(FIX) You can now always make the workshop object if you have Circuitry in some form.
(FIX) Stopped scrapping the large tree in the cul-de-sac of Sanctuary when scrapping Shrubs etc.
(FIX) Stopped scrapping the Abernathy Farm cat, sorry Maisie!
Version 1.4
(NEW) Sunshine Tidings Co-op, Tenpines Bluff, Graygarden, Oberland Station and Hangman's Alley fully supported by ScrapZapper and ScrapLess.
(FIX) Really (!) fixed ScrapZapper stopping working after updating.
Version 1.3.1
Spoiler:
Show
(FIX) Updating to version 1.3 from a previous version caused ScrapZapper to stop working. You can update to 1.3.1 from any previous version and it should work again!
Version 1.3
Spoiler:
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(NEW) Added full support for Starlight Drive In to Scrap Zapper and Scrap Less
(FIX) Settlement build size bar is adjusted as you use Scrap Zapper. Thanks lryca for the help!
I also did some work behind the scenes to make adding new settlements easier and less error prone.
Version 1.2.1
Spoiler:
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(FIX) Fixed installer to work with NMM.
Version 1.2
Spoiler:
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(NEW) Abernathy Farm now fully supported by Scrap Zapper and Scrap Less
Clarabell gets to keep her pen with Scrap Less!
(NEW) Installer for NMM / MO2 etc so you can choose options from an all-in-one download.
(FIX) Can now only deploy Scrap Zapper at owned settlements.
Version 1.1
Spoiler:
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Added menu options for grass, grass mounds and shrubs etc.
Base mod now supports Scrap Everything for players that don't have all the DLC as well as those that have them all.
You can now pickup Scrap Zapper and take it to a new settlement without worrying about collecting the materials required again! Simply use the "Pickup Scrap Zapper" option in the menu, this gives you an item in your inventory. Travel to the new settlement and use the "Deploy Scrap Zapper" item.
Scrap Less now has two versions, one for players with all the DLC "ScrapLess-Ultimate" and one for players that don't have all the DLC "ScrapLess-Core".
Sanctuary Retaining Wall and Red Rocket Building have been added to Scrap Less.
Updating
When updating from version 1.0 make sure to remove the old version first. The scripts are now in an archive so you musn't have a folder called "Scripts/SZ".
I'm currently working on version 2.0 of Scrap Zapper and I thought I'd share what is changing as it may be a while before it is released.
New Features
Instead of menu entries to scrap one category at a time there will be one Zap All menu entry. Multiple scripts will fire off at the same time and all the scrap in Sanctuary will be zapped in under 20 seconds! There will be a holotape/MCM to control which categories you want to be zapped. This should allow you finer grain control too.
I'm removing the need for Scrap Everything. Whilst Scrap Everything is great at what it does it wasn't designed to be used with an automatic scrapper. Having to support two versions of Scrap Everything as well as Horizon balance is unweildy and time consuming. Removing the reliance on Scrap Everything will also remove the need for Scrap Less which most people probably don't understand anyway. I'll test if Scrap Zapper remains compatible with Scrap Everything.
Development Version 2.0 is already well under development, the new multiple thread system is working well and debris, trash and flora are added. I'm making the process of adding scrap more automatic so I hope to add more settlements easily. I won't release 2.0 till it works well for at least the same number of settlements as 1.4. I may even wait till I've tested all of the vanilla settlements, it depends how long it takes to add and test a new settlement.
I want this mod so freakin' bad, but I'm going to wait until version 2.0. I really hope it stays compatible with Scrap Everything, since I don't plan on ever removing it for any reason. So I shall wait and see. Super hyped! I've currently put in 1132 hours of playtime into FO4, and saving time by using Scrap Zapper on any future new games would be fantastic. I have this mod tracked and my fingers crossed about the compatibility! Either way, great job. Sounds like this mod could work like a miracle for some. Haha. :)
Sanctuary is now finished in 2.0! I got scrapping of dead creatures working. I'm going to add looting of the settlement as it's quite easy and solves the floating items. Then I'll add the holotape. Finally I'll start adding other settlements and see how long that takes.
I've added putting loot into the workshop. The bodies of dead creatures are now scrapped. I've fixed floating items, you should never see them now. I've finished the settings holotape, MCM options can come later. I've polished everything and Sanctuary is fully supported and running well.
One thing I'm pleased with is I've added a short fade to black once most of the processing is done. Then after a couple of seconds it fades back in and everything is zapped. This keeps your immersion as otherwise you can see some things disapear at slightly different times.
I have a script to tell me what is missing from a settlement. I then partially automate adding the missing objects to be zapped so it shouldn't take too long to add each settlement!
Love the mod, on my 4th playthrough. Though do wish the mod scrapped the still standing maple tree and the big tree. That big tree gets in the way when am building my settlement.
