Q: Can you please add X items to the scrap list that aren't normally scrappable in vanilla?
A: If they aren't normally scrappable in vanilla then odds are good that scrapping X items will break precombines. In addition everyone has a different idea of what should be included or not. Therefore the answer to this question is going to be most likely no. You're always free to use Scrap Everything to remove the additional items you want gone.
Q: Can you give back the exact amount of scrap/build limit for each settlement?
A: It's not technically possible to calculate this automatically, not even with F4SE. The different levels of scrapper perks change the situation, manually creating multiple scrap result lists per settlement is a pain, mod created settlements change the situation further, and overall it's just huge hassle. An option to give an estimated average of scrap received by shipment has been added but beyond that the answer is going to be most likely no. Don't bother quoting mods at us that appear to do this, they do it via brute force hand coding in many hundreds (or 1000+) of objects. And it's still not accurate because it doesn't take into consideration scrapper perks. That's not a reasonable solution.
EDIT - See bold italics below I'm wondering if SS - Chapter 3 really broke the precombines because until chapter 3 this mod worked great. I mean I suppose it technically still works the way that it does. Now, after chapter 3 install, Red Rocket goes away leaving a handful of floating objects. Sanctuary scraps foundations/leaves floating debris (as others have mentioned). Abernathy Farm basically ceases to exist. The WHOLE structure around the power lines/support is removed minus a handful of floating objects.
Current mod list:
Workshop Framework Clear Weather Only Another Green Mod - This is what "broke" this mod with the precombines. I'll check out other green mods to see if they work but this was the culprit. I guess I should have read it entirely first or didn't know precombines messed with this mod but this was on their page for the green mod.
"Precombined data is left intact for the Downtown region and some other areas like Lexington en Quincy. So no tree swaps there, but still other textures and more grass. The precombined data is turned off in other areas where there is less load on the system."
HUD Framework SS - Chapters 1-3 AWKCR Armorsmith Ext *Raze My settlement* Different Colours for Power Armor HUD Skip new game intro Tactical Reload BCR - Bullet Count Relo Various Guns for Modern Weapon Replacer Armament - Ammo and Ballistics Overhaul Scopes Framework See Through Scopes Place Everywhere
As someone who used Scrap Everything for years but kinda got to the understanding that the mod messes with a lot, I've given Raze My Settlement a try. I got to say, I really like it so far. I like that it takes care of a lot of the scrapping for me, and no longer will I ever accidentally remove something like Red Rocket or what not.
Remember to use the "add scrap" option in the bigger settlements, else you'll be struggling for starter scrap. (Sanctuary, Starlight, Spectacle Island, and maybe The Castle.)
I do notice that things get a little weird because I also have "All Settlements Extended." I think going forward, I will really have to think about which settlements to run through Raze and which to not do so with.
Further Testing, and I think I may need to really be considerate of what I said above. I noticed some issues at Egrets Tours and Vault 88 (the water purifier was fine, but enemies that spawned seemed unable to get at me, among other issues). At egrets, the shed on the dock, like half of was taken apart and when I would go inside, the main building (where you meet Phyllis) kept flickering and out. I am sure it's more because I have a boundary extended mod installed, but as I said before, I'm going to have to note this for the future.
Strange, it cleared everything properly with my current playthrough. Did you run it a couple of times in different places within the newly-opened area? The range is limited to 10k units, since there's no point to trying to clear an area which is outside the uGrids - it hasn't loaded.
Same thing happens on Spectacle Island (big build-area), of course Vault 88 is way bigger than that.
Thank you very much. thought, in the crafting, the holotape has [setting] (or [settings]- i dont remember exactly). do this crafted holotape and the original holotape (" -raze my settlement- ") work the same?
The [settings] version was for those who use VIS-G and the like. If someone was running that mod then they would automatically get the [settings] version instead of the --settings version.
I absolutely love this mod, it makes cleaning up such a breeze. One weird thing happened though is that the foundations for the destroyed houses in Sanctuary disappeared and left floating paper debris textures levitating in the empty plots. The foundations return if I reload an older save before using Raze. I guess a precombine is being deleted or something? If anyone knows the solution to this, I'd be super grateful.
Okay, I have tested - in a (reasonably-modded) game, Raze My Settlement does not remove that big water purifier.
