This page was last updated on 12 February 2021, 1:45AM
Changelogs
Version 2.0.0b
Fixed a bug where the red/green toggle lights apparently reset to red when the model fully unloads and then reloads (new code to resync the animation when the grinder loads)
Version 2.0.0a
Fixed an issue where some component types (namely adhesive, oil) wouldn't pay out for normal (non-mod) misc items
Made the turning off the power lever much more responsive (it, uh, just wasn't hooked up to the "turn off" code...)
Made the grinder act more predictably when power is connected/disconnected
Version 2.0.0
Changed the plugin name since the new version has changed too much internally to "cleanly" support existing saves
Can now (optionally) scrap object mods too, provided a dynamic patch has been generated using the new, supplied xEdit patcher script
Now operated with a bunch of physical buttons and levers instead of just a plain GUI
Now works with any components, vanilla or otherwise (probably even with a "total conversion" mod)
Decided to only release as an ESL-flagged .esp (e.g. ESPFE) instead of dually releasing with an .esl extension, as this is generally a little easier for users to deal with
Removed the 25% production bonus on scrapping Misc items—I decided I didn't really like this feature since it made me feel...anxious? every time I scrapped something without using the grinder, and 25% isn't much anyway
Version 1.2.1
Updated AWKCR compatibility for v8.4 (note that it remains backwards compatible with older versions)
The grinder will now always attempt to remove "mod collection" OMODs (the kind with editor IDs prefixed with "modcol") attached to gear instead of ignoring them—these would occasionally prevent processed gear from stacking properly
Added handling for "Legendary Modification", as well as "VIS-G Legendary Modifications" mods
Items in the grinder no longer need specific keywords to be processed—it will now attempt to process any weapon or armor item placed into it regardless of keyword status
The grinder will now process items in its container in a more predictable order
Unprocessable items will now be moved to the output container instead of being ignored and left in the main grinder container
Moved most inter-mod compatibility code so it only runs when the grinder is interacted with, instead of immediately on every single game load
Fixed a bug where the grinder could potentially be used to duplicate any non-vanilla components that were added to the WorkshopConsumeScavenge FormList
Version 1.2.0
Added a system for removing "dummy mods" from gear; these are the ones that show up as things like "Standard", "No Upgrade", "No Material Mod" etc, and have no stats and are free to craft (they only serve as a placeholder for that mod slot). Removing these ensures that processed gear will stack more reliably.
Improved F4SE checks again - error messages should be more descriptive now, e.g:
- You have installed the mod "Gear Grinder", however F4SE (Fallout 4 Script Extender) was not detected, or may have been installed improperly. F4SE is essential for this mod to work properly. To install the script extender, please visit http://f4se.silverlock.org/ and follow the instructions there. If F4SE is installed but you are still seeing this message, ensure that you have copied over the Data folder as well as the *.dll and *.exe binaries.
- You have installed the mod "Gear Grinder", however your F4SE version and F4SE script versions, as reported by F4SE, were found not to match. [...] This has the potential to cause severe problems with mods that depend on F4SE. You should check your installation and ensure that both the F4SE binaries (*.exe, *.dll) and the Data folder from F4SE were copied from the same version of F4SE.
- You have installed the mod "Gear Grinder", and while F4SE appears to have been installed (at least, the F4SE scripts are installed), it is not currently running. In order to use F4SE, you'll need to launch your game using the f4se_loader.exe executable that came with F4SE. In the mean time, Gear Grinder will not function correctly.
- You have installed the mod "Gear Grinder", however your F4SE version was determined to be out of date. [...] To update your script extender, please visit http://f4se.silverlock.org/ and install the latest version from there.
F4SE error messages and mod compatibility script stuff will now correctly run on your very first game load, and not only after saving and then reloading at least once (fixed a very stupid code mistake on my part)
Version 1.1.2
Added a F4SE binary/F4SE Data folder scripts version mismatch check
Improved the "F4SE not detected" warning slightly (added an extra line to tell the user to check that F4SE's data folder was installed too)
Tweaked the F4SE check slightly to ensure reliability (previously you'd probably get the wrong error message if F4SE's scripts were installed, but the game was not running via the F4SE launcher)
Added "WorkshopContainerKeyword" to the Grinder and Grinder Output containers so that Contraptions DLC machines can interface with them properly
Version 1.1.1
Fixed a "user failed to press compile" error where 1.1.0 was using a slightly outdated version of one of the scripts (any grinder created prior to 1.1.0 will need to be picked up and placed back down for the output container to rescale itself properly)
Grinder will now work with the 'Locksmith" mod installed (the grinder container will be auto-added to that mod's blacklist)
Version 1.1.0
Reworked the grinder model to fit in a shorter space
Changed the output chest from a wooden crate into a custom one made out of a bin filled with bits of clutter
Fixed the "Needs Power" UI thing, which wasn't working previously (conditions were checking the player instead of the machine)
Version 1.0.1
Ticked "Message Box" flag on the "F4SE not installed" and "F4SE out of date" error messages. These were previously (unintentionally) showing as notifications, so it was likely that the user would miss them altogether.