Q: Can you please add X items to the scrap list that aren't normally scrappable in vanilla?
A: If they aren't normally scrappable in vanilla then odds are good that scrapping X items will break precombines. In addition everyone has a different idea of what should be included or not. Therefore the answer to this question is going to be most likely no. You're always free to use Scrap Everything to remove the additional items you want gone.
Q: Can you give back the exact amount of scrap/build limit for each settlement?
A: It's not technically possible to calculate this automatically, not even with F4SE. The different levels of scrapper perks change the situation, manually creating multiple scrap result lists per settlement is a pain, mod created settlements change the situation further, and overall it's just huge hassle. An option to give an estimated average of scrap received by shipment has been added but beyond that the answer is going to be most likely no. Don't bother quoting mods at us that appear to do this, they do it via brute force hand coding in many hundreds (or 1000+) of objects. And it's still not accurate because it doesn't take into consideration scrapper perks. That's not a reasonable solution.
Not sure if you flagged the hidden power connectors under Vault 88 but when I ran Raze in the vault it ate the connectors. They start at the reactor and travel to the last piece of unscrappable floor in the front of the vault.
Odd, I've not had it eat those before. Please revert and don't use Raze in V88 for the time being, it will be a while before I can get away from real-life issues to continue with upgrades and fixes.
This mod worked perfectly even before the update, and is the BEST and safest scrapping mod that exists, in all of fallout 4's life.
You wont find a better mod than this, hyper safe people in other comments really have -nothing- to worry about. Use it an entire playthrough, you'll never use another scrapping mod. Its perfect.
I like that it keeps the fridge, but any way you can give an option not to remove the stove in the sole survivor's home in Sanctuary? I sometimes have trouble replacing it because it has that platform that is higher than the floor.
I came across your mod as a substitute for STS after I learned of pre-combines (though I loved STS and the ability to scrap everything but not when it breaks my game). It is also so much easier to use...and faster! My god, does it save time. It's fantastic. I'm on Xbox and wanted to use it with your Clean My Settlement Redux to get rid of the ugly brambles until I learned that it's broken at the moment. I'm now testing Raze in Sanctuary and have two questions: It razed some of the houses, some it didn't. Also, the bases of the houses it didn't touch. Is it supposed to be like this? If yes, is there a way to get rid of the other houses, too, in a safe way? I don't mind the bases so much but the houses are an eyesore. And do you have a recommendation for a substitute for Clean My Settlement I could use for now?
By default, Raze My Settlement will only remove stuff that is normally scrappable - without breaking precombines. To remove all the eyesore houses and bases of the houses, precombines have to be broken. As I understand it that is really bad on XBox, though I'm unsure what may have changed after the NextGen update: you guys got one helluva boost to FPS and game stability. If you are wanting more XBox-specific info try the Armored Reptile Gaming discord, they have (or used to have) way more info regarding XBox play for Skyrim and Fallout 4: https://discord.gg/armoredreptile
I do not have any idea what can be used to clear out bushes and the like on XBox without breaking precombines. On PC there are mods which just hide the bushes, there may be the same - try the Armored Reptile Gaming discord, they may be able to recommend something.
As you say: yeah I had to take down Clean My Settlement for XBox. The same reason that the UFO4P team stopped supporting world-edits for XBox - Bethesda gives you guys a different back-end to Far Harbor. Doing world-edits in the PC version and porting it over for XBox users apparently causes random CTDs, and Clean did LOTS of world-edits. There is no way in hell I'm breaking thousands of peoples games. Really bad karma.
Yeah, I thought as much when the houses didn't raze but settlers still walked in and out and did things. I may just have to get creative with those houses and hide them behind other stuff.
And with the brambles, well, I am already on the discord channel; it's a great source of information but at the moment, it seems, that there is really no substitute for CMS which works the same way.
I can definitely notice the difference between this playthrough and the last one, where I broke precombines with abandon (I didn't know back than that this was an absolute no-no for Xbox). I love a clean settlement slate but I love a well running game even more. And so far, in almost 25 hours of gameplay, I've had only one CTD and that was because I was testing something while I had to deactivate one mod.
To be honest, I rather have a working game than one that crashes or is unplayable, so thank you for keeping us Xbox players in your thoughts and actions. This definitely is good Karma.
Thank you for being understanding. It’s always tricky doing stuff for you guys - and I don’t have an XBox to test on. I’m amazed that the UFO4P team managed to figure out that the XBox back-end for Far Harbor was different from what we PC players get.
I have slung a Nexus PM to one of the ARG modders. We will see, I don’t know if they are still around at all.