Hey, I am really looking forward to the new release, And as usual I have a suggestion for you :) Rather than using the fade to black when scrapping items, you might want to contact the author of Loot Detector mod https://www.nexusmods.com/fallout4/mods/4380 He has added a rather nice teleport effect when approaching random loots and they get moved to the workshop. This same effect could be used for the scrap zapper so that when you activate it the items would actually get zapped as they are scrapped and you can watch the items being scrapped from the settlement.
@EArthurKIII: There are more options for Tree scrapping in 2.0. @Ghostwalker71: Sounds interesting, I'll check it out :). The fade to black is jarring.
I'm still here but between playing Far Cry 5 and the heat I've not felt like doing much. I've added support for Red Rocket in 2.0 and it shouldn't take too long to add more settlements.
I've got back into the 2.0 update, five settlements are now done. Four to go till it has the same support as 1.4. I've still not decided if to release then or wait till it's fully finished. It depends at the pace I'm adding settlements.
Either way, awesome progress, thanks for the work! Side note: I now can not use scrap anything to get rid of the non-ruined houses in Sanctuary for some reason. Good, because when getting rid of small leftover things in places I don't want to 'whoops there goes the whole building', I can't. Bad, when I really want to get rid of a large building in the way. Any idea if your mod is causing this change in scrap-ability somehow?
PS: The part about making your mod not rely on Scrap anything sounds like an awesome move!
I was wondering, why are you having to "Add" each settlement? Don't you use scrap lists and just use the papyrus script to check for ownership of the items to be scrapped to make sure they are within the allowed build area?
Also I thought of a fun idea, but no idea if it can even be implemented. When you place the scrap zapper trigger it. you could have hundreds of tiny mr handy robots run out to each items to be scrapped before it is processed.
Hah, I was Juuust about to uninstall this since "scrap everything" adds a bit too much lag for VR downtown when I add Endless Warfare. But, I'll wait on this update. It sounds like exactly what I need.
Adding "clean" settlements adds far too much time to transition loading IMHO.
Any updates on this great mod? I tend to repeat the scrapping options cuz I forget which I selected last. One selection for all scraping would be fabulous!
Most Likely not, been a little over 4 years and nothing. Maybe the author just gave up, or died. It would be nice if someone could make a similar mod like the 2.0 update was describing.
its not working as intended. its in the middle of sanctuary and there are multiple scrapable objects around and when i do the part 1 and 2 option it says nothing scrapped pls fix
is there a load issue or something? im not finding it in misc, But the modification ability in mcm is showing up Also, what would happen if you use it outside of a settlement?
I think this mod is a very interesting and useful thing. And helpful in-game. I just would know: I have installed Scrap Everything (FOMOD check: Ultimate - nothing else) and Scrap Zapper (FOMOD check: nothing). When I installed SZ the first time and checked optional "Scrap Less" for SC the Zapper could not scrap everything, so this time I have not checked any optional files in FOMOD. I would know if the installation and load orders are good choice:
When i tell it scrap leaf piles, trash and debris, grass, or grass mounds it goes off immediately and says no items scrapped. I have Scrap everything Ultimate and selected that in the installer menu.
does anyone know of a mod like this that will also remove the debris decals,and piles of leaves? i have tried the options in game and the dont scrap anything
I took the advice of some users below, and use Scrap Everything 2.4 (found under the "Old Files" section on the Scrap Everything page) instead of the latest version of Scrap Everything; confirmed should still work in Spring 2021 that way. I use this and Scrap Everything 2.4, in conjunction with mrmakkymakk's Super Scrap mod, and Kuroitsune's Build And Scrap Everywhere mod.
My load order: Top . Super Scrap . Build And Scrap Everywhere (I believe that you need to add the line "bUseCombinedObjects=0", no quotation marks included, under "[General]", in your Fallout4.ini, for this to work. Beware, as it will cause performance drops). . Scrap Everything 2.4 . Scrap Zapper (Combined with "Scrap Less" Scrap Everything patch). Bottom
Just a note; if you use Build And Scrap Everywhere as well, then Scrap Zapper will scrap everything in the maximum radius that it can scrap, even outside of settlement boundaries. I usually only enable it to get rid of annoying man-made objects, such as broken fences, that for some reason find their way outside of settlement boundaries.
- Install the version 2.4 of Scrap everything + Scrap Zapper - Go in game, use scrap zaper - Uninstall Scrap everything 2.4 and install the last version
You are good !
Repeat when you get a new settlements
NOTE: I just discover it, and I am not sure if this may break anything or create bug, but it did the work for me
288 comments
Status
Patch Notes
Version 1.4.1- (FIX) You can now always make the workshop object if you have Circuitry in some form.
- (FIX) Stopped scrapping the large tree in the cul-de-sac of Sanctuary when scrapping Shrubs etc.
- (FIX) Stopped scrapping the Abernathy Farm cat, sorry Maisie!
Version 1.4- (NEW) Sunshine Tidings Co-op, Tenpines Bluff, Graygarden, Oberland Station and Hangman's Alley fully supported by ScrapZapper and ScrapLess.
