Just wanted everyone to know that the amazing VIits (spelled with two i's, not an L and an i) has been added to the project as forum maintainer, bug report handler and Awesome Person Extraordinaire! He's agreed to help me handle the comments section, bug reports and that kind of stuff. He's also been kind enough to re-upload a reorganized version of the mod so that people can use NMM, as well as upload the All-DLC version (2.1) so folks can get it here instead of the sticky post. YAY!
If you use NMM, you will need to get the updated version of NMM for it to properly handle ESL flagged .esp files, or use the Ultimate plugin.
If you like the 2.5+ update, please consider supporting Elminster (original creator of xEdit*). He just took several months off from his actual job to update xEdit, and without the (many) improvements he made it would probably have been at least another few months if not another year for me to get this update finished. Just keep in mind, any issues are due to me making mistakes (usually in the CK), not anything to do with xEdit. :D
You can support him on Patreon, or via Paypal. You can donate through Paypal when downloading xEdit, and there are buttons for both within xEdit 4.0.1 as well.
*Which you likely know by one of its many names: FO4Edit, TES5Edit, SSEEdit, FNVEdit, FO3Edit, or TES4Edit.
Just a couple tips that may be useful to some folks. FO4Edit is your friend
1) For those having trouble with the .esl flags on some of the plugins (I too use an old version of NMM), these can be removed with FO4Edit. Instructions:
Spoiler:
Show
- Open the plugin in FO4Edit. - Expand the plugin menu in the left-hand pane, and click on "File Header." - In the right-hand pane, you'll see the row "Record Flags"; if the plugin is flagged as an .esl, you'll see "ESL" here. - Right click on either "ESL" cell in the second column. - If you choose the top one, select "Edit." (Just note and then ignore the warning.) In the flag list, just uncheck the "ESL" box, and click "OK." - If you choose the bottom one, select "Remove." (Just note and then ignore the warning.) - (These are just two ways of doing the same thing.) - Close FO4Edit, which will save the changes to the plugin. That's it!
I found that I usually have to close and re-open NMM in order to be able to move the plugin around in the load order. This of course works on any plugin with the .esl file flag.
2) For those who don't want all of the building materials from scrapping objects, these can also be removed with FO4Edit. Instructions:
Spoiler:
Show
- Open the plugin in FO4Edit. - Expand the plugin menu in the left-hand pane, and click on "Constructible Object." This opens the list of all of the new scrap recipes added by SE (and makes you realize how much work goes into this mod). - Click on one of the Constructible Object entries in the left-hand pane. In the right-hand pane, you'll see the "Components" entries. This lists what you get for scrapping this particular object. (It should have one row with the material, like "c_Steel_scrap "Steel" [MISC:000731A4]," and another with the count, like "8.") These are the entries that you need to remove to not have infinity fertilizer. - In the left-hand pane, click on the first Constructible Object entry, scroll to the bottom of the list, hold down the Shift key, and click on the last entry. Now all Constructible Object entries should be highlighted. - Right click on the highlighted list and select "Compare Selected" (at the top). This opens up all of the entries in the right-hand pane. - In the right-hand pane, in the first column find the cell labeled "FVPA - Components." In the next cell to the right of that, right click and select "Remove from Selected Records." (Just note and then ignore the warning, if there is one.) This will remove the scrap components from every entry in the list. - Close FO4Edit, which will save the changes to the plugin. That's it!
The "Compare Selected" tool is also useful if, say, you're trying to add AWKCR tags to like 100 outfits, or if you want to add or remove leveled-list entries.
(evanbgood made a patch for this, but it hasn't been updated in a while, and removing them yourself saves a sweet, sweet plugin slot.)
Anyway, hope this helps, and a big thanks to VIits for managing this nuke of a mod and all of its moving parts. It can be dangerous in shaky hands, so remember to scrap slow and save often. Cheers!