Hi again! I hope it's ok that I'm checking this with you. I saw that someone uploaded the Clean My Settlement Redux mod (next Gen fixed) on Bethnet again and just wanted to make sure that this is ok to use. It doesn't say anything about the Far Harbor issue with world edits solved, hence why I'm rather cautious than sorry. Link: https://mods.bethesda.net/en/fallout4/mod-detail/4362283
Technically I did grant "use, abuse, and enjoy" on the Redux mod. Pretty-much on most of my mods.
-edit-
Okay, I have put up a big warning on the Nexus Clean My Settlement REDUX mod. Which is about all that I can do in this situation. I hope that the person who uploaded it gets wind of it and takes down that re-upload.
The situation is that pretty-much every single mod of mine is going to need re-saving (or re-creating) in the new Creation Kit / FO4Edit, so that they handle NextGen properly. Especially the XBox versions. Contrary to what that person who uploaded thinks, the issues with mods are not going to be only textures. NextGen did a lot of background changes:
* texture files * material swap files * .ba2 files (the archive files themselves) * the file-header changes for the mods themselves * new records added to the main game and DLC files that may need to be taken into account (100% in the case of Clean My Settlement REDUX)
To be completely safe I'm going to have to recompile every single script as well, then re-pack everything into fresh .ba2 / archive files. Then upload the fixed mods to Nexus and BethNet.
Everyone's pissed off about F4SE and and those mods getting broken. That's nothing.
According to Nexus I've got 55 Fallout 4 mods up here, some 4-5 years old - though some can be hidden as being no-longer-relevant. Even so this job is gonna suck.
Technically I could be an asshole and walk away. I don't like to risk fucking people's fun up though. Really bad karma.
Have an odd issue, when I raze a settlement, I don't get the pop-up status of "so and so number of things junked", but it does clean up my settlement, clean my settlement does show status pop-ups, though. An odder thing is that if I reload, the status of the latest razed settlement scrolls by.
I have a mod that will suppress messages if there is something going on that would interfere with me seeing the messages. Sometimes it blocks normal messages even if nothing is going on, and when I load a save then all those messages go scrolling past. I wonder if you might have the same mod or similar.
Ooh, is that Workshop Framework - that has an option to turn off tutorial/usage messages if in conversation or battle - even if that's not the one you meant, you've given me a clue to test out why I don't always get the Raze messages until I reload. Thank you.
EDIT - See bold italics below I'm wondering if SS - Chapter 3 really broke the precombines because until chapter 3 this mod worked great. I mean I suppose it technically still works the way that it does. Now, after chapter 3 install, Red Rocket goes away leaving a handful of floating objects. Sanctuary scraps foundations/leaves floating debris (as others have mentioned). Abernathy Farm basically ceases to exist. The WHOLE structure around the power lines/support is removed minus a handful of floating objects.
Current mod list:
Workshop Framework Clear Weather Only Another Green Mod - This is what "broke" this mod with the precombines. I'll check out other green mods to see if they work but this was the culprit. I guess I should have read it entirely first or didn't know precombines messed with this mod but this was on their page for the green mod.
"Precombined data is left intact for the Downtown region and some other areas like Lexington en Quincy. So no tree swaps there, but still other textures and more grass. The precombined data is turned off in other areas where there is less load on the system."
HUD Framework SS - Chapters 1-3 AWKCR Armorsmith Ext *Raze My settlement* Different Colours for Power Armor HUD Skip new game intro Tactical Reload BCR - Bullet Count Relo Various Guns for Modern Weapon Replacer Armament - Ammo and Ballistics Overhaul Scopes Framework See Through Scopes Place Everywhere
As someone who used Scrap Everything for years but kinda got to the understanding that the mod messes with a lot, I've given Raze My Settlement a try. I got to say, I really like it so far. I like that it takes care of a lot of the scrapping for me, and no longer will I ever accidentally remove something like Red Rocket or what not.
Remember to use the "add scrap" option in the bigger settlements, else you'll be struggling for starter scrap. (Sanctuary, Starlight, Spectacle Island, and maybe The Castle.)
I do notice that things get a little weird because I also have "All Settlements Extended." I think going forward, I will really have to think about which settlements to run through Raze and which to not do so with.
Further Testing, and I think I may need to really be considerate of what I said above. I noticed some issues at Egrets Tours and Vault 88 (the water purifier was fine, but enemies that spawned seemed unable to get at me, among other issues). At egrets, the shed on the dock, like half of was taken apart and when I would go inside, the main building (where you meet Phyllis) kept flickering and out. I am sure it's more because I have a boundary extended mod installed, but as I said before, I'm going to have to note this for the future.
459 comments
A: If they aren't normally scrappable in vanilla then odds are good that scrapping X items will break precombines. In addition everyone has a different idea of what should be included or not. Therefore the answer to this question is going to be most likely no. You're always free to use Scrap Everything to remove the additional items you want gone.
