Fallout 4

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Athelbras

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Athelbras

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About this mod

Salvage Bot that scurries around removing outdoor "clutter" from a Settlement.

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Settlement Salvage Bot

Version 5.0


Description:

Mr. Salvage "salvage bot" that scurries around removing outdoor "clutter" from a Settlement.

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Originally created in 2041 by General Atomics International before the Great War, the Mister Helper Type-1b was intended as a supplement to the highly-regarded 2037 Mister Handy Type-1 product.   However, frequent returns for factory maintenance and/or replacement resulted in the Type-1b model being temporarily withdrawn from volume production.

Limited re-introduction occurred in 2042 with rebranding as a Mister Rescue Type-1c "disaster relief" unit in response to the devastating earthquake in Mexico City that year.  It met with commercial success and was subsequently marketed to consumers as Mister GroundsKeeper in 2045 with notable sales revenue from golf courses, vacation resorts, and daycare centers.

2055 saw the release of Mister Salvage & Reclamation (later rebranded "Mister Salvage").  Revenue for this Type-1d model was modest with purchase orders primarily from construction and landscaping firms.


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Key Features:

• Automatic Operation
• Limited to One per Settlement
• Optional Salvage Selection for individual Bots
• Adjustable Defaults for all Bots as they are created
• Continues salvaging while its Cell is unloaded
• Salvaged material is transferred to the Settlement WorkShop
• Greatly reduces the tedium of Player salvaging activity
• Waits at the station pad when there is currently nothing to salvage
• Salvaging requires wall-clock time and is not affected by Wait, Sleep, or Fast Travel
• Created using a WorkShop within STRUCTURES>MISCELLANEOUS
• Clutter is removed significantly faster when you are away from that settlement (in a different "cell")

There are lots of scrapping mods available for you to choose from.  This one provides a "lore friendly" approach by enabling you to assign that task to a Mister Salvage robot that is designed specifically for removing basic "clutter" from a Settlement.

Just place Mr. Salvage in a central location, select the size of the settlement, select desired optional salvage, instruct it to begin salvaging, wait a minute or two for it to "beep" (or makes cheerful noises when there is nothing to salvage), and then feel free to resume your adventures.  See the How To Build and How To Salvage sections below for details.

Mr. Salvage returns to its station pad after completing its salvage assignment. The 'bot then waits there until it is instructed to resume, or is stored in its workshop, or is scrapped.

There is a brief initial mission / quest which provides a bit of backstory and conveys essential usage information.  It normally begins after escaping from Vault 111.  For those using an "alternate start" mod, the quest begins while outdoors in the Commonwealth (the main game area) -- or try visiting Sanctuary Hills and stand near the Workshop for a few minutes.

Important Note:  Create a saved game before salvaging a settlement -- one that you can return to if issues are encountered or the results are not to your liking.


Realism & Rapidity:

Mr. Salvage does its job in a realistic way while you are in the settlement. That realism is set aside when you are elsewhere. The scripting then clears away clutter and debris significantly faster while you are no longer present, and it ensures that very large settlement areas are processed efficiently by a single Mr. Salvage.

So for speedier activity just go adventuring and exploring elsewhere when salvaging begins -- instead of standing around watching or trying to help.


What To Install:

There are two downloads which together provide three (3) installation options.  There is an .ESL file download and an .ESP file download.  The three resulting options differ in how much can be salvaged and the potential impact on visual frame rate.  There are also potential side-effects which can adversely affect what is seen or not seen in the game world, which surfaces are buildable or not buildable, and potentially which surfaces are walkable.

• for Basic Clutter Removal: install the .ESL version and delete the .INI file (SettlementSalvageBot.ini) for basic clutter removal in all settlements, with no potential performance impact or side-effects. The .INI file will be in the same folder as the .ESL file.

• for Limited Enhanced Clutter Removal: install the .ESP version for enhanced clutter removal in the original Commonwealth (base-game) settlements, and just basic clutter removal in all other settlements. There is a potential for performance impacts in those original settlements since the use of "combined objects" is disabled by altering values in their cell data.  Resulting side-effects might adversely affect what is seen or not seen in or near those settlements, which surfaces are buildable or not buildable, and potentially which surfaces are walkable.

• for Maximum Enhanced Clutter Removal: install the .ESL version and keep the .INI file for enhanced clutter removal everywhere.  There is a potential for performance impacts world-wide. Depending on the player's computer configuration the impact on visual frame rate might be minor, moderate, or severe. This version tells the game to disable use of "combined objects" everywhere by setting: bUseCombinedObjects=0.  Resulting side-effects might adversely affect what is seen or not seen in the game world, which surfaces are buildable or not buildable, and potentially which surfaces are walkable.

