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Athelbras

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  1. Athelbras
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    Settlement Salvage Bot

    • There is an .ESP version and an .ESL version but their features differ -- see the Description page for install details
    • Players are advised to actually read (not skip or skim over) the detailed information on the Description page
    • Please review the Known Issues and Known Conflicts sections on the Description page before installing or using this mod

    Note: Clutter is removed significantly faster when you are away from that settlement (in a different "cell").
    Important Note: Create a saved game before salvaging a settlement -- one that you can return to if issues are encountered or the results are not to your liking.

    See the Description page for links to other downloads in my "Settlement" mod series.

    If you use Nexus Mod Manager (NMM) to install mods and patches, go get the newest version found Here.
    1. Athelbras
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      For those who might be interested ...

      See the Description page for a list of My Other Mods in this "Settlement" series.
  2. Athelbras
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    For FO4Edit Users ...

    This is for players who would like to have Limited Enhanced Clutter Removal in the original Commonwealth (base-game) settlements, but unfortunately encountered undesireable side-effect issues in one or more of those places.

    Spoiler:  
    Show

    This is an example of how to disable Limited Enhanced Clutter Removal in just the Taffington Boathouse area. The end result will be Basic Clutter Removal in Taffington with no side-effects in that location thereafter, and Limited Enhanced Clutter Removal in all other original Commonwealth (base-game) settlements.

    A required step is to install the ESP version of this mod.  Be aware that using the ESP version means that there is a a very real potential for performance impacts in the affected settlements since the use of "combined objects" is disabled by altering values in their cell data.  Resulting side-effects might adversely affect what is seen or not seen in or near those settlements, which surfaces are buildable or not buildable, and potentially which surfaces are walkable.

    Here are the steps:

    • Remove all Mr Salvage robots

    • Uninstall my mod

    • Install and enable/activate the ESP version of my mod (if not already present)

    • Look for this mod's .ESP file in the game's Data folder to confirm it is there.

    • Delete this .INI file from the game's Data folder if it is still there: SettlementSalvageBot.ini

    • Acquire and run FO4Edit, then expand the following sections ...

    • Expand my mod's content

    • Expand the Worldspace entry

    • Expand the Commonwealth entry

    • Expand Block 0,0

    • Expand Sub-Block 0,1

    • Remove the TaffingtonBoatHouseExt entry

    • Remove the Sub-Block 0,1 entry if (and only if) it no longer has sub-entries

    • Close F04Edit saving the edits you made

    The end result will be less removal of things around the Taffington settlement, but allow greater removal in all of the other original Commonwealth (base-game) settlements.

    If you decide to examine my mod's other blocks and sub-blocks with F04Edit, they will reveal settlements that can also be removed if troubles arise there as well.

    Note that my preference is to not spend time teaching people how to use F04Edit. So the above is a Do It Yourself project, which includes self-learning on how to use that modding tool if you are not already familiar with it.

    See F04Edit's description page for links to user documentation.

  3. Athelbras
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    Fallout London

    For now there is no support for Fallout London. It is complicated, and risky for saved games unless done correctly.

    Please note that it is my preference to not provide information about how to alter my mods, nor do I allow those kinds of discussions in my forums.
  4. beebeeson
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    Maybe someone has already said this, but you should have called the robot Mr Scrappy! 
    1. Athelbras
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      You're the first to suggest that, and yeah, it would have been a better name. 
  5. bedgie
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    I love the idea of the mod, however, it wont clean up certain things like leaf piles and grass and grass mounds (especially on the main road of Sanctuary) is it possible add those in to have it scrap leaf piles and grass and grass mounds?
    1. Athelbras
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      Yes, this mod can be used to remove those things. What you are perhaps not understanding is that there are (1) simple objects that can be readily removed and are designed to be removable, and (2) there are things that are bound tightly into the ground surfaces of the world (or variously clumped together) and are not intended to ever be removed.

      The simple objects are removed by installing and using the Basic Clutter Removal option. it enables basic clutter removal (simple objects) in all settlements, with no potential performance impact or side-effects. It will not remove leaf piles from roadways because leaf piles are not simple objects and instead are tightly bound to those surfaces.