Testing regime:
* COC from the start menu to Vault 88 (with my full loadorder) * TGM * gave myself 10 million XP (cgf "game.rewardplayerxp" 10000000) and maxed a bunch of stats and perks * console in a missile launcher and 1000 missiles * missiled every ghoul in the entrance, lifted lockdown, got the board and ran Raze * missiled Barstow and the ghouls in the upper area, grabbed the blueprints * grabbed the board and activated the water purifier area (missiles, missiles, missiles) * ran Raze * put down a nuclear reactor and power pole, powered up the big water purifier
Please go through the above testing from the start menu (it's actually kinda fun). If Raze still removes the big water purifier - then it must be something in your loadorder doing strangeness.
anybody got a hint, how to make this mod only deleting corpses in the settlement?
I just want to scrap the corpses from the mod "Sim Settlements 2 Chapter 3", which can't be scrapped by other mods like "scrap everything"... and is this mod working together with "scrap everything"? Does anybody know?
How do I make sure only scrappable parts are scrapped? I have an issue at settlements like Red Rocket where most of the existing buildings are removed, but not entirely (sometimes random parts floating in the air). So I don't have the benefit of the existing buildings, but I don't have clear and empty space either.
Is there a reason to have "Clean My Settlement REDUX" if I already use this mod? I notice that mod was updated more recently, and they both seem to be by you, so I figured I should ask.
444 comments
A: If they aren't normally scrappable in vanilla then odds are good that scrapping X items will break precombines. In addition everyone has a different idea of what should be included or not. Therefore the answer to this question is going to be most likely no. You're always free to use Scrap Everything to remove the additional items you want gone.
Q: Can you give back the exact amount of scrap/build limit for each settlement?
A: It's not technically possible to calculate this automatically, not even with F4SE. The different levels of scrapper perks change the situation, manually creating multiple scrap result lists per settlement is a pain, mod created settlements change the situation further, and overall it's just huge hassle. An option to give an estimated average of scrap received by shipment has been added but beyond that the answer is going to be most likely no. Don't bother quoting mods at us that appear to do this, they do it via brute force hand coding in many hundreds (or 1000+) of objects. And it's still not accurate because it doesn't take into consideration scrapper perks. That's not a reasonable solution.
* missed a tree that should not be razed
* missed an item to be gathered
Let me know in a post.
I'm wondering if SS - Chapter 3 really broke the precombines because until chapter 3 this mod worked great. I mean I suppose it technically still works the way that it does. Now, after chapter 3 install, Red Rocket goes away leaving a handful of floating objects. Sanctuary scraps foundations/leaves floating debris (as others have mentioned). Abernathy Farm basically ceases to exist. The WHOLE structure around the power lines/support is removed minus a handful of floating objects.
Current mod list:
Workshop Framework
Clear Weather Only
Another Green Mod - This is what "broke" this mod with the precombines. I'll check out other green mods to see if they work but this was the
culprit. I guess I should have read it entirely first or didn't know precombines messed with this mod but this was on their page for the green mod.
"Precombined data is left intact for the Downtown region and some other areas like Lexington en Quincy. So no tree swaps there, but still other textures and more grass. The precombined data is turned off in other areas where there is less load on the system."