FYI: shadowslasher410 has let me know that she will not be able to work on Scrap Everything for the foreseeable future, and has fully passed control of this mod over to me. As a result, it will be a very long time (if ever) for toggling to be implemented, as I will have to learn scripting. I will still be working on this mod.
Just posted a fix for the CtD some people had in Vault 88 when upgrading from 2.4 to 2.5.
Do not download this fix unless you need it. I would also recommend removing the fix and reverting to the normal version in the main installer when you start a new save, otherwise you may have issues with future versions of Scrap Everything.
Currently just the Ultimate Edition, as no one who has reported the issue has said they used the non-Ultimate edition.
Edit: This is for a CtD when entering Vault 88. The issue people have with saving after encountering molerats is not caused by Scrap Everything, it is just revealed by it. I Had someone who was consistently experiencing the same bug for Vault 81 (which isn't even touched by Scrap Everything) give me a save from just before they entered the area with molerats. Every time they entered and fought molerats, they could no longer save. I loaded that save, and could not get it to freeze after fighting them, no matter which kind of save, no matter how many molerats I had killed, whether it was one of them or all of them.
I had the same thing reported for Bloodworms in Nukaworld with 2.4 as well. The problem is, 2.4 didn't make them scrappable (the creatures or the furniture ambush markers), and neither 2.4 nor 2.5 touch the cell it was happening in.
If you are having the save bug after fighting molerats/bloodworms/etc..., you either have a mod causing problems or a problem with your game files.I don't know the cause, but SE isn't the root cause.
From talking to some people on the Collective Modding discord about the Previsibines Repair Pack*, it came up that MO2 can have issues with loading ba2s that have previsibines. If you have any issues with either CtD or invisible everything in Vault 88 or The Mechanist's Lair and use MO2, please test if the issue happens if you copy SE directly into your data folder.
If that fixes the issue, please let me know. Bug report, normal comment, or direct message through the Nexus forums. I will leave this comment unlocked for now, but if any unrelated comments reply to it they will be copied as quotes into my replies then deleted to avoid clutter since this will be stickied.
*Essentially, UFO4P for things that require rebuilding precombineds and previs, which the UFO4P team intentionally don't touch, due to the affects rebuilding those have on the size of the mod and the incompatibility footprint, and also because how much of a pain the systems are to get them working properly through the CK (GUI or CLI), which is the only way to rebuild them.
This was kind bought up in the bug reports.... when installing the mod, if you choose Scrap Everything-core, the mod works as it should but when Choosing the Ultimate Edition it breaks the mod some how.
Mod is not so bad, just need to be little more carefull, than usually, when scraping. Do not forget to save before scrap, if you are not sure. :) Some settings are overpowered, where you can get 4 wood and 4 concrete from "broken sh*! and rusty dust" at some places (ID xx00084a, xx000de9, xx000dcd). I use scrap for 2-3 caps. Small setback of changes can be seen in castle, where some big debris really could have these settings 4+4, but if you are capable to conquer castle, there could be not problem for material at this moment. Another OP are ID xx000840 - office paper - output 1+1 could be enough. I installed "SE Ultimate" manually, ini file copied together with esp+bsa files into DATA directory, have no problem so far. Here is content of "SE-UE".ini for my choice. [General] bUseCombinedObjects=0
It works fine for me. Started a playthrough in Survivor; currently building houses on the overpass at Greygarden. I haven't had a single problem so far.
Yeah its causing walls to glitch out and disappear and telling from the buds reports it seem the author may be a little overwhelmed , regardless a delete is called for on my part.
Clean My settlement sucks, Ive tried it and its mediocre at best. It claimed to let you delete garbage piles and did nothinmg of the sort,in fact it didnt delete much.
Probably the most critical factor in why some of us do not have problems, and others do, goes back to the confusing design of the FOMOD installer. If you select the option that breaks precombines in vanila settlements only, SE alone should not cause problems. BUT, the wording is such that it is all too easy to mistakenly select the option that breaks precombines across the entire commonwealth. And that will most certainly break your game sooner or later.
