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.
removed exactly after having the invisible mesh in RobCo during the Automatron quest, even with the supposed fix on the optional files section and not having anything that overrides the meshes, a shame...
For anyone saying it's not working I got my one working by adding the Unofficial Fallout 4 Patch removing vivid weather fallout mods and adding the all-in-one vivid weather one of them things fixes the scrap everything with the new Fallout next-gen update
Fantastic Mod still works after 2024 Fallout 4 "overhaul" patch, adding very little & not fixing any broken mechanics or quests (just like Bethesda did with Skyrim) as this thankfully it doesn't rely on FO4 Script Extender or anything requiring it (I'm actually surprised at how many great & useful mods on here don't need Script Extender, I couldn't care less about not being allowed to get Steam Achievements in 2024 so them now being blocked is no skin off my back).
Only negative thing to say about it is the frustration of accidentally scrapping buildings, walls or housing foundations, but the amount of stuff you can scrap such as, using Sanctuary as an example: thermostats, fans, wallpaper, vines (biggest risk of taking down structures you didn't want to), all types of lamps & useless junk in the destroyed house's bathrooms. The resources gained (most which take too long to just get small amounts & given how unbalanced Fallout 4's bartering system is, are stupidly overpriced).
I bought Fallout 4 back in 2022, it's been an underwhelming & boring experience, especially with the grind of getting resources for or from settlements, this is still a great game changer. Save often when using this before & while clearing settlements of the unwanted crap that should have been removable from day 1.
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.
Thousands of hours of collective gameplay from all the people using this mod would disagree. I've personally been using it since the start of an almost 200 hours old save and haven't had any issues with the game braking or losing saves.
CaptainAwf Same experience here. Absolute no issues on my end with this mod. Granted, my actual playthrough has 160 hours in total so far running this mod + my other 210 mods in a massive mod list, and Scrap Everything mod works perfectly fine, never found an issue after all this time. Never experienced the so called issue by many about walls disappearing (as some have stated before), no crashes, not even those rumors about "dramatic FPS drops near Boston" were meet on my end.
I wonder what's the recurrent issue coming from some players, may be 2 mods conflicting with each other + Scrap everything, I honestly don't know. And on the other hand, you have people like me and CaptainAwf being living proof of running playthroughs with hundreds of hours with scrap everything and not having a single issue... sunset after sunset, for weeks.
Both myself, and my wife... are using this Mod.... on seperate saves/play-throughs... on seperate PC's.... with our own unique modlists.
Neither of us are having any problems with this Mod. So people complaining that this Mod does not work most likely are having other problems... probably some conflict with another mod they have, and they're just not willing to put the work in to find out what it is, so they want to blame this mod. Because, seriously people... with all the mods out there that are available, do you HONESTLY expect a Mod creator to go and test every single one, in every single possible combination.... just to ensure theirs, has no compatibility issues with every single one out there? So stop being idiots, and go test your own mod-lists yourselves and find/solve your own problems if this Mod isn't working correctly for you.
I've been able to go through Sanctuary and clean up, clear ALL the trash and leaf piles from the street... clear them from all the houses... even removed some houses I didn't want, as well as cleared all the large overgrown bramble bushes... I've also cleaned and cleared the Lot at Starlight, and cleaned up Tenpines...
The ONLY issue that I currently have; and I have absolutely no proof what so ever that it can be attributed to this Mod, as my Wife does NOT have the same issue.... Is that I can not repair/scrap/replace damaged settlement crops after an attack on a Settlement.
Don't come here and tell me "Go test your own mod-list" as if I haven't done that. I did, and this mod was the problem for me. If you don't have any problems: great, keep playing your game with it and move on.
HELP! Since the new update, things that I vave scrapped jus reappeared in my settlements! Even if I scrap them again and come back later. the things are back again! What can I do to fix that???
HELP! Since the new update, things that I vave scrapped jus reappeared in my settlements! Even if I scrap them again and come back later. the things are back again! What can I do to fix that???
could someone give me an indication of how stable this mod actually is (someone who actually knows what they're talking about), because there are a lot of people saying this mod will end up breaking your game, but im assuming most of these posts are from people with very heavy load orders, and mine is quite light and not really game changing, so will it be safe and stable to run long term?
It has always worked fine for me. I've been modding F4 for years and I have a heavy load order but it's not that simple. Any time you use mods sh!t can happen. I do test playthroughs just to check. I use Vortex to play with the mods and see what works. The truth is YOU have to kinda try and find out in YOUR game what works. Good luck and have fun with it.
yeah I get that, but I just wanna know how stable the mod is on its own, not taking into account conflicts with other mods or already unstable load orders, because that obviously is different from one build to another. I've seen post saying that the mod alone will break parts of the game and cause instability, and can even just end up breaking your save. I just don't want to have to restart half way through a playthrough because its messing with my game.
I have no problem commanding my Settler's with this mod installed.
I go into Build Mode as usual... I go and click on a Settler... I then go and click on the resource, bed, or defensive post... that I want to assign them to.
6659 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.
Fantastic Mod still works after 2024 Fallout 4 "overhaul" patch, adding very little & not fixing any broken mechanics or quests (just like Bethesda did with Skyrim) as this thankfully it doesn't rely on FO4 Script Extender or anything requiring it (I'm actually surprised at how many great & useful mods on here don't need Script Extender, I couldn't care less about not being allowed to get Steam Achievements in 2024 so them now being blocked is no skin off my back).
Only negative thing to say about it is the frustration of accidentally scrapping buildings, walls or housing foundations, but the amount of stuff you can scrap such as, using Sanctuary as an example: thermostats, fans, wallpaper, vines (biggest risk of taking down structures you didn't want to), all types of lamps & useless junk in the destroyed house's bathrooms. The resources gained (most which take too long to just get small amounts & given how unbalanced Fallout 4's bartering system is, are stupidly overpriced).
I bought Fallout 4 back in 2022, it's been an underwhelming & boring experience, especially with the grind of getting resources for or from settlements, this is still a great game changer. Save often when using this before & while clearing settlements of the unwanted crap that should have been removable from day 1.
I did find an alternative to it that has been updated consistently: Clean My Settlement REDUX
I wonder what's the recurrent issue coming from some players, may be 2 mods conflicting with each other + Scrap everything, I honestly don't know. And on the other hand, you have people like me and CaptainAwf being living proof of running playthroughs with hundreds of hours with scrap everything and not having a single issue... sunset after sunset, for weeks.
Neither of us are having any problems with this Mod. So people complaining that this Mod does not work most likely are having other problems... probably some conflict with another mod they have, and they're just not willing to put the work in to find out what it is, so they want to blame this mod. Because, seriously people... with all the mods out there that are available, do you HONESTLY expect a Mod creator to go and test every single one, in every single possible combination.... just to ensure theirs, has no compatibility issues with every single one out there? So stop being idiots, and go test your own mod-lists yourselves and find/solve your own problems if this Mod isn't working correctly for you.
I've been able to go through Sanctuary and clean up, clear ALL the trash and leaf piles from the street... clear them from all the houses... even removed some houses I didn't want, as well as cleared all the large overgrown bramble bushes... I've also cleaned and cleared the Lot at Starlight, and cleaned up Tenpines...
The ONLY issue that I currently have; and I have absolutely no proof what so ever that it can be attributed to this Mod, as my Wife does NOT have the same issue.... Is that I can not repair/scrap/replace damaged settlement crops after an attack on a Settlement.
I go into Build Mode as usual... I go and click on a Settler... I then go and click on the resource, bed, or defensive post... that I want to assign them to.
It works as-intended.