      The other two options, Limited Enhanced Clutter Removal and Maximum Enhanced Clutter Removal unbind things like leaf piles from ground surfaces so that they can be removed. But there are risks in allowing that to happen, plus potential performance impacts -- because the developers did not design them to be removeable.

      Carefully review the entire description page of this mod for details, especially concerning risks and side-effects.
  6. dferstat
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    I apologise (again) for my question if:

    1) it's already been answered (though I did look), or 
    2) the answer is so obvious I should already know it,  but:

    How will the maximum enhanced (ESL plus INI) version of this play with Previsibines Repair Pack Stable Branch - PRP?

    If I understand it, your mod disables previsibines, while PRP rebuilds 'em. My logic tells me that they might conflict, but I think that water is wet, so what do I know?
    1. Athelbras
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      No knowledge of that mod.  All depends on what it does, how it does it, and when it does it.  Not planning to investigate, so use them together at your own risk.

      If I decided to use that mod, for this mod I would install it as Basic Clutter Removal to avoid potential issues.
  7. RekerSeekr
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    Umm, here to report something. I have this mod along with Sims Settlement 2 + Chap 2 mod, I tried to place down the bots placement. It did work but the bots do not appear once I placed them down.

    Not sure if this is the problem, but its something I've noticed. Played on Sims Settlement 1 mod before, trying out Sims Settlement 2 and doesn't seem to work.

    Edit: Must be on my end of modlists, idk which one but finding it out. Might not report back on the problem btw, just informing...
  8. SETH3003
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    Like the mod - and read the description BUT:

    I went trough 100 mods to find this mod to reduce my FPS in cities from 58 to 38 - deleted the ini and I'm good now.

    Though in my opinion it should say there is a significant potential for major performance impacts.

    Probably my fault reading over it the way it is I expected 5 to maximum 10 fps drop an thought lets go.
    1. Ojref
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      I think I might have found out why. It appears the .ESL version of this mod breaks previs/precombines and I caught it because I noticed that I was able to select and disable/mark for delete world-objects well outside outside of settlements, even in cells were there were no settlements. This is with  bUseCombinedObjects=1 set. I even went so far as to do a fresh game with just the .esl version of this mod and no other mods, so I'm fairly certain that it's a bug or a configuration issue with the mod and not something unique to my configuration. I'd try using the .esp version if you're experiencing issues - that seems to work perfectly fine. I haven't checked it with xEdit yet and will follow up if I do. I stumbled upon this by chance when I did a migration from NMM to ModOrganizer2, and noticed strange performance dips, went through a long process of elimination. Hopefully someone will benefit from this, and perhaps the mod author can investigate. 
    2. Athelbras
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      @Ojref

      No, it is not a bug or configuration issue with this mod. There are three (3) installation options, two of which provide an .ESL file and a third which provides an .ESP file. They differ in how much can be salvaged and in their potential impact on visual frame rate.

      For the Maximum Enhanced Clutter Removal install option, which uses an .ESL file with its .ini file still present, all precombined objects are intentionally released from being combined in order to enable the removal of things that otherwise can't be removed.  The downside is that there is then a greater burden on the game when processing visuals -- a varying degree of frame rate loss depending on the player's computer configuration. On my system the frame rate loss using Maximum is not noticeable during game play. For others it might be minor, moderate, or severe.

      Basic Clutter Removal uses that same .ESL file, but the .ini file is deleted by the player. Precombines remain untouched with no negative effect on frame rate.  However, only simple things can then be removed from the game world. The third install option (sort of inbetween) is Limited Enhanced Clutter Removal which uses an .ESP file instead of an .ESL file.

      If the loss in frame rate is too significant for the option a player installs, then simply uninstall and select one of the other installation alternatives.
    3. Ojref
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      RTFM'ed. Oof. Learn from my mistakes, kids. Thanks Athelbras, although the response is belated.
  9. SmurfMartin2401
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    Hello There..... i tryed to use Salvage and Tidy Bit for Fallout London.... but i forgot the Activation Requirements for your Mods.... can you Give us the Name for the ,,Force Quest Start/End/Stage Change,, Cheats?
    1. Athelbras
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      It is my preference to not provide information about how to alter my mods, nor do I allow those kinds of discussions in my forums.  So for now there is no support for Fallout London.