So, if you want to use SE, after installing and before playing, open your fallout.ini file and under the [General] heading make sure you DO NOT have this entry: bUseCombinedObjects=0
If you do, either delete it or change it to bUseCombinedObjects=1
Hey I really like this mod, but I need to know which option breaks precombines in vanila settlements only and which breaks the entire connonwealth. Last time I install this, going south boston is really driving me crazy
I installed SE years ago and don't remember which is which. But don't worry, it doesn't really matter.
Both options install the very same esp file. It's that esp file that adds a ton of new scrap recipes and removes precombined data from vanilla settlement cells only.
To remove precombined data across the commonwealth the FOMOD installer adds bUseCombinedObjects=0 to your fallout.ini file. Remove, or edit, that one line and you have the vanilla settlements only version.
From what I've gathered, yes. It is a problem cause by this mod. Some floors and walls in Taffington Boathouse, the Lighthouse settlement and Sommerville Place are affected by this said bug.
Right now I'm trying to figure out a simple fix, so, if I manage to do it, I'll let you know. In the meanwhile, if you wanna delete those 'ghost' floors/walls, I would recommend you disabling those ghost floors/walls using the 'disable' command. I also would recommend you to use Better Console to see that those floors/walls are affected by said bug. And if you want a replacement for them, use Snappy Housekit (tho you won't get the same results as the vanilla ones)
Got the same issue, just got to Taffington Boathouse and was chasing down a Bloodbug to unalive it. Stepped through the front door and sank right through the floor into the drink. Still hoping for a fix for this.
You wouldn't happen to have Flicker Fixer v5.7 installed would you? I had exactly the same experience at Taffington, and tracked it down to that specific version of Flicker Fixer. Version 5.6 didn't have that problem. Hadn't got to Somerville or Kingsport at that point, so don't know about them. There was a house, in Jamaica Plain (not part of the settlement) that had the same issue (the one with the nicely done up dining room) so it isn't a Scrap Everything issue (in my case)
Also having this issue at Taffington, and one of the first houses with an interior when you get to Lexington from Red Rocket also has these sink floors. I'm not using the Building Placement Fix file from this mod. I'm gonna see if I can find the culprit in my modlist.
It's not a bug. Bethesda added collision data to precombined meshes but did not add collision data to floor pieces used only in precombines. Break the precombines by any means (such as most scrap mods) and you will fall through those floor pieces (eg Taffington). The answer is to install the Building Placement Fix patch and put it as low as possible in your mod list. If you have the fix installed and it is not working then use FO4Edit to determine the conflicting mod.
Also, the fix appears to cover only floor pieces used in the vanilla settlements. If you set bUseCombinedObjects=0 [not a good idea] then you may fall through floors elsewhere in the Commonwealth.
Completely breaks Nuka-World. I've had problems with that DLC for years now and always blamed it on other NW-altering mods, which when disabled would *improve* the crash rates but would never fix them. Disabling SE finally fixed it, I can finally reliably reload the exterior of Nuka-World without CTDs. I basically depend on this mod as far as settlement building, what an utter disappointment.
A MUST HAVE!!! For anyone who likes to build large settlements. it does break precombines but so far the only issue ive ever had is that it slows down the game when saving in a settlement and some framedrop but nothing bad, And this mod has been in my load order since 2020 now without any big issue.
Many others seems to have problems with the mod but so far my experience has been nothing but awesome!
If walls and floors glitch out and disappear all over locations or things in the ommonwealth just disappear and reappear as you walk closer to them make sure you enter this into your Fallout4 Custom ini This happens with all mods that allow you to scrap things beyond what the developers intended to be scrapped, Hope this helps
Display bUsePreCulledObjects=0 I did this and the problem was fixed so enjoy this great mod.
