It seems some settlements are scappable but others aren't. I'm at Egret Tours and only basic stuff is scappable but not leaves and trash piles as they are at other settlements. Any idea other than mod conflict that might cause this?
dev never finished. the mods as-is, abandonware, user-beware.
to do this, the dev has to basically poke into the mod in CK and manually flag each individual item that is scrappable per-settlement. they managed to do quite a few of the settlements, but there aint any work done universally. sadly its quite a labor intensive effort. someone would need to take the source and continue where the dev left off (of which we have no clue due to sparse documentation).
Anyone having issues with this mod that is having cleaned up objects return or having floors that won't allow placement... make sure this mod's plugin is sorted last in your load order and make sure your mod manager isn't moving it around every time it autosorts your plugins. Other mods loading after scrap mods like this will cause these issues.
One alternative is the Settlement Salvage Bot. Basically the same thing, it lets you scrap almost everything including leaf piles and other junk that otherwise is non scrappable. It also expands the settlement boundries which let's you scrap even more otherwise non scrappable ugly and annoying junk.
It only partially works for me. Seems like the edges along the bridge and the far eastern part of Sanctuary are allowing me to scrap all the garbage on the ground. What it does do, it does well, but I cannot get your starting home or any of the others actually cleaned up inside. Since the mod author never carried through on the so called update, guess I will have to remove this mod and look elsewhere.
This mod generally works as advertised until you get to the Castle. After taking the castle and getting access to the workshop, but only after waiting for the Minutemen to clean all the mirelurk stuff out themselves, I found I was unable to place any objects inside the fort without them passing through the floor.
The benefit of this mod to my primary settlements (Red Rocket, Sanctuary and Abernathy) outweigh the fact that it basically makes the Castle unusable. For me at least.
The Immersive Scrapping mods are the only scrapping mods I use.
Yeah, me too in certain areas, Taffington Boathouse as well. I didn't realize that was this mod, doesn't seem like this mod would cause that issue. Still, easy enough to place whatever you want wherever you want, just have to place them and adjust a bit. I do that with pretty much eveything I place down anyway.
Note: This seems to happen with all scrapping mods. Scrap Everything supposedly has a file that fixes the issue but it didn't work for me at Taffington. I ended up placing a large wooden foundation under the entire lower floor and it works, but you can still walk through the walls.
Edit: I decided to look into this further and for some reson the 2 house piece meshes from the .ba2 file aren't working. The textures show as normal, probably because of precombines or something, but they have no collision like the house mesh is not there, so you fall through the floor and walk through the walls. I tried a bunch of different things in xedit and the CK but since I use ASE as well, many didn't work correctly because of load order. Turns out the easiest solution worked(one of the last I tried of course). I had to extract the 2 meshes from the Fallout4 - Meshes.ba2 (HouseKGrndFrameA02 & A03) and place the loose files in the Data/Meshes folder. No more dropping through the floor, couldn't say why it happens but this worked for me.
why do cleanup mods like this cause small fps losses in sanctuary? To test go to sanctuary and look through the main living room window with this enable, a loss of 7fps for me. Why would a simple debris remover do this? This also happens with Scrap everything.
In order to do what they do (allowing you to interact with objects you otherwise couldn’t scrap) scrapping mods disable a cell’s precombined meshes, which are a core component of the game’s optimization system. All scrapping mods do this. It’s the only way for them to work.
Disabling precombined meshes forces the game to render every polygon of every mesh in a cell, even the bits underground or behind something that you can’t see. That’s why your frame rate drops and why any mod that disables precombines is going to have a negative impact on your performance.
Hope the info helps. If you'd like to read more on how the optimization system works, this forum thread is very informative: https://forums.nexusmods.com/index.php?/topic/5522717-fallout-4-optimization-and-performance-systems-explained/page-1
The first page has pretty much all the info you need summarized for a mod user perspective, as well as links to some video resources. The rest of the thread can get pretty technical and will likely make most people's eyes glaze over. Still worth a look if you're at all interested.
Question: Would using a scrapping mod to get rid of the nonsense and then rebuilding the precombines in the creation kit after you get it how you like it work? Short answer: No.