HUD Framework
SS - Chapters 1-3
AWKCR
Armorsmith Ext
*Raze My settlement*
Different Colours for Power Armor HUD
Skip new game intro
Tactical Reload
BCR - Bullet Count Relo
Various Guns for Modern Weapon Replacer
Armament - Ammo and Ballistics Overhaul
Scopes Framework
See Through Scopes
Place Everywhere
it Razed almost the whole Aberthany structure :(
though it Razed fine in Sanctuary
# Automatically generated by Vortex
Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
DLCCoast.esm
DLCworkshop02.esm
DLCworkshop03.esm
DLCNukaWorld.esm
Unofficial Fallout 4 Patch.esp
WorkshopFramework.esm
TrueStormsFO4.esm
TMR_GlitchfinderAIO.esm
AUR_Rebuild_Shared.esp
Wetness Shader Fix.esp
FOLIP - After Generation.esp
Flicker Fixer.esp
FO4ParticlePatch.esp
AmmoCrafting.esp
SpecialXPerkChem.esp
SpecialXPerkChem_ChemistReq1.esp
Raze My Settlement.esp
TrueStormsFO4-EarlierSunsets.esp
TrueStormsFO4-FarHarbor.esp
TrueStormsFO4-EarlierSunsetsFH.esp
TrueStormsFO4-FarHarborExtraRads.esp
TrueStormsFO4-GlowingSeaExtraRads.esp
WmkActiveEffects.esp
Luxor's Summer Pine Trees Edition.esp
AUR_Rebuild_AIO_DLC.esp
NewtonsRegards.esp
AccessibleBridges.esp
AUR_SpectacleIsleBridges.esp
CheatTerminal.esp
TrueStormsFO4-NukaWorld-FH-Compat.esp
LongerPowerLines3x.esp
CBBE.esp
CruiseShipWreck.esp
FO4 NPCs Travel.esp
AnS Wearable Backpacks and Pouches.esp
AnS Wearable Backpacks and Pouches - Ballistic Weave.esp
AnS Wearable Backpacks and Pouches - No Crafting Perks.esp
AnS Wearable Backpacks and Pouches - Power Armor Carry Capacity.esp
BlurKillerComplete.esp
Small blur Crafting screen background.esp
RichMerchants.esp
YouAndWhatArmy.esp
HelpMePackItUp.esp
PlayerComments.esp
WhoIsTheGeneral.esp
ColorfulBottleLanterns.esp
CBL_IWantMyBottles.esp
Better Explosives.esp
RononStuffs No magic feet.esp
BE_Enhanced Grenades.esp
Better Explosives - Grenade Frequency 30.esp
Grasslands - Healthy.esp
DelayedRespawn.esp
Search and Destroy - Lite.esp
Weapons of Fate.esp
LongerRangeProjectiles.esp
SPECIAL40.esp
Relight.esp
Wasteland Workshop Streetlights.esp
dD-Realistic Ragdoll Force.esp
LightsDontCastShadows.esp
BrighterSettlementLights_LessHarsh.esp
advancedAITweaks.esp
LongerHeadlampLight.esp
RemoveBlur.esp
NPCs Use Items.esp
Chemfluence AI Combat Dynamics.esp
Gloomy Glass.esp
Fallout 4 AI Overhaul.esp
Simple Locational Damage.esp
Elzee Dynamic Timescale.esp
LunchboxSurprise.esp
InteriorsEnhanced-All-In-One.esp
Remember to use the "add scrap" option in the bigger settlements, else you'll be struggling for starter scrap. (Sanctuary, Starlight, Spectacle Island, and maybe The Castle.)
Further Testing, and I think I may need to really be considerate of what I said above. I noticed some issues at Egrets Tours and Vault 88 (the water purifier was fine, but enemies that spawned seemed unable to get at me, among other issues). At egrets, the shed on the dock, like half of was taken apart and when I would go inside, the main building (where you meet Phyllis) kept flickering and out. I am sure it's more because I have a boundary extended mod installed, but as I said before, I'm going to have to note this for the future.
Same thing happens on Spectacle Island (big build-area), of course Vault 88 is way bigger than that.
The [settings] version was for those who use VIS-G and the like. If someone was running that mod then they would automatically get the [settings] version instead of the --settings version.
Testing regime:
* COC from the start menu to Vault 88 (with my full loadorder)
* TGM
* gave myself 10 million XP (cgf "game.rewardplayerxp" 10000000) and maxed a bunch of stats and perks
* console in a missile launcher and 1000 missiles
* missiled every ghoul in the entrance, lifted lockdown, got the board and ran Raze
* missiled Barstow and the ghouls in the upper area, grabbed the blueprints
* grabbed the board and activated the water purifier area (missiles, missiles, missiles)
* ran Raze
* put down a nuclear reactor and power pole, powered up the big water purifier
Please go through the above testing from the start menu (it's actually kinda fun). If Raze still removes the big water purifier - then it must be something in your loadorder doing strangeness.
anybody got a hint, how to make this mod only deleting corpses in the settlement?
I just want to scrap the corpses from the mod "Sim Settlements 2 Chapter 3", which can't be scrapped by other mods like "scrap everything"... and is this mod working together with "scrap everything"? Does anybody know?
Thx and best regards.
If that doesn't do it...then I have no idea how Sim Settlements 2 has set up those dead bodies.
1/ Do not break precombines.
2/ Do not use this mod.
(If you run both, then some of the options for REDUX will appear in the holotape for this mod.)