Q: Can you give back the exact amount of scrap/build limit for each settlement?
A: It's not technically possible to calculate this automatically, not even with F4SE. The different levels of scrapper perks change the situation, manually creating multiple scrap result lists per settlement is a pain, mod created settlements change the situation further, and overall it's just huge hassle. An option to give an estimated average of scrap received by shipment has been added but beyond that the answer is going to be most likely no. Don't bother quoting mods at us that appear to do this, they do it via brute force hand coding in many hundreds (or 1000+) of objects. And it's still not accurate because it doesn't take into consideration scrapper perks. That's not a reasonable solution.
* missed a tree that should not be razed
* missed an item to be gathered
Let me know in a post.
Raze My Settlement - F4SE (https://www.nexusmods.com/fallout4/mods/80428)
They start at the reactor and travel to the last piece of unscrappable floor in the front of the vault.
You wont find a better mod than this, hyper safe people in other comments really have -nothing- to worry about. Use it an entire playthrough, you'll never use another scrapping mod. Its perfect.
I'm on Xbox and wanted to use it with your Clean My Settlement Redux to get rid of the ugly brambles until I learned that it's broken at the moment. I'm now testing Raze in Sanctuary and have two questions:
It razed some of the houses, some it didn't. Also, the bases of the houses it didn't touch. Is it supposed to be like this? If yes, is there a way to get rid of the other houses, too, in a safe way? I don't mind the bases so much but the houses are an eyesore.
And do you have a recommendation for a substitute for Clean My Settlement I could use for now?
By default, Raze My Settlement will only remove stuff that is normally scrappable - without breaking precombines. To remove all the eyesore houses and bases of the houses, precombines have to be broken. As I understand it that is really bad on XBox, though I'm unsure what may have changed after the NextGen update: you guys got one helluva boost to FPS and game stability. If you are wanting more XBox-specific info try the Armored Reptile Gaming discord, they have (or used to have) way more info regarding XBox play for Skyrim and Fallout 4: https://discord.gg/armoredreptile
I do not have any idea what can be used to clear out bushes and the like on XBox without breaking precombines. On PC there are mods which just hide the bushes, there may be the same - try the Armored Reptile Gaming discord, they may be able to recommend something.
As you say: yeah I had to take down Clean My Settlement for XBox. The same reason that the UFO4P team stopped supporting world-edits for XBox - Bethesda gives you guys a different back-end to Far Harbor. Doing world-edits in the PC version and porting it over for XBox users apparently causes random CTDs, and Clean did LOTS of world-edits. There is no way in hell I'm breaking thousands of peoples games. Really bad karma.
And with the brambles, well, I am already on the discord channel; it's a great source of information but at the moment, it seems, that there is really no substitute for CMS which works the same way.
I can definitely notice the difference between this playthrough and the last one, where I broke precombines with abandon (I didn't know back than that this was an absolute no-no for Xbox). I love a clean settlement slate but I love a well running game even more. And so far, in almost 25 hours of gameplay, I've had only one CTD and that was because I was testing something while I had to deactivate one mod.
To be honest, I rather have a working game than one that crashes or is unplayable, so thank you for keeping us Xbox players in your thoughts and actions. This definitely is good Karma.
I have slung a Nexus PM to one of the ARG modders. We will see, I don’t know if they are still around at all.
Technically I did grant "use, abuse, and enjoy" on the Redux mod. Pretty-much on most of my mods.
-edit-
Okay, I have put up a big warning on the Nexus Clean My Settlement REDUX mod. Which is about all that I can do in this situation. I hope that the person who uploaded it gets wind of it and takes down that re-upload.
The situation is that pretty-much every single mod of mine is going to need re-saving (or re-creating) in the new Creation Kit / FO4Edit, so that they handle NextGen properly. Especially the XBox versions. Contrary to what that person who uploaded thinks, the issues with mods are not going to be only textures. NextGen did a lot of background changes:
* texture files
* material swap files
* .ba2 files (the archive files themselves)
* the file-header changes for the mods themselves
* new records added to the main game and DLC files that may need to be taken into account (100% in the case of Clean My Settlement REDUX)
To be completely safe I'm going to have to recompile every single script as well, then re-pack everything into fresh .ba2 / archive files. Then upload the fixed mods to Nexus and BethNet.
Everyone's pissed off about F4SE and and those mods getting broken. That's nothing.
According to Nexus I've got 55 Fallout 4 mods up here, some 4-5 years old - though some can be hidden as being no-longer-relevant. Even so this job is gonna suck.
Technically I could be an asshole and walk away. I don't like to risk fucking people's fun up though. Really bad karma.
