To clarify: this works fine with the non-ini version of Spring Cleaning. I only recommend using the esp (or cleaning up the esm) because it can potentially cause compatibility issues if another mod edits the Placed Object references Spring Cleaning does and loads before it.
It shouldn't be a problem, since it is an esm, so it is unlikely to load after a mod that is messing with those references. Still, it's bad practice to have a ton of unneeded Placed Object references in your mod (Spring Cleaning had so many because Nverjos didn't fully understand what triggered the fix. I didn't figure it out myself until today when I came back to this mod).
Spoiler:
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Checking the original esm against Automatron, the only conflict is in the cell data itself. The conflict is in the VISI - Unknown and PCMB - Physics Combined fields. The "conflicts" in the XPRI and XCRI subrecords are just rearranged lists (which is a result of the CK not giving a s#*! about the order, so the order changes every time a plugin is saved, as has happened with multiple updates to Fallout4.esm). No idea what the different values do, so I elected not to touch them.
I can upload a different version of the patch for Automatron, but people will expect it to allow scrapping in the Mechanist's Lair, which I don't want to do. Because Bethesda is being Bethesda, disabling preculling and combined meshes (which is what the workaround I am triggering does) in an interior cell actually causes preculling, and some really weird visual bugs in certain spots. It's fine near the actual build area, but the entire building is one cell, so I can't trigger it in one spot without it being triggered for the whole cell.
edit: Just played around a bit with the CK, the two "conflicting" fields (VISI and PCMB) are just a timestamp, so there is absolutely no actual conflict, and thus no reason to bother with a separate version. edit2: With what I have now learned, I am fairly sure those fields tell the game which .uvd file to use, so with this patch it will use the vanilla occlusions instead of new ones. Pretty sure the only difference is there would be a few new ones, but it wouldn't be noticeable.
Recently learned that any esp touching a cell will cause the cell reset bug in that cell. Making this an esm would defeat the purpose, so I recommend just using the workarounds available (links in the description). Looks like Bethesda is supposed to have fixed the bug (not certain, as I didn't have the bug myself). As with the keyword cap, there is no official word about the fix being released.
Scrap Everything uses the same edits my patch does, so my patch isn't needed for Scrap Everything, as long as you put Scrap Everything at the end of your load order as directed.
If you want to stop using Scrap Everything (or Spring Cleaning, or any similar scrap mod) but want the stuff you scrapped to stay gone, the patch will let you do so.
Wow. Tried a few things to get Spring Cleaning working, saw this and was like "Ehh, probably not going to work, probably would need to figure out which mod is probably conflicting with Spring Cleaning... Might just have to give up on this mod..." But I gave this patch a try anyway and I was pleasantly surprised! This patch worked like a charm! Great job!
- Can't scrap houses - Can't scrap floors in houses, or floors around houses.
Reason... I never scrap the houses in Sanctuary, or the floor in Sanctuary. But live in fear of accidentally scrapping them, I'm adding your mod to a save game start I am making, as a hard requirement, with a link. But I don't want new starters accidentally deleting their old houses, or floors.
An additional version, with the Sanctuary houses and floors removed from the scrap list, would be nice.
The original author has been AWOL for a long time, so I decided to ask you...
This patch doesn't touch scraplists. If you don't want to be able to scrap houses, disable the optional Spring Cleaning plugin that lets you scrap houses.
I didn't have that feature installed, in all the time I've been playing Fallout 4, I never realised that that was an option. I wasn't getting separate plugins for those features, I had installed it under 1 .esp file.
I didn't realise that there were 2 install options. 1. Install FULL EXPANDED LIST, under 1 .esp, where you cannot alter what is scrapped. 2. Install SEPARATE PLUGINS in 6 .esp's, where you have 6 sections. AND A NEXT BUTTON APPEARS... - Grass and Dirt mounds - Concrete - Buildings ( what I was asking for ) - Animations - Lanterns - Privet Hedges
Spring cleaning has a FOMOD installer, something I wasn't aware of. I normally name my mods that have them, I missed spring cleaning.
