If you're updating from 1.x, I recommend scrapping any existing grinders in workshop mode before loading the new update. This is because deleting any item attached to a workshop power grid by any means other than scrapping it in workshop mode has a chance to corrupt the local power grid, which can lead to persistent crashes in the future.
Alternatively, just replace the old mod install with v2.0.0; then, install Power Grid Tools from R2K's Gameplay Mods. Finally, in any settlement where you previously had a grinder, had run this console command: cpg 1 Honestly, you might want to do that anyway, as the scrap crash can be a real monster if you aren't familiar with it.
The main feature of this update is the added ability to scrap loose mods, which was previously impossible. While technically nearly impossible, I was made aware of an older mod called Scrap-able mods, by XWolfJackX; and by extension, JigsJosh's Equipment Recycler. The authors of those respective mods had a clever idea, which was to store component data on the loose mods themselves. This means that scripts can read that data, and are able to fully scrap a piece of gear for raw components, and not just able to strip the mods off of them.
Not to be outdone, it occurred to me that I could write a script for xEdit that would generate a plugin equivalent to "Scrap-able mods", but uniquely tailored to your load order. Then I added support for that on my mod's side, and here we are.
While I was at it, I gave the machine a significant functional overhaul, so it now has a bunch of buttons, switches and lights that together make it feel much higher quality than it was before.
I have been using this mod for a while now, never had any issues with it other than having to hook the power back up to it. Honestly I think it is that power grid glitch but the mod itself works as described. I use it to break down all my junk into components. It does that perfectly. When I get a lot of the same kinds of weapons like Institute rifles or laser weapons, I dump them all into the machine and it breaks them down, removing all the mods. It does that with no problems. Makes it easier to upgrade a few of them in the workbench instead of having to find each mod on each weapon I want. Really a huge time saver for me, such a great mod.
If you have Workshop Framework installed, it has tools that can repair power grid glitches. The power grid glitch tends to be the big reason a settlement causes a CTD.
What exactly are "loose object mods?" Is it referring to the individual mod components that we see on a weapon or a piece of armor?
Update: well, I can also say that this is arguably going into my "must-haves" mod folder. I, too, was always wondering why the hundreds of components were missing whenever I traveled to different settlements modifying my character's equipment. I almost always made one settlement a "trash dump" for junk, never realizing junk that never broke down into components didn't transfer throughout the settlement network.
Well I only realized late into my game that I needed to do Xedit stuff to even use this thing.
Is it safe to use a previous version mid game or should I just accept there is nothing I can do? I didn't plan for the extra functions I was just use to installing this mod cause it was great for not having the workshop filled with to many junk items. It seemed to make my game more stable if it was just the basic components.
I don't install new mods mid play cause it can corrupt my game. Not upset. Just one of those moments where you stand on the beach saying "Man." as you stare out to sea.
I just freshly installed this mod and built the machine at murkwater construction site, but it seems to have no levers or buttons, i can connect it to power just fine, supply is more than adequate for the machine and I can put modified weapons into the machine, but nothing happens. This mod and the XEdit patch is the only things in my load order thats not CC content or DLC. I did try a fresh new save, installing the mod manually, installing the mod through MO2 , and reinstalling F4SE, none of those 4 seemed to help, any ideas would be greatly appreciated. Picture of the machine is included
EDIT: thought i would add game version, F4SE version, and mod version, game version is 1.10.163.0, F4SE version is 0.6.23, mod version 2.0.0.B
after a bit of testing, i have gotten almost nowhere, just going to post what I have found, when prompted, installs were ESP
version 1.0.0, 1.0.1, 1.1.0, 1.1.1, 1.1.2 the machine 'works', but doesn't remove mods, it does have an output box
version 1.2.0 the machine 'works', but doesn't remove mods, I did get a warning about f4se being improperly installed, which shouldn't be the case, as the installation instructions on the website were properly followed
version 1.2.1, machine has no output box, nor does it have a process prompt
version 2.0.0, cannot even build machine at all
version 2.0.0A and 2.0.0B, can build machine, has no output box, and has no process prompt
I did reinstall F4SE from a fresh install right off the website and ran from 1.2.0 up, with the same results as the previous test, validating game files in Steam also did nothing
F4SE files that were absolutely mandatory that were listed on the main page are present in the /data/scripts folder
Really fun mod, I love how it lets you pull scrap from your network but it costs enough power and materials to not feel like a cheat. The big levers and buttons are absolutely excellent and I love flipping/pressing them. I hope that you include a feature for scrapping armor soon!
The second lever will do that if I ever come up with a reasonably clean way to implement it. I mean, it already processes armor mods, but mods aren't anywhere near as important for armor as they are for weapons.
Scrapping base objects is doable, but I just haven't thought of a clean way to handle it...the only way I know involves manual special handling on a per-plugin basis, and the resulting script might end up painfully slow. Though perhaps I could just add compatibility for base game stuff, which wouldn't be too big of a deal, and roll DLC/mod compatibility into the xEdit patcher.
I'd personally be just fine with base game armors only, since those are the ones I'm always picking up in my playthroughs. Having that option alone would save quite literally everyone a massive amount of time. DLC armors are minor at best, and modded armors can be handled by their respective authors, or by people willing to patch them.