I'm wondering if SS - Chapter 3 really broke the precombines because until chapter 3 this mod worked great. I mean I suppose it technically still works the way that it does. Now, after chapter 3 install, Red Rocket goes away leaving a handful of floating objects. Sanctuary scraps foundations/leaves floating debris (as others have mentioned). Abernathy Farm basically ceases to exist. The WHOLE structure around the power lines/support is removed minus a handful of floating objects.
Current mod list:
Workshop Framework
Clear Weather Only
Another Green Mod - This is what "broke" this mod with the precombines. I'll check out other green mods to see if they work but this was the
culprit. I guess I should have read it entirely first or didn't know precombines messed with this mod but this was on their page for the green mod.
"Precombined data is left intact for the Downtown region and some other areas like Lexington en Quincy. So no tree swaps there, but still other textures and more grass. The precombined data is turned off in other areas where there is less load on the system."
HUD Framework
SS - Chapters 1-3
AWKCR
Armorsmith Ext
*Raze My settlement*
Different Colours for Power Armor HUD
Skip new game intro
Tactical Reload
BCR - Bullet Count Relo
Various Guns for Modern Weapon Replacer
Armament - Ammo and Ballistics Overhaul
Scopes Framework
See Through Scopes
Place Everywhere
it Razed almost the whole Aberthany structure :(
though it Razed fine in Sanctuary
# Automatically generated by Vortex
Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
DLCCoast.esm
DLCworkshop02.esm
DLCworkshop03.esm
DLCNukaWorld.esm
Unofficial Fallout 4 Patch.esp
WorkshopFramework.esm
TrueStormsFO4.esm
TMR_GlitchfinderAIO.esm
AUR_Rebuild_Shared.esp
Wetness Shader Fix.esp
FOLIP - After Generation.esp
Flicker Fixer.esp
FO4ParticlePatch.esp
AmmoCrafting.esp
SpecialXPerkChem.esp
SpecialXPerkChem_ChemistReq1.esp
Raze My Settlement.esp
TrueStormsFO4-EarlierSunsets.esp
TrueStormsFO4-FarHarbor.esp
TrueStormsFO4-EarlierSunsetsFH.esp
TrueStormsFO4-FarHarborExtraRads.esp
TrueStormsFO4-GlowingSeaExtraRads.esp
WmkActiveEffects.esp
Luxor's Summer Pine Trees Edition.esp
AUR_Rebuild_AIO_DLC.esp
NewtonsRegards.esp
AccessibleBridges.esp
AUR_SpectacleIsleBridges.esp
CheatTerminal.esp
TrueStormsFO4-NukaWorld-FH-Compat.esp
LongerPowerLines3x.esp
CBBE.esp
CruiseShipWreck.esp
FO4 NPCs Travel.esp
AnS Wearable Backpacks and Pouches.esp
AnS Wearable Backpacks and Pouches - Ballistic Weave.esp
AnS Wearable Backpacks and Pouches - No Crafting Perks.esp
AnS Wearable Backpacks and Pouches - Power Armor Carry Capacity.esp
BlurKillerComplete.esp
Small blur Crafting screen background.esp
RichMerchants.esp
YouAndWhatArmy.esp
HelpMePackItUp.esp
PlayerComments.esp
WhoIsTheGeneral.esp
ColorfulBottleLanterns.esp
CBL_IWantMyBottles.esp
Better Explosives.esp
RononStuffs No magic feet.esp
BE_Enhanced Grenades.esp
Better Explosives - Grenade Frequency 30.esp
Grasslands - Healthy.esp
DelayedRespawn.esp
Search and Destroy - Lite.esp
Weapons of Fate.esp
LongerRangeProjectiles.esp
SPECIAL40.esp
Relight.esp
Wasteland Workshop Streetlights.esp
dD-Realistic Ragdoll Force.esp
LightsDontCastShadows.esp
BrighterSettlementLights_LessHarsh.esp
advancedAITweaks.esp
LongerHeadlampLight.esp
RemoveBlur.esp
NPCs Use Items.esp
Chemfluence AI Combat Dynamics.esp
Gloomy Glass.esp
Fallout 4 AI Overhaul.esp
Simple Locational Damage.esp
Elzee Dynamic Timescale.esp
LunchboxSurprise.esp
InteriorsEnhanced-All-In-One.esp
Remember to use the "add scrap" option in the bigger settlements, else you'll be struggling for starter scrap. (Sanctuary, Starlight, Spectacle Island, and maybe The Castle.)
Further Testing, and I think I may need to really be considerate of what I said above. I noticed some issues at Egrets Tours and Vault 88 (the water purifier was fine, but enemies that spawned seemed unable to get at me, among other issues). At egrets, the shed on the dock, like half of was taken apart and when I would go inside, the main building (where you meet Phyllis) kept flickering and out. I am sure it's more because I have a boundary extended mod installed, but as I said before, I'm going to have to note this for the future.