NOTE: If the loss in frame rate is too significant for the option a player selects, or the resulting side-effect issues are too severe, then simply uninstall and use one of the other alternatives.  Be aware of the risks when choosing an installation option; please see Known Issues for further details.  Be prepared to fall back to a different choice.


How To Build:

Mister Salvage is placed in a settlement by using a WorkShop to build a Station Pad.  The station pad can be found in the STRUCTURES>MISCELLANEOUS section of the WorkShop's building menu when an initial quest ("Salvage Opportunity") is completed.  The quest appears shortly after leaving Vault 111 for normal play, or when outdoors in the Commonwealth when using an "alternate start" mod.  If the quest does not appear when expected, then double-check to confirm that this mod has been enabled.

When opening a workshop to build something, you initially see the user interface positioned at a wooden building with "Structures" as a label above it.  Go upwards one row from there, and then go over to the right along that row until you see "Structures>Miscellaneous" as a label; in the base game that label is above a bloodied super mutant pole but may be something different depending on the mods you installed.  Now go up one row from there.  Everything you then see horizontally in that row is the "Structures>Miscellaneous" subcategory.  In that row will be the Mister Salvage Station Pad; perhaps as the very first item.

It is best to position the Station Pad on the ground (not in a building and not on a platform) in the central area of a settlement in such a way that Mister Salvage will have easy access to places within the settlement's boundaries. If positioned above ground, be sure to build appropriate ramps and stairways that can be easily used for leaving and returning to the pad.

If you are not able to find the"Structures>Miscellaneous" subcategory, then you installed a mod that alters the basic construction categories of the game.  In which case you may not be able to build the Station Pad, and hence will not be able to use this mod -- if you are lucky, the conflicting mod may have simply rearranged items, with the Station Pad now residing elsewhere in some other category or subcategory instead of where it was intended to be.


How To Salvage:

Activate the station pad and click "Select Salvage Defaults" to then set all of the salvaging options that are desired. Many are disabled by default. See the "Clutter" Removal and "Optional" Clutter Removal sections below for details.

Now instruct the robot to begin salvaging. Wait for the status lights to first become Blue, and then wait for the lights to become either Green or back to White. Do not leave the settlement while the status lights are Blue, otherwise Mr Salvage will not have discovered all of the things that need to be salvaged. A change from Blue to Green occurs when there are things to salvage. A change from Blue to White indicates that no new work was discovered.

The robot travels around the settlement removing trash and clutter while the status lights are Green. Mr Salvage then returns to the station pad when the current salvaging cycle is completed with no more work to be done, and the status lights become White once more. The robot remains at the station pad until activated for a new work cycle.


Mr. Salvage Status:

Mr. Salvage's station pad has colored indicators which identify the bot's current status:

Yellow -- Mr. Salvage has not yet been activated.  Interact with the station pad to select options and to begin salvaging.  The colored indicators will then become Blue.

Blue -- Mr. Salvage is currently gathering salvage information.  The player should remain in the settlement while the indicators are Blue.  When the salvage information has been collected, the indicators will become Green if there is clutter to be salvaged, or will become White if there is no salvageable clutter.

Green -- Mr. Salvage is currently analyzing salvage information or actively traveling around to salvage clutter.  Mr. Salvage will Beep when the indicators become Green.  The bot will now be able to continue salvaging while the player is away from the settlement.  The indicators will become White when salvaging has been completed.

White -- Mr. Salvage is currently idle while waiting to begin the next salvaging cycle.  This is the time to select additional option settings or to store (or remove) a settlement's Mr. Salvage when its job is completed.  Salvaging is resumed by interacting with the station pad.


Basic Clutter Removal:

Mr. Salvage automatically scraps the following outdoor items and stores the salvaged material in that Settlement's Workshop:

• Ruined Mailboxes
• Detached Doors
• Detached Refrigerator Doors
• Detached Street Lamp Poles
• Skeletons

There are very few items in the list above because most of the things that can be scrapped are optional and selected individually.

Activate a Mr. Salvage station pad and click "Select Salvage Defaults" to set the salvaging options that will be applied to all Mr. Salvages when they are initially created.

Activate a Mr. Salvage station pad and click "Select Salvage Options" to change the current salvaging options for that specific Mr. Salvage.