@PoisonCoyote none, sadly, because the nature of the edits are counterintuitive and regressive at best, or absolute bonkers and save-bricking at worst. maybe try using spring cleaning (even worse) or use Build High with the scrappers patch to try and salvage anything from this, otherwise just don't (or do and brick your save) you could also use Clean My Settlement but it is not as "powerful" as scrap everything, maybe test it out and see if its worth it
6618 comments
If you like the 2.5+ update, please consider supporting Elminster (original creator of xEdit*). He just took several months off from his actual job to update xEdit, and without the (many) improvements he made it would probably have been at least another few months if not another year for me to get this update finished. Just keep in mind, any issues are due to me making mistakes (usually in the CK), not anything to do with xEdit. :D
You can support him on Patreon, or via Paypal. You can donate through Paypal when downloading xEdit, and there are buttons for both within xEdit 4.0.1 as well.
*Which you likely know by one of its many names: FO4Edit, TES5Edit, SSEEdit, FNVEdit, FO3Edit, or TES4Edit.
1) For those having trouble with the .esl flags on some of the plugins (I too use an old version of NMM), these can be removed with FO4Edit.
Instructions:
- Expand the plugin menu in the left-hand pane, and click on "File Header."
- In the right-hand pane, you'll see the row "Record Flags"; if the plugin is flagged as an .esl, you'll see "ESL" here.
- Right click on either "ESL" cell in the second column.
- If you choose the top one, select "Edit." (Just note and then ignore the warning.) In the flag list, just uncheck the "ESL" box, and click "OK."
- If you choose the bottom one, select "Remove." (Just note and then ignore the warning.)
- (These are just two ways of doing the same thing.)
- Close FO4Edit, which will save the changes to the plugin. That's it!
I found that I usually have to close and re-open NMM in order to be able to move the plugin around in the load order. This of course works on any plugin with the .esl file flag.
2) For those who don't want all of the building materials from scrapping objects, these can also be removed with FO4Edit.
Instructions:
- Expand the plugin menu in the left-hand pane, and click on "Constructible Object." This opens the list of all of the new scrap recipes added by SE (and makes you realize how much work goes into this mod).
- Click on one of the Constructible Object entries in the left-hand pane. In the right-hand pane, you'll see the "Components" entries. This lists what you get for scrapping this particular object. (It should have one row with the material, like "c_Steel_scrap "Steel" [MISC:000731A4]," and another with the count, like "8.") These are the entries that you need to remove to not have infinity fertilizer.
- In the left-hand pane, click on the first Constructible Object entry, scroll to the bottom of the list, hold down the Shift key, and click on the last entry. Now all Constructible Object entries should be highlighted.
- Right click on the highlighted list and select "Compare Selected" (at the top). This opens up all of the entries in the right-hand pane.
- In the right-hand pane, in the first column find the cell labeled "FVPA - Components." In the next cell to the right of that, right click and select "Remove from Selected Records." (Just note and then ignore the warning, if there is one.) This will remove the scrap components from every entry in the list.
- Close FO4Edit, which will save the changes to the plugin. That's it!
The "Compare Selected" tool is also useful if, say, you're trying to add AWKCR tags to like 100 outfits, or if you want to add or remove leveled-list entries.
(evanbgood made a patch for this, but it hasn't been updated in a while, and removing them yourself saves a sweet, sweet plugin slot.)
Anyway, hope this helps, and a big thanks to VIits for managing this nuke of a mod and all of its moving parts. It can be dangerous in shaky hands, so remember to scrap slow and save often. Cheers!
Do not download this fix unless you need it. I would also recommend removing the fix and reverting to the normal version in the main installer when you start a new save, otherwise you may have issues with future versions of Scrap Everything.
Currently just the Ultimate Edition, as no one who has reported the issue has said they used the non-Ultimate edition.