Long answer: Any scrapping you do in-game doesn't affect the core game files. Area remains the same in the game files, but then the mod(s) hides or adds stuff you've selected in a layer on top of the base files. Thus you cannot compile a precombined with your in-game changes. The changes will not appear outside your savefile. _ |Your quest actions Your save(s) - |Your settlement build(s) - including what you've scrapped L Your character Your mods Your settings (ini-files) Any ENB you've activated Base game
------------------
If you want cleaned up settlements without disabling the precombined optimization for the rest of the game, you would do well to take a look at Jencave's "Clean and simple" mods. https://www.nexusmods.com/fallout4/users/38759720?tab=user+files
I thought "Immersive Scrapping - Tidy up" didn't disable PreCombines? Here's a comparison with EnhancedSettlements addon (Horizon), which as far I know, disables PreCombines: https://imgur.com/mEXskpj
It does not. It works by allowing the items to be enabled or disabled in the game engine. This is different from being deleted. The item is still there, the computer is just instructed to not render it.
Does anyone have any idea why this mod causes me to lose 10 fps in settlements and also causes my game to hitch every couple seconds while rotating the camera? It only happens in settlements nowhere else.
yes broken precombs are a problem. (i don't know if this mod does) this leads to high draw calls reaching the limit dx11 can transport from cpu to gpu without bottleneck. it still works as a single thread, no multitasking with dx11. so you will encounter fps drops even with good hardware. just check the amount of draw calls in the area with low fps. if the value is above 15000 you have found the reason (you can use enb for that)
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to do this, the dev has to basically poke into the mod in CK and manually flag each individual item that is scrappable per-settlement. they managed to do quite a few of the settlements, but there aint any work done universally. sadly its quite a labor intensive effort. someone would need to take the source and continue where the dev left off (of which we have no clue due to sparse documentation).
Basically the same thing, it lets you scrap almost everything including leaf piles and other junk that otherwise is non scrappable.
It also expands the settlement boundries which let's you scrap even more otherwise non scrappable ugly and annoying junk.
The benefit of this mod to my primary settlements (Red Rocket, Sanctuary and Abernathy) outweigh the fact that it basically makes the Castle unusable. For me at least.
The Immersive Scrapping mods are the only scrapping mods I use.
Note: This seems to happen with all scrapping mods. Scrap Everything supposedly has a file that fixes the issue but it didn't work for me at Taffington. I ended up placing a large wooden foundation under the entire lower floor and it works, but you can still walk through the walls.
Edit: I decided to look into this further and for some reson the 2 house piece meshes from the .ba2 file aren't working. The textures show as normal, probably because of precombines or something, but they have no collision like the house mesh is not there, so you fall through the floor and walk through the walls.
I tried a bunch of different things in xedit and the CK but since I use ASE as well, many didn't work correctly because of load order. Turns out the easiest solution worked(one of the last I tried of course). I had to extract the 2 meshes from the Fallout4 - Meshes.ba2 (HouseKGrndFrameA02 & A03) and place the loose files in the Data/Meshes folder. No more dropping through the floor, couldn't say why it happens but this worked for me.
Disabling precombined meshes forces the game to render every polygon of every mesh in a cell, even the bits underground or behind something that you can’t see. That’s why your frame rate drops and why any mod that disables precombines is going to have a negative impact on your performance.
https://forums.nexusmods.com/index.php?/topic/5522717-fallout-4-optimization-and-performance-systems-explained/page-1
The first page has pretty much all the info you need summarized for a mod user perspective, as well as links to some video resources. The rest of the thread can get pretty technical and will likely make most people's eyes glaze over. Still worth a look if you're at all interested.
Short answer: No.
Long answer: Any scrapping you do in-game doesn't affect the core game files. Area remains the same in the game files, but then the mod(s) hides or adds stuff you've selected in a layer on top of the base files. Thus you cannot compile a precombined with your in-game changes. The changes will not appear outside your savefile.
_
|Your quest actions
Your save(s) - |Your settlement build(s) - including what you've scrapped
L Your character
Your mods
Your settings (ini-files)
Any ENB you've activated
Base game
------------------
If you want cleaned up settlements without disabling the precombined optimization for the rest of the game, you would do well to take a look at Jencave's "Clean and simple" mods.
https://www.nexusmods.com/fallout4/users/38759720?tab=user+files
Here's a comparison with EnhancedSettlements addon (Horizon), which as far I know, disables PreCombines:
https://imgur.com/mEXskpj
Yours is the first mod I've installed that does exactly that. It's minimal and works like a charm for me. Endorsed!!