      [ "official" support by me will be determined in the coming days ]
    2. SmurfMartin2401
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      alright thank you :)
    3. Athelbras
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      Thinking initially maybe Mr Tidy, not Mr Salvage.  Mr Salvage will require significant care to avoid damaging saved games during play, so something easier is a better choice the first time around.  But perhaps not for a while since Fallout London is [supposedly] troublesome and buggy -- it might need one or more updates before becoming reasonably stable.
    4. Athelbras
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      Uploaded a Fallout London release of Mr Tidy today.  It is an ESL install.  Does not have a starter quest.
  10. chiron18
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    in version 2.0 the bot cant be build in vault 88.

    best scrapping mod i ever seen here
    1. Athelbras
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      Yes, outdoor salvaging only for Mister Salvage. However, if the .ini file is edited the player can then scrap those same things inside Vault 88.
    2. StonedYokai
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      how do we do that?
    3. Athelbras
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      Oops!  Sorry, I forgot that I decided to not include that feature.
  11. nunyahbiznes
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    Consider this a heads-up - Settlement Salvage Bot doesn't play friendly with Looted World. It's a Load Order issue, so make sure Salvage Bot loads below Looted World.

    Salvage Bot also has problems with SKK Dynamic Loot. Load Order priority using the ESP version of Settlement Bot may solve that, but I'm at the ESP limit and can't confirm. An ESL-flagged ESP for Salvage Bot would help, but I'm assuming it's not possible based on Wyrebash and R88-ESLify not being able to add the ESL flag.
    1. Athelbras
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      Thank you for providing the conflict information.  Appreciated!!!
  12. 0vermind
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    The Mr. Salvage seems to do a reasonably good job on small to medium size settlements, but refuses to clear out larger settlements such as Sanctuary. Despite enabling all the cleaning options (I use the .ESL version, for normal cleaning, I don't want any game-breaking changes) It will just stop cleaning at some point, despite there still being a lot of leaves, branches, fallen fences, clutter in houses, etc. I have removed the bot, placed it again, let it scan but it never cleans, it just shows the white lights on the pad and that's it. 

    Edit: It refuses to clean pretty much anything at Red Rocket Truck Stop. It does a scan (beep confirmed!) but then just stays near the pad. I cleaned that entire location manually.

    The instructions also state: "The .ESL version of this mod includes a SettlementSalvageBot.ini file that is automatically installed in the game's DATA folder." I have checked the folder but no such file exists. I've even ran a search for every .ini file in the fallout 4 directory, but SettlementSalvageBot.ini isn't listed.

    All in all, I'm content with the mod. It's not perfect but it saves a LOT of time by placing a Mr. Salvage and just returning at a later time and manually do what's left.
    1. Athelbras
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      For me, he does a fine job in Sanctuary using Basic Clutter Removal when all removal options are selected.  So be sure to place his station pod as close to the center of Sanctuary as possible, and then set Settlement Size to LARGE.  The only things not removed are those which require one of the other installs.

      Note that leaves (and various other things) are not included in Basic Clutter Removal, even with all options enabled. This is because piles of leaves (for example) are not separate objects that can normally be removed via scripting. They are "combined" (precombined) into the terrain. So to enable their removal, one of the other installs must be used instead: they disable the combining of objects, thereby allowing leaf piles to be independent objects which scripting can remove. But of course those other installs have associated risks as noted on the description page.

      So if there is clutter still present which you believe should have been removed via Basic Clutter Removal with all options, then it is likely that those things are simply part of a precombined whatever. Or perhaps it might be a bug, or something I overlooked; in which case I will investigate if you clearly identify the What and the Where.

      Clutter removal is only performed outdoors. Not inside houses. This is an intentional restriction.

      Red Rocket Truck Stop likely has very little clutter that can be removed when using Basic Clutter Removal, even with all options selected. I tested all of my installs there, but it was long ago (2018 for 5.0), so offhand I do not remember the specifics for that location.

      The one location where land area becomes an issue is Spectacle Island.  That landmass is huge. So for thorough removal you will need to use the robot in the northern portion and then in the southern.

      As a test, I installed the ESL version with Nexus Mod Manger (NMM).  SettlementSalvageBot.ini was present. I then installed Vortex to do the same test, but for some reason Fallout 4 is not listed as a supported game, so I was not able to test with that mod manager. As for why you had problems, perhaps your mod manager failed to install things correctly. How did you install this mod?