Edit: This is for a CtD when entering Vault 88. The issue people have with saving after encountering molerats is not caused by Scrap Everything, it is just revealed by it. I Had someone who was consistently experiencing the same bug for Vault 81 (which isn't even touched by Scrap Everything) give me a save from just before they entered the area with molerats. Every time they entered and fought molerats, they could no longer save. I loaded that save, and could not get it to freeze after fighting them, no matter which kind of save, no matter how many molerats I had killed, whether it was one of them or all of them.
I had the same thing reported for Bloodworms in Nukaworld with 2.4 as well. The problem is, 2.4 didn't make them scrappable (the creatures or the furniture ambush markers), and neither 2.4 nor 2.5 touch the cell it was happening in.
If you are having the save bug after fighting molerats/bloodworms/etc..., you either have a mod causing problems or a problem with your game files.I don't know the cause, but SE isn't the root cause.
If that fixes the issue, please let me know. Bug report, normal comment, or direct message through the Nexus forums. I will leave this comment unlocked for now, but if any unrelated comments reply to it they will be copied as quotes into my replies then deleted to avoid clutter since this will be stickied.
*Essentially, UFO4P for things that require rebuilding precombineds and previs, which the UFO4P team intentionally don't touch, due to the affects rebuilding those have on the size of the mod and the incompatibility footprint, and also because how much of a pain the systems are to get them working properly through the CK (GUI or CLI), which is the only way to rebuild them.
I installed "SE Ultimate" manually, ini file copied together with esp+bsa files into DATA directory, have no problem so far.
Here is content of "SE-UE".ini for my choice.
[General]
bUseCombinedObjects=0
Clean My Settlement REDUX is a much better alternative and has been updated consistently !
If you select the option that breaks precombines in vanila settlements only, SE alone should not cause problems.
BUT, the wording is such that it is all too easy to mistakenly select the option that breaks precombines across the entire commonwealth. And that will most certainly break your game sooner or later.
So, if you want to use SE, after installing and before playing, open your fallout.ini file and under the [General] heading make sure you DO NOT have this entry:
bUseCombinedObjects=0
If you do, either delete it or change it to
bUseCombinedObjects=1
Last time I install this, going south boston is really driving me crazy
Both options install the very same esp file. It's that esp file that adds a ton of new scrap recipes and removes precombined data from vanilla settlement cells only.
To remove precombined data across the commonwealth the FOMOD installer adds bUseCombinedObjects=0 to your fallout.ini file. Remove, or edit, that one line and you have the vanilla settlements only version.
From what I've gathered, yes. It is a problem cause by this mod. Some floors and walls in Taffington Boathouse, the Lighthouse settlement and Sommerville Place are affected by this said bug.
Right now I'm trying to figure out a simple fix, so, if I manage to do it, I'll let you know.
In the meanwhile, if you wanna delete those 'ghost' floors/walls, I would recommend you disabling those ghost floors/walls using the 'disable' command. I also would recommend you to use Better Console to see that those floors/walls are affected by said bug. And if you want a replacement for them, use Snappy Housekit (tho you won't get the same results as the vanilla ones)
Cheers!
The answer is to install the Building Placement Fix patch and put it as low as possible in your mod list.
If you have the fix installed and it is not working then use FO4Edit to determine the conflicting mod.
Also, the fix appears to cover only floor pieces used in the vanilla settlements. If you set bUseCombinedObjects=0 [not a good idea] then you may fall through floors elsewhere in the Commonwealth.
it does break precombines but so far the only issue ive ever had is that it slows down the game when saving in a settlement and some framedrop but nothing bad, And this mod has been in my load order since 2020 now without any big issue.
Many others seems to have problems with the mod but so far my experience has been nothing but awesome!
Display
bUsePreCulledObjects=0
I did this and the problem was fixed so enjoy this great mod.
you could also use Clean My Settlement but it is not as "powerful" as scrap everything, maybe test it out and see if its worth it