- (FIX) Really (!) fixed ScrapZapper stopping working after updating.
Version 1.3.1Clarabell gets to keep her pen with Scrap Less!
download.
Updating
Upcoming 2.0
I'm currently working on version 2.0 of Scrap Zapper and I thought I'd share what is changing as it may be a while before it is released.New Features
- Instead of menu entries to scrap one category at a time there will be one Zap All menu entry. Multiple scripts will fire off at the same time and all the scrap in Sanctuary will be zapped in under 20 seconds! There will be a holotape/MCM to control which categories you want to be zapped. This should allow you finer grain control too.
- I'm removing the need for Scrap Everything. Whilst Scrap Everything is great at what it does it wasn't designed to be used with an automatic scrapper. Having to support two versions of Scrap Everything as well as Horizon balance is unweildy and time consuming. Removing the reliance on Scrap Everything will also remove the need for Scrap Less which most people probably don't understand anyway. I'll test if Scrap Zapper remains compatible with Scrap Everything.
DevelopmentVersion 2.0 is already well under development, the new multiple thread system is working well and debris, trash and flora are added. I'm making the process of adding scrap more automatic so I hope to add more settlements easily. I won't release 2.0 till it works well for at least the same number of settlements as 1.4. I may even wait till I've tested all of the vanilla settlements, it depends how long it takes to add and test a new settlement.
Sanctuary is now finished in 2.0! I got scrapping of dead creatures working. I'm going to add looting of the settlement as it's quite easy and solves the floating items. Then I'll add the holotape. Finally I'll start adding other settlements and see how long that takes.
Would it be possible to get a "scrap everything" button? rather than having to go through each menu item?
I've added putting loot into the workshop. The bodies of dead creatures are now scrapped. I've fixed floating items, you should never see them now. I've finished the settings holotape, MCM options can come later. I've polished everything and Sanctuary is fully supported and running well.
One thing I'm pleased with is I've added a short fade to black once most of the processing is done. Then after a couple of seconds it fades back in and everything is zapped. This keeps your immersion as otherwise you can see some things disapear at slightly different times.
I have a script to tell me what is missing from a settlement. I then partially automate adding the missing objects to be zapped so it shouldn't take too long to add each settlement!
Rather than using the fade to black when scrapping items, you might want to contact the author of Loot Detector mod https://www.nexusmods.com/fallout4/mods/4380
He has added a rather nice teleport effect when approaching random loots and they get moved to the workshop. This same effect could be used for the scrap zapper so that when you activate it the items would actually get zapped as they are scrapped and you can watch the items being scrapped from the settlement.
@Ghostwalker71: Sounds interesting, I'll check it out :). The fade to black is jarring.
I'm still here but between playing Far Cry 5 and the heat I've not felt like doing much. I've added support for Red Rocket in 2.0 and it shouldn't take too long to add more settlements.
I've got back into the 2.0 update, five settlements are now done. Four to go till it has the same support as 1.4. I've still not decided if to release then or wait till it's fully finished. It depends at the pace I'm adding settlements.
Side note: I now can not use scrap anything to get rid of the non-ruined houses in Sanctuary for some reason.
Good, because when getting rid of small leftover things in places I don't want to 'whoops there goes the whole building', I can't.
Bad, when I really want to get rid of a large building in the way.
Any idea if your mod is causing this change in scrap-ability somehow?
PS: The part about making your mod not rely on Scrap anything sounds like an awesome move!
Also I thought of a fun idea, but no idea if it can even be implemented. When you place the scrap zapper trigger it. you could have hundreds of tiny mr handy robots run out to each items to be scrapped before it is processed.
Adding "clean" settlements adds far too much time to transition loading IMHO.
Mod Organizer 2 installation order:
[other mods]
Scrap Everything (latest version)
Scrap Zapper (lastest version)
[other mods]
MO2 plugin load order:
[other mods]
Scrap Zapper.esp
Scrap Everything - Ultimate.esp
Bashed Patch, 0.esp
ENBLightsHDPatch.esp
My load order:
Top
. Super Scrap
. Build And Scrap Everywhere (I believe that you need to add the line "bUseCombinedObjects=0", no quotation marks included, under "[General]", in your Fallout4.ini, for this to work. Beware, as it will cause performance drops).
. Scrap Everything 2.4
. Scrap Zapper (Combined with "Scrap Less" Scrap Everything patch).
Bottom
Just a note; if you use Build And Scrap Everywhere as well, then Scrap Zapper will scrap everything in the maximum radius that it can scrap, even outside of settlement boundaries. I usually only enable it to get rid of annoying man-made objects, such as broken fences, that for some reason find their way outside of settlement boundaries.
- Install the version 2.4 of Scrap everything + Scrap Zapper
- Go in game, use scrap zaper
- Uninstall Scrap everything 2.4 and install the last version
You are good !
Repeat when you get a new settlements
NOTE: I just discover it, and I am not sure if this may break anything or create bug, but it did the work for me