Update 1.1 fixes an issue with one of the recipes that meant there was a ton of stuff that wouldn't scrap.*
Note: the doors used to enter interior cells (such as the cellar in Sanctuary) are included in the lists, so don't use scrapall if you want to be able to enter those cells.
*I accidentally entered the wrong FormID, so one of the recipes pointed to itself instead of the FLST with all the vanilla statics.
Looks like they may have fixed it so the Unscrappable keyword actually works with scrapall, because the workbench is staying.
Of course, you still have to worry about load doors and some of your companions (I know Curie gets scrapped, not sure who else. I just deleted the few that were relatively near the bottom of the list).
Well, it looks like Bethesda pulled a Bethesda. Before 1.5, the game gave you the components specified in the first recipe you have for a given item. Now it gives you an amount based on the last recipe.
That means, with this mod installed, you won't receive anything for scrapping anything (not just the stuff only added by my mods.
This mod is amazing , totally removes the hassle of making marcy long , jun and mama murphy non essential , then driving them into a corner and blow with a fatman. Just walk upto them and scrap . Oh and not to mention u can also scrap those ugly 2 headed creatures that always block ur path or are stuck underground halfway . Scraps away those ugly settlers also np
" ... Everything else gives you nothing (it was either that, or have dead bugs giving you steel). ..."
Then what's bad with this ? ... after all, you can already find caps and other objects on dead animals/insects , and being mutant bugs that sometimes gives you also nuclear material, who said that they cannot give you also steel ? (LOL)
Seriously ... as far as you know, there is any way for add items to this ? ... i want to be able to scrap dead enemies (supermutants, scrapbots, junkbots, corpses, and so on), and the game don't let me scrap them, also with your mod (nor apparently with other scrapping mods) ... is this done on purpose, or is just impossible to add a "scrappable" flag to these items ?
Is anyone else having the same problem with not being able to look around? I've uninstalled the scrapping mods but I can't use the mouse at all when I go into build mode
If you uninstall a mod and the problem persists, it's not the cause of that mod (unless it had loose files, and you didn't uninstall those). This mod is just the esp, and further is just FLSTs and COBJs, so it definitely can't do that. There is literally not a single way I can think of that my mod could be the cause.
Just tested it to be sure, and I can't replicate the problem. Not sure what you did, but something is fucked up with your config.
Going to try this tonight. Read everything including a lot of posts. If I am using scrap everything I need to load yours first, then the compatibility patch last , then I should be good?
I think so. Since it comes after this mod, the recipes in Scrap Everything should overwrite the ones from here, so you'll get stuff from scrapping.
Of course, the vanilla ones will most likely be overwritten by mine, so if you don't get anything for scrapping something you can in vanilla, that's why. Only way to fix it is to go through and remove anything from my lists that already can be scrapped (I'm not even remotely considering doing so, as it would be orders of magnitude more work than went into this), or copy all the vanilla recipes into a new mod, and load it after this.
You could try using player.placeatme 00019fd9 (Preston) and player.placeatme 00002f24 (Valentine), but I don't know how well they will work afterwards, with them being so heavily scripted.
I did that with Preston and he'll only use his generic dialogue. It's not a big deal because I did everything with them on my previous character, and I can just use the console for their quests
Trying to understand this mod; the description needs an actual description. For example, this will allow a player to scrap damn near everything NOT just in settlements, but anywhere in the entire world? The part I get is that if you scrap something with a recipe (the last), it will give you the recipe parts. Everything else = zilch.
If you use the two ini edits I say to use, it will let you scrap anywhere.
I need to change the description though, the 1.5 game update changed it so the last recipe determines yield, from what I can tell. So having my mod load at the end will mean you get nothing for scrapping anything. I'd recommend only enabling this mod when you want to scrap something you can't with another mod, unless you use god mod so you don't have to worry about components. Disabling the mod won't make anything you scrapped return. Disabling the ini settings can, although if you use a mod like Spring Cleaning, Scrap Everything, or my Spring Cleaning patch, you can get rid of the ini edits as long as you only want to be able to scrap in the vanilla settlements. If you have a conflict (i.e. you are using SC or SE and can't scrap some things in a settlement), just throw my patch at the end of your load order.
Honestly, this "mod" was more of a proof-of-concept for the formlist script I "made" (a handful of edits to matortheeternal's leveled list automated script, which is why I haven't uploaded it as a modder's resource yet). If I wanted to do it properly, I could still use my script to make the mod much faster than without, I just would have to spend the time making all the COBJ records and figuring out what "good" yields are for different items.
What scrap workbench? You scrap in the build menu, not at a workbench.
If that is what you are doing and you are having issues:
Installation: 1) Use NMM or copy the esp into your data folder and activate it. 2) Add bUseCombinedObjects=0 to your Fallout4Custom.ini under [General] 3) Add bUsePreCulledObjects=0 to your Fallout4Custom.ini under [Display]
sorry terminology...yes the build menu is what i meant and yes i have the settings in my Fallout4Custom.ini and yes i did read im no slouch. still no joy. your turn.