Selecting salvage options will increase the time needed to wait for the "beep", and also increases the time needed for salvaging. The more options selected, the longer the times required.

An option is enabled when not enclosed in square brackets: Vehicles.

An option is disabled when it is enclosed in square brackets: [ not Vehicles ].


"Optional" Basic Clutter Removal:

Mr. Salvage can optionally scrap the following objects. They are not automatically salvaged since for some settlements they may be decorative, useful, or even necessary -- so they must be specifically selected.

• Ruined Houses
• Wire Fencing
• Post Fencing
• Picket Fencing
• ChainLink Fencing
• Vehicles
• Rusty Vehicles
• Vehicle Tires
• Street Lamps
• Shopping Carts
• Picnic Tables
• Metal Barrels
• Wooden Barrels
• Wooden Crates
• Wooden Pallets
• Cinder Blocks
• Drift Wood
• Dead Trees and Branches

Selected options are applied to that specific salvage bot (not to all of them).  Activate a Mr. Salvage station pad and click "Select Salvage Options" for the list of options.

The list indicates the current status for each option.  For example, "[ not Wire Fencing ]" indicates that wire fencing will not be salvaged.  Click that entry and "Wire Fencing" will be shown to indicate that wire fencing will now be salvaged.

Note:  Selecting salvage options will increase the time needed to wait for the "beep", and also increases the time needed for salvaging. The more options selected, the longer the times required.


"Default" Clutter Removal:

The options that are initially enabled for a Mr. Salvage will be the ones that have been previously set by "Select Salvage Defaults".

Activate a Mr. Salvage station pad and click "Select Salvage Defaults" to set the salvaging options that will be applied to all Mr. Salvages as they are initially created.

The "Select Salvage Options" feature can then be used for an individual Mr. Salvage to tailor its salvaging activity based on the type of clutter in that particular settlement.

For example, if salvaging Vehicles is set as a default, then disable it when a settlement does not contain vehicles. This ensures the best performance.


Enhanced Clutter Removal:

The .ESL version of this mod includes a SettlementSalvageBot.ini file that is automatically installed in the game's DATA folder.  It enables you to have "enhanced" clutter salvaged in any settlement anywhere; i.e. it cancels all precombines.  The current "enhanced" clutter selections are Assorted Scrub and Assorted Debris.

But note that this .INI file can cause various ground and floor areas in certain settlements to no longer be buildable (e.g. interiors at The Castle), or to be buildable only before clutter is removed (e.g. the Workshop shed at Coastal Village), or perhaps not even walkable with the potential for falling through to a lower level.  The file can be deleted, but then allows only basic clutter to be salvaged.  So there is a tradeoff in features.  Keep the file, or delete it, as desired.

The .ESP version initially enables "enhanced" clutter removal in just the base-game Commonwealth settlements; i.e. precombines are cancelled only for those settlements.  To allow special clutter removal in all settlements everywhere while still using the .ESP, create a SettlementSalvageBot.ini file in the game's DATA folder; i.e. it will cancel precombines everywhere.  However the same potential issues will then exist as described above for the .ESL version.

SettlementSalvageBot.ini is a simple text file in the game's \DATA folder.  That is the same location where this mod's .ESP or .ESL file is placed by the installer.  It can be created with a text editor (e.g. NotePad) to have this information:

[General]
bUseCombinedObjects=0



The .INI Text File:

If the .ESP version is installed, the original Commonwealth settlements can be fully salvaged; all other settlements will have limited salvaging (no "Enhanced" Clutter Removal). If this mod's .ini file is created, then any settlement anywhere can be fully salvaged.

If the .ESL version is installed (which includes the .ini file), there is full salvaging in any settlement anywhere. If the .ini file is removed, there is then only basic salvaging in all settlements (no "Enhanced" Clutter Removal).

If some other mod is installed which sets bUseCombinedObjects=0, or if a player edits an existing .ini file to have that setting, then that will have the same effect and this mod's SettlementSalvageBot.ini file will not be needed. If bUseCombinedObjects=0 is present, but settlements do not have full salvaging when they should, then there is likely to be an .ini somewhere with bUseCombinedObjects=1.

If present, the SettlementSalvageBot.ini file must have the following text and be placed in the game's \DATA folder:

[General]
bUseCombinedObjects=0



Settlement Size Suggestions:

Be sure to adjust the Settlement Size setting for each settlement where Mr. Salvage is placed.  Interact with the station pad and then click the Settlement Size button.  Choose "Large", "Medium", or "Small".  Set the size before having the bot begin its salvaging activities.  The default setting is Large.