I just had to fully uninstall it, then re-install it to get the installer to bring up the options. If I selected the separate plugins options, something that I'd missed, more than once.
Thanks... I was confused as Hell, when you said just disable the optional Spring Cleaning plugin. Checking the mod pages for what it meant, and still coming up empty. I guess it's something that I missed.
206 comments
It shouldn't be a problem, since it is an esm, so it is unlikely to load after a mod that is messing with those references. Still, it's bad practice to have a ton of unneeded Placed Object references in your mod (Spring Cleaning had so many because Nverjos didn't fully understand what triggered the fix. I didn't figure it out myself until today when I came back to this mod).
Checking the original esm against Automatron, the only conflict is in the cell data itself. The conflict is in the VISI - Unknown and PCMB - Physics Combined fields. The "conflicts" in the XPRI and XCRI subrecords are just rearranged lists (which is a result of the CK not giving a s#*! about the order, so the order changes every time a plugin is saved, as has happened with multiple updates to Fallout4.esm). No idea what the different values do, so I elected not to touch them.
I can upload a different version of the patch for Automatron, but people will expect it to allow scrapping in the Mechanist's Lair, which I don't want to do. Because Bethesda is being Bethesda, disabling preculling and combined meshes (which is what the workaround I am triggering does) in an interior cell actually causes preculling, and some really weird visual bugs in certain spots. It's fine near the actual build area, but the entire building is one cell, so I can't trigger it in one spot without it being triggered for the whole cell.
edit: Just played around a bit with the CK, the two "conflicting" fields (VISI and PCMB) are just a timestamp, so there is absolutely no actual conflict, and thus no reason to bother with a separate version.edit2: With what I have now learned, I am fairly sure those fields tell the game which .uvd file to use, so with this patch it will use the vanilla occlusions instead of new ones. Pretty sure the only difference is there would be a few new ones, but it wouldn't be noticeable.
Recently learned that any esp touching a cell will cause the cell reset bug in that cell. Making this an esm would defeat the purpose, so I recommend just using the workarounds available (links in the description).Looks like Bethesda is supposed to have fixed the bug (not certain, as I didn't have the bug myself). As with the keyword cap, there is no official word about the fix being released.
If you want to stop using Scrap Everything (or Spring Cleaning, or any similar scrap mod) but want the stuff you scrapped to stay gone, the patch will let you do so.
Now, just need to get place anywhere to work.
- Can't scrap houses
- Can't scrap floors in houses, or floors around houses.
Reason... I never scrap the houses in Sanctuary, or the floor in Sanctuary. But live in fear of accidentally scrapping them, I'm adding your mod to a save game start I am making, as a hard requirement, with a link. But I don't want new starters accidentally deleting their old houses, or floors.
An additional version, with the Sanctuary houses and floors removed from the scrap list, would be nice.
The original author has been AWOL for a long time, so I decided to ask you...
I didn't realise that there were 2 install options.
1. Install FULL EXPANDED LIST, under 1 .esp, where you cannot alter what is scrapped.
2. Install SEPARATE PLUGINS in 6 .esp's, where you have 6 sections. AND A NEXT BUTTON APPEARS...
- Grass and Dirt mounds
- Concrete
- Buildings ( what I was asking for )
- Animations
- Lanterns
- Privet Hedges
Spring cleaning has a FOMOD installer, something I wasn't aware of. I normally name my mods that have them, I missed spring cleaning.
I just had to fully uninstall it, then re-install it to get the installer to bring up the options. If I selected the separate plugins options, something that I'd missed, more than once.
Thanks... I was confused as Hell, when you said just disable the optional Spring Cleaning plugin. Checking the mod pages for what it meant, and still coming up empty. I guess it's something that I missed.
Thanks for the info...