      I note that your recent download on April 11 is for the ESP version. Did you install that, mistakenly thinking you had installed the ESL version, and it is the reason why the .ini file was absent? Your ESL download was back in 2019.
    2. 0vermind
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      That's a rare and very thorough reply, thank you!

      Based on your information, it indeed seems I expect Mr. Salvage to clean are things that it can't using the basic settings. I had no idea things like piles of leaves, junk, vines and shrubs count as 'combined objects'. Are combined object things with a static place on the map? As in they can't be moved by chucking grenades at it? By that same logic the wrecked houses in Sanctuary are precombined too, right? 

      I don't know a lot about modding, that's why I use Vortex because it makes it a lot easier to run mods. With that same thought, I'd really hope you would consider this a feature request for simpletons like myself. I'd like Mr. Salvage to have an option to remove everything from a settlement that a player would be able to do him/herself in a completely vanilla game. Even inside houses. As for items such as ammo, stimpacks, etc, maybe those could be moved to the settlement workshop?
      I like building settlements myself, to do that I need to clean pretty much everything from a settlement to avoid hitting that build limit restriction.

      I thought I had the .ESL version, but you have me doubting myself. To be sure I uninstalled the one I had and downloaded and installed the .ESL version. Sure enough, SettlementSalvageBot.ini has appeared in my \data folder! Seems like I mixed up the explanation behind the .ESP and .ESL, that's entirely on me! Thank you for taking the time to explain some of the inner workings of this mod!

      Edit: Installing Settlement Salvage Bot through Vortex, something strange happens. While Vortex shows the mod as installed, it in fact does not enable the mod plugin 'settlementsalvagebot.esl' file. I had to manually go into the plugins section of Vortex to enable it, otherwise Mr. Salvage doesn't show up in the workshop>structures>misc section. While doing this I found a load of other mods' plugins that weren't enabled so I'm guessing that issue is not restricted to Settlement Salvage Bot, but something with Vortex on how it handles certain mods?
    3. Athelbras
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      As per the Known Issues section on the description page ...

      • If this mod's initial quest is not starting for you after being installed with the Vortex mod manager, it might be because it has not been properly activated/enabled. If you click PLUGINS within Vortex, you will then see which mods are truly activated/enabled or not (whereas the MODS section sometimes shows incorrect information). Within that PLUGINS interface you can activate/enable the mods that were not properly set when installed.

      It is a generic Vortex failing, and as such can occur for any/all installs.
    4. Athelbras
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      Here are some additional reasons why this mod, and other mods, might not be starting when they should be:

      • If you are starting a new character and you have quite a few Creation Club mods or patches installed, then you should also install the Creation Club Delayed mod. It prevents too many of those running at the same time, which can block this mod from starting. It can be found here: Creation Club Delayed.

      • If this mod's initial quest is not starting for you, and you have quite a few Creation Club mods or patches installed, then you might have too many quests running at once with this mod's quest being blocked. To fix that, try installing the Creation Club Delayed mod which can be found here: Creation Club Delayed.
  13. GusPorterhouse
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    Pardon my ignorance but: if I use a mod like Scrap Everything, does that effect what Mr. Salvage can scrap?  Would it be difficult for you to allow Mr. Salvage to "scrap everything"?  Would it be difficult to make a version that can scrap inside houses?

    All in all I love your robot mods.  I'm doing a playthrough RP'ing as Mechanist and these mods are more immersive to me than the Automatron content itself.  Thank you so much.
    1. Athelbras
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      I do not know how this mod will interact (positively or negatively) with Srap Everything, since I have never used that mod.  My suggestion is to strictly use one after the other.  Not simultaneously; no overlap in usage.  For example, first set Mr Salvage to do all of the scrapping you want him to and he is able to do.  When he is done, and before you set him to salvaging once more, use the Scrap Everything mod.

      If you would like to experiment with overlapping usage, be sure to make a saved game that you can fall back to if something game breaking happens.

      No plans to do indoors/inside scrapping.  If by allow "scrap everything" you mean as a way to automatically select all of Mr Salvage's options ... that is a reasonable request.  However, I am currently modding Cyberpunk 2077 with no thoughts as to if or when I will return to Fallout 4.