EDIT: it seems you need to go through some extra steps to get this enabled with the latest beta 1.5.147. i followed the instruction here for that. https://www.youtube.com/watch?v=TKLR1bZIKAA
this WAS NOT in your read me...your right reading is good when available.
What version of the mod are you using? 1.1 fixed an issue with one of the scrap recipes that meant most of the things added to the lists weren't actually made scrappable.
If it's still not working, it's probably a result of something they did to "disable" mods for the beta. If that's the case, then you'll just have to wait until the beta is released as an update, I have no intention of supporting it if additional support is needed. Beta's are for locating and fixing bugs, not getting content early. The fact that many people think otherwise is part of the reason the Steam Early Access category has gone to s#*! (the other being that a bunch of smaller developers used it as a cash grab, letting them earn a quick buck without having to actually finish their game).
1.1...and i agree on all you said here. im thinking of going back to a stable release. i wanted to give the unofficial bug fixes a go but its turning into more of headache than necessary. thanks for your time.
This sounds like a very interesting mod to use. I don't care if I lose the ability obtain components from stuff I normally cannot scrap, sometimes you just want to get rid of an object without constantly having to type in the disable command. I'm using Spring Cleaning at the moment but may look into this one once I figure out the ramnifications of uninstalling Spring Cleaning. Tracking this for now.
43 comments
Note: the doors used to enter interior cells (such as the cellar in Sanctuary) are included in the lists, so don't use scrapall if you want to be able to enter those cells.
*I accidentally entered the wrong FormID, so one of the recipes pointed to itself instead of the FLST with all the vanilla statics.
Of course, you still have to worry about load doors and some of your companions (I know Curie gets scrapped, not sure who else. I just deleted the few that were relatively near the bottom of the list).
That means, with this mod installed, you won't receive anything for scrapping anything (not just the stuff only added by my mods.
10/10 will endorse later
Then what's bad with this ? ... after all, you can already find caps and other objects on dead animals/insects , and being mutant bugs that sometimes gives you also nuclear material, who said that they cannot give you also steel ? (LOL)
Seriously ... as far as you know, there is any way for add items to this ? ... i want to be able to scrap dead enemies (supermutants, scrapbots, junkbots, corpses, and so on), and the game don't let me scrap them, also with your mod (nor apparently with other scrapping mods) ... is this done on purpose, or is just impossible to add a "scrappable" flag to these items ?
Just tested it to be sure, and I can't replicate the problem. Not sure what you did, but something is fucked up with your config.
If I am using scrap everything I need to load yours first, then the compatibility patch last , then I should be good?
Of course, the vanilla ones will most likely be overwritten by mine, so if you don't get anything for scrapping something you can in vanilla, that's why. Only way to fix it is to go through and remove anything from my lists that already can be scrapped (I'm not even remotely considering doing so, as it would be orders of magnitude more work than went into this), or copy all the vanilla recipes into a new mod, and load it after this.
You could try using player.placeatme 00019fd9 (Preston) and player.placeatme 00002f24 (Valentine), but I don't know how well they will work afterwards, with them being so heavily scripted.
I had to resurrect tccarla early on and this worked for me
I need to change the description though, the 1.5 game update changed it so the last recipe determines yield, from what I can tell. So having my mod load at the end will mean you get nothing for scrapping anything. I'd recommend only enabling this mod when you want to scrap something you can't with another mod, unless you use god mod so you don't have to worry about components. Disabling the mod won't make anything you scrapped return. Disabling the ini settings can, although if you use a mod like Spring Cleaning, Scrap Everything, or my Spring Cleaning patch, you can get rid of the ini edits as long as you only want to be able to scrap in the vanilla settlements. If you have a conflict (i.e. you are using SC or SE and can't scrap some things in a settlement), just throw my patch at the end of your load order.
Honestly, this "mod" was more of a proof-of-concept for the formlist script I "made" (a handful of edits to matortheeternal's leveled list automated script, which is why I haven't uploaded it as a modder's resource yet). If I wanted to do it properly, I could still use my script to make the mod much faster than without, I just would have to spend the time making all the COBJ records and figuring out what "good" yields are for different items.
If that is what you are doing and you are having issues:
Reading is your friend.
EDIT: it seems you need to go through some extra steps to get this enabled with the latest beta 1.5.147. i followed the instruction here for that. https://www.youtube.com/watch?v=TKLR1bZIKAA
this WAS NOT in your read me...your right reading is good when available.
If it's still not working, it's probably a result of something they did to "disable" mods for the beta. If that's the case, then you'll just have to wait until the beta is released as an update, I have no intention of supporting it if additional support is needed. Beta's are for locating and fixing bugs, not getting content early. The fact that many people think otherwise is part of the reason the Steam Early Access category has gone to s#*! (the other being that a bunch of smaller developers used it as a cash grab, letting them earn a quick buck without having to actually finish their game).
In the future, try to keep questions about a mod to that mod please
http://forums.nexusmods.com/index.php?/topic/4021130-guide-to-adding-your-own/?p=36773215