Choosing an over-sized setting for a settlement will result in Mr. Salvage taking much longer than necessary to gather salvage information and to analyze that information.  Selecting an under-sized setting will potentially cause Mr. Salvage to skip clutter items that should be salvaged.

Most of the base-game settlements are Small.  Here are some sample Settlement Size settings:

LARGE:  Sanctuary Hills, Spectacle Island

MEDIUM:  Abernathy Farm, The Castle, Starlight Drive In, Sunshine Tidings Co-op

SMALL:  Coastal Cottage, Croup Manor, Graygarden, Greentop Nursery, Hangman's Alley, Jamaica Plain, Kingsport Lighthouse, Murkwater Construction Site, NordHagen Beach, Outpost Zimonja, Red Rocket Truck Stop, Somerville Place, Taffington Boathouse, Tenpines Bluff


Upgrading to Version 5.0:

Existing salvage bots will be automatically "reset".  If problems occur, use the local Workshop to "Store" the Station Pad, then rebuild that Station Pad in the desired location.


Installation:

Install using a mod manager, or unpack the mod and copy the .ESP/.ESL and .BA2 files into the game's \DATA folder, then enable the mod. Position this mod's .ESP/.ESL file to be as low as it will go in your "Load Order" sequence.

When considering which version of this mod to install:

• for Basic Clutter Removal: install the .ESL version and delete the .INI file (SettlementSalvageBot.ini) for basic clutter removal in all settlements, with no potential performance impact or side-effects. The .INI file will be in the same folder as the .ESL file.

• for Limited Enhanced Clutter Removal: install the .ESP version for enhanced clutter removal in the original Commonwealth (base-game) settlements, and just basic clutter removal in all other settlements. There is a potential for performance impacts and/or side-effects in those original settlements since the use of "combined objects" is disabled by altering values in their cell data.  Resulting side-effects might adversely affect what is seen or not seen in or near those settlements, which surfaces are buildable or not buildable, and potentially which surfaces are walkable.

• for Maximum Enhanced Clutter Removal: install the .ESL version and keep the .INI file for enhanced clutter removal everywhere.  There is a potential for performance impacts and/or side-effects world-wide. This version tells the game to disable use of "combined objects" everywhere by setting: bUseCombinedObjects=0.  Depending on the player's computer configuration the impact on visual frame rate might be minor, moderate, or severe. Resulting side-effects might adversely affect what is seen or not seen in the game world, which surfaces are buildable or not buildable, and potentially which surfaces are walkable.

Be aware of the risks when choosing an installation option; see Known Issues.  Be prepared to fall back to a different choice.


ESP/ESL Compatibility / Switching Between Them:

Saved games that currently use an .ESP mod are not compatible with an .ESL of that same mod. Similarly, saved games that are currently using the .ESL for a mod are not compatible with an .ESP of that same mod. That is a basic game restriction in terms of switching between .ESP and .ESL versions of a mod. There is no "fix" or workaround -- it is inherent in the game's design.

So, to switch from .ESP to .ESL, or from .ESL to .ESP, you must:

1 ) uninstall the mod
2 ) load the current saved game
3 ) create a new saved game (while that mod is not installed)
4 ) install the other download of that mod
5 ) resume play with that newly created saved game

Objects and NPCs provided by the mod will not be there now and must be created once more. Similarly, quests will need to be done again.


Requirements:

No special requirements. DLCs are not needed.


Compatibility Limitations:

This mod and my other mods might or might not work correctly with Sim Settlements and Transfer Settlements. The same is true for mods which adversely affect my mods by altering base-game locations and base-game content which my mods depend upon.

There is no support for compatibility issues with those, and there are no plans to provide compatibility patches.


Known Issues:

• Using this mod with Limited or Maximum clutter removal will potentially affect ground and floor areas in such a way that the player's character might fall through such surfaces.

• Using this mod with Limited or Maximum clutter removal will potentially affect the ground and floor areas that can, and can not, be built upon within a settlement.

• Using this mod with Limited or Maximum clutter removal will potentially affect (incorrectly) what is seen or not seen within the game world.

• Wherever possible, build ground-level and floor-level objects before beginning clutter removal within a settlement -- surfaces containing clutter may not permit building after that clutter is removed.