I'll keep thinking about this problem. Worst case is my current solution will magically start working when F4SE updates. I think there's also a (better) solution I can roll into the xEdit patcher script instead, but xEdit's API is kind of arcane and it takes me ages to write complex code for it.
Well, I got tired of staring at a grinder with no buttons or switches while I waited for any suggestions, so I scrapped it and uninstalled the mod.
Looked back through three years of comments here and no one else even mentioned a fully inert non-functional grinder, so I guess I found a new problem.
Me is very very stupid, as I underlined in many occasions. So I have a question. When do I do this patch? Before doing Smashed Patch, the Crafting Framework Patch, in the middle?
Brain surgery :/ Thank you
EDIT: After checking it in xedit, I think I can do it before Smashed patch in any order.
Oops missed this comment somehow, anyway I don't think it matters too much as long as it's done after everything that adds new loose mods is installed. My patcher should carry over any changes made to the winning record by the smashed patcher and vice versa. Both will probably have to be rebuilt on significant load order changes.
Easily one of the best mods I've found on the Nexus. If you're able to get it to work, it's an incredibly handy utility for any playthrough and even works with mod weapons and pulls attachments. Sadly I can't get it to work with my mod setups, but nonetheless endorsed. :)
My favorite Scrapping machine on the site and I've tried just about all of them. Its very compatible is a vast amount of my mod lists aka Horizon to Normal with up to 600 mods installed.
Thanks for this. cant wait to see what else you come up with.
177 comments
If you're updating from 1.x, I recommend scrapping any existing grinders in workshop mode before loading the new update.
This is because deleting any item attached to a workshop power grid by any means other than scrapping it in workshop mode has a chance to corrupt the local power grid, which can lead to persistent crashes in the future.
Alternatively, just replace the old mod install with v2.0.0; then, install Power Grid Tools from R2K's Gameplay Mods. Finally, in any settlement where you previously had a grinder, had run this console command:
cpg 1
Honestly, you might want to do that anyway, as the scrap crash can be a real monster if you aren't familiar with it.
The main feature of this update is the added ability to scrap loose mods, which was previously impossible. While technically nearly impossible, I was made aware of an older mod called Scrap-able mods, by XWolfJackX; and by extension, JigsJosh's Equipment Recycler. The authors of those respective mods had a clever idea, which was to store component data on the loose mods themselves. This means that scripts can read that data, and are able to fully scrap a piece of gear for raw components, and not just able to strip the mods off of them.
Not to be outdone, it occurred to me that I could write a script for xEdit that would generate a plugin equivalent to "Scrap-able mods", but uniquely tailored to your load order. Then I added support for that on my mod's side, and here we are.
While I was at it, I gave the machine a significant functional overhaul, so it now has a bunch of buttons, switches and lights that together make it feel much higher quality than it was before.
Hope everyone enjoys.
Thanks IDontEven!
Update: well, I can also say that this is arguably going into my "must-haves" mod folder. I, too, was always wondering why the hundreds of components were missing whenever I traveled to different settlements modifying my character's equipment. I almost always made one settlement a "trash dump" for junk, never realizing junk that never broke down into components didn't transfer throughout the settlement network.
Is it safe to use a previous version mid game or should I just accept there is nothing I can do? I didn't plan for the extra functions I was just use to installing this mod cause it was great for not having the workshop filled with to many junk items. It seemed to make my game more stable if it was just the basic components.
I don't install new mods mid play cause it can corrupt my game. Not upset. Just one of those moments where you stand on the beach saying "Man." as you stare out to sea.
Sorry for the scattered rambling.
EDIT: thought i would add game version, F4SE version, and mod version, game version is 1.10.163.0, F4SE version is 0.6.23, mod version 2.0.0.B
version 1.0.0, 1.0.1, 1.1.0, 1.1.1, 1.1.2 the machine 'works', but doesn't remove mods, it does have an output box
version 1.2.0 the machine 'works', but doesn't remove mods, I did get a warning about f4se being improperly installed, which shouldn't be the case, as the installation instructions on the website were properly followed
version 1.2.1, machine has no output box, nor does it have a process prompt
version 2.0.0, cannot even build machine at all
version 2.0.0A and 2.0.0B, can build machine, has no output box, and has no process prompt
I did reinstall F4SE from a fresh install right off the website and ran from 1.2.0 up, with the same results as the previous test, validating game files in Steam also did nothing
F4SE files that were absolutely mandatory that were listed on the main page are present in the /data/scripts folder
Scrapping base objects is doable, but I just haven't thought of a clean way to handle it...the only way I know involves manual special handling on a per-plugin basis, and the resulting script might end up painfully slow. Though perhaps I could just add compatibility for base game stuff, which wouldn't be too big of a deal, and roll DLC/mod compatibility into the xEdit patcher.
Allegedly it's fixed for the next version of F4SE.
I'll keep thinking about this problem. Worst case is my current solution will magically start working when F4SE updates.
I think there's also a (better) solution I can roll into the xEdit patcher script instead, but xEdit's API is kind of arcane and it takes me ages to write complex code for it.
Yes, it does have power.
I did install the xEdit script before building the machine, if that makes a difference....
Looked back through three years of comments here and no one else even mentioned a fully inert non-functional grinder, so I guess I found a new problem.
Bug report?
Brain surgery :/ Thank you
EDIT: After checking it in xedit, I think I can do it before Smashed patch in any order.
Thanks for this. cant wait to see what else you come up with.