Settlers should walk around it now, not just try to walk through it. Removed caps and XP from Glowing Gardens silent workshop assignment quest Known issues: Load time is a bit slow. If you run another mod that adds trees anywhere it should still work. If you run a mod that does stuff with existing trees you may or may not see them depending on your load order and how the mod handles the trees. What's been done here is that each deleted reference was set to disabled and translated down -300000z(or something that big, they are way down there). So, in theory, another mod can reset the tree(or whatever) and put it back in place. Other than that, this mod shouldn't interfere with any other mods to my knowledge.