• Using this mod with Enhanced Clutter Removal will potentially affect the game's "frame rate" for displaying the game world.  Whether or not there is a noticeable slow-down will depend on your computer's graphics card.

• When using this mod with Enhanced Clutter Removal the basic appearance of various things within the game world might be altered a bit.  For example, the house in Somerville Place could have red paint on its exterior walls instead of the original grey.

• Items that are stacked on top of each other will usually not be salvaged; the exception being that the top-most item of a stack may sometimes be salvaged.

• The game can be a bit quirky at times, which can result in an NPC becoming a bit confused (or even stuck) when traveling from one place to another.  When this happens for a Mr. Salvage, it automatically performs "fast travel" (teleports) back to its Station.  So if you are watching Mr. Salvage, and it suddenly disappears, it has returned to its Station and resumes its salvaging activities from there.

• Mister Salvage, by necessity, uses a pathing mechanism that is less robust and more error prone than the one that NPCs and other Robots typically use.  As a result, Mister Salvage can be more readily befuddled by obstacles, especially with regard to fencing and walls that surround a settlement -- they will hinder its ability to enter and exit that place.  So an "open" settlement environment is generally best.

• If this mod's initial quest is not starting for you after being installed with the Vortex mod manager, it might be because it has not been properly activated/enabled.  If you click PLUGINS within Vortex, you will then see which mods are truly activated/enabled or not (whereas the MODS section sometimes shows incorrect information). Within that PLUGINS interface you can activate/enable the mods that were not properly set when installed.


Known Conflicts:

• The initial quest can be prevented from starting, or become stalled part-way through, when using a buggy "quick start" or "alternate start" mod.  The quest normally begins a short while after exiting from Vault 111 for the first time, or a short while after loading a saved game when already outdoors in the Commonwealth.  Otherwise, it might (or might not) begin when standing for a few minutes outdoors at the Sanctuary Hills workbench.

• If you are not able to find the "Structures>Miscellaneous" subcategory, then you installed a mod that alters the basic construction categories of the game.  In which case you may not be able to build the Station Pad, and hence will not be able to use this mod -- if you are lucky, the conflicting mod may have simply rearranged items, with the Station Pad now residing elsewhere in some other category or subcategory instead of where it was intended to be.

• If you experience crashes while traveling during the initial quest, or are unable to complete that quest, it is then highly likely some other mod has been installed that significantly alters the Sanctuary settlement, thereby preventing this mod from working correctly.

• Mods which remove items from base-game scrapping lists can cause incomplete salvaging to occur for this mod. For example: Immersive Scrapping [thanks to dmki for discovering this conflict] and Workshop Rearranged [thanks to opannes for discovering this conflict].

• There has been one reported crash when using this mod with Sim Settlements. The crash occurred when Mr Salvage was initially instructed to begin its cleanup activities. No further details are known. Other players might, or might not, encounter a similar problem.


To Uninstall:

Uninstall with the mod manager that was used for the original install, or delete SettlementSalvageBot files.


Permissions:

This mod may not be reused in part or whole for any purpose other than its original intent.  It may not be uploaded to any other web site.

Get in touch with me if you wish to discuss translation into a non-English language; prior approval is mandatory.


Change Log:

See the Change Log to review what is included in each update.


Credits:

Bethesda Softworks - for the original Models and Textures [I merely provided the ingenuity and scripting to bring Mister Salvage "to life"]


My Other Mods:

Workshop Menu Fixer can be found Here.

Shield Bubble can be found Here.

Qwirky can be found Here.

Sparky can be found Here.

Silver Streak can be found Here.

Silver Streak UFO can be found Here.

Whirly can be found Here.

Whirligig Sentry can be found Here.

Alien Disruptor can be found Here.

Settlement Radar Station & Drone Defenders can be found Here.

Settlement Tidy Bot: "Mister Tidy" can be found Here.

Settlement Medic Bot: "Mister Medic" can be found Here.

Settlement Police Bot: "Mister Law" can be found Here.

Settlement Repair Bot: "Mister Mechanic" can be found Here.

Settlement Gardener Bot: "Mister Gardener" can be found Here.

Settlement Delivery Bots: "Mister Caravan / Mister Express / Mister Postman" can be found Here.

Carry-Your-Stuff Robots can be found Here.

Alien Disruptor can be found Here.

Alien Blaster Long-Barrel Fix can be found Here.


In Memoriam:

In memory of my Father (may he Rest In Peace) who was a model airplane maker (gliders & gas powered) and an RC enthusiast.


Enjoy!