A quick fundamental explanation on what scrapping is in a technical sense:
When you scrap an item in Fallout 4, you are essentially running a "disable" command on it. The item isn't really deleted, but no longer rendered, interactable, or acknowledged in any way by the game. Anything that would interact with that item will no longer attempt to, and anything that item was supposed to do will cease to be the case. For a base game example, say you scrap a vanilla bed. That bed is now marked disabled by the game, and the "workshopobject" script it was running is stopped. This means it is no longer counted as a bed for the settlement, and NPCs will no longer try to access it.
For as much as it's funny and the done thing to rip on Bethesda games, they're actually extremely robust at dealing with this. Not many other games would be able to handle you disabling half the ingame objects - a huge number would frankly just crash on start-up. You can disable the majority of things in this entire game, and the worst thing that will happen is soft locking yourself out of quests. You could rip out the entire floor of the Institute, and the NPCs would just attempt to continue their pathing - they'd fail at it of course, and your playing experience would be miserable, but the point is that scrapping in of itself is not something the game can't handle.
Unlike typing "disable" on something though, there's not an "enable" for scrapping. You don't get an undo. So you should always be careful about what you're highlighting and what you're choosing to scrap. By deciding to use this or any other scrap mod, you're also agreeing to take responsibility for what you scrap and your gameplay experience. Remember save and save often.
About using your INI settings responsibly:
Changing your INI settings are NOT required for this mod and never will be, nor will this mod EVER change your INI settings. It's up to you, the player, how you customise your game, and that also means it's your responsibility.
bUseCombinedObjects=0 and bUsePreculledObjects=0 should not be used unless you know what you're doing and you're prepared to live with any consequences. Both of these options have the potential to affect your performance and your gameplay if you set the values to 0. For the smoothest Fallout 4 experience, you should always have both set to 1. Setting them to 0 will allow you to scrap more things, but again, that's your choice to make, and not one this mod makes for you. I also cannot support you in whatever you've done to your INI, since this mod doesn't touch your INI. I have no control over your settings, and those are your responsibility.
I use other scrap mods, what's the difference between this and Scrap Everything? Which one should I use?
Scrap Everything contains extensive cell, item, and NPC edits in order to allow you to fully tear down all of Bethesda's settlement zones. Without these changes, you can't scrap anything but the minimal amount of objects Bethesda decided you can scrap, because everything will be contained within precombines that you can't scrap. It's also got years of development and a large community behind it that can help you troubleshoot if you do run into any problems. Better yet, unlike my mod, for those of you who don't have DLC, there's options available for just a base-game version. It's a fantastic mod and I used it myself happily for many years.
However, there are two cases on either end of the spectrum in which Scrap Just A Bit More Stuff may be preferable (and why I ended up developing this mod): If you are in the habit of disabling the precombines in your whole game on an INI level (so you can scrap in mod-added settlements for example), OR you don't ever want any precombines broken at all. In both of those cases, Scrap Just A Bit More Stuff might be the mod you're after. It's pure scrap recipes, and lots of them, allowing all your other mods that edit cells, items and NPCs to do their thing without any interaction from this mod.
So in conclusion, you can use either! For vanilla settlements, a solution that works straight out of the box, and many years of documentation, Scrap Everything may be the best choice for you. For beginner or cautious users who don't want to mess with INI or cell edits, and for the advanced hardcore risk-taker running around South Boston with no precombines, this mod is for you.
I can't scrap something the changelog says I should be able to scrap!
First, double-check you enabled this mod, and also that it's unlikely to be overwritten by anything else (like the unofficial patch, for example). If you still can't scrap something that you should be able to, it may be contained in a precombine and your precombines are turned on. If that's the case, then that's just how precombines work! You can choose to turn them off if you want, or you can stay safe and leave them on, and make your peace with not scrapping something. Lastly, this mod is a continuing WIP and there are thousands and thousands of items in this game, leading to the next point...
You missed stuff!
Definitely, there are thousands and thousands of objects and parts in this game. I'm adding to the mod as and when I can. If there are items you want to see scrappable asap that aren't yet, please leave a comment about those objects and where exactly in-game I can see an example of them.
I can't scrap mod-added items!
Sorry, there's nothing I can do about this. If a mod author adds new items/objects/NPCs, then it's up to them to include scrap recipes in their mod IF they want to allow them to be scrappable. If you want rid of the object immediately, you'll have to click on it in console and type "disable", but bear in mind that that is very much not what the mod author intended you to do.
I'm supposed to be able to scrap idles and stuff but I can't see them/don't know what this means?
The game has a lot of invisible animation markers in it, like those that make Sturges and co. hammer the walls in Sanctuary 24/7. This mod allows you to scrap those markers, but as they're invisible, it will be hard to know where they are. I recommend using the Item Patch in optional files, which will name all invisible markers, so that when you move your cursor over them you'll know they're there and what they do.
Oh no, I don't want to scrap everything though!
There's now an optional patch in the files, which will prevent the main mod from being allowed to scrap any terrain, bodies of water, or major building/structural pieces among other things. This patch limits the scrapping by a large margin, and turns the main mod into more of a "tidy the place up" rather than "renovate the place" experience.
Oh no, scrapall deleted things!
Stop using the "scrapall" command when you have a scrap mod or really any mod installed, I mean it! I know cleaning up the trash in the Commonwealth can be tedious, but your choice is either scrap what you want manually, or live with the consequences of letting the game disable every single object that can be scrapped. In the base game, "scrapall" is fine(ish) to run because the scrap recipes are so limited. It's a big mistake to run this command with any mod that adds scrapping recipes you aren't familiar with though. I promise scrapping all the mess manually isn't that bad, nicer and easier than tidying in real life.
Your mod broke cells in my game >:(
No it didn't, you (or a different mod you have) broke cells in your game. You can verify for yourself, at any time, that this mod has zero cell or INI edits. It's not physically possible for this mod alone to break anything in your game. What this mod does is provide simple but extensive scrap recipes for almost everything ever - that you can misuse/use irresponsibly if you so wish to. The consequences of doing this are yours to bear.
If you don't want to be able to scrap something you shouldn't, don't use scrap mods at all and don't turn off precombines in your INI file. If you do want to scrap something Bethesda didn't intend you to scrap, then with great scrapping power comes great responsibility!
I can't submit a bug report.
Unfortunately, despite the fact that anybody can verify for themselves that this mod contains only new records consisting of Form Lists and Constructible Object recipes (there's even a screenshot in images showing the contents of the esp!), I was inundated with reports of precombines breaking due to cell edits, which this mod is incapable of in every conceivable way. You can verify this yourself with xEdit. 16 people might submit bug reports claiming the mod edits cells, and every single one of them would be provably incorrect, but sadly it just makes my mod look like it has 16 bugs all the same. So due to misuse, bug reporting is turned off.
If you do find an actual valid bug, please post a comment about it, with as much detail as you can. As stated above, this mod is intended to cover thousands of items, so it's inevitable that a couple of items will find themselves in the wrong form lists.
Lastly, some objects can be really difficult to target, unfortunately I can't do anything about that. Sometimes you just have to really shuffle about in order to find the exact point something can be targeted, particularly ropes/wires.
0 comments