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.
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?
Curious about this too. Used it for a while but read that it breaks precombines and that's what's causing my frames to drop to the 30s in Boston, but then read that PrP thing is supposed to fix it. Does this actually work, or is SE the big bad boogeyman folks say it is?
It's added to my growing list of over 100 changes I need to make to my build...
A mod adds new creatures... scrap everything isn't detecting them... how to add them to this mod... any quick pointers or tuts? My preference is to use XEdit but I'm willing to use anything except the CK because f*** the CK.
Doesn't work on my GOG version. Makes walls in Mechanist Layer invisible and very buggy in Automatron DLC. None of the fixes worked for me. After uninstalling the mod the game CTD (Goodbye 3 hours of gameplay LOL ). Somehow installing mod from comments fixed CTD: Clean My Settlement REDUX
Just for my curiosity, I would like to know why this mod is 80 MB ? Basically is sounds like code lines to build an extra function and does not contain any heavy stuff like 3D models or textures.
So, I have been trying to find the FormID for the Starlight Drive in Diner building, and after hours of searching through FO4Edit, I cant seem to find it anywhere. I was able to get rid of the ID for the screen, but no matter where I search, icant find anyhing about the diner itself. I just want to keep the diner building and the Movie screen.
6640 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.
Or is there a PRP patch for scrap everything?
it will break all the auto-build system by destroying every building in your settlement (since this mod allows it)
A mod adds new creatures... scrap everything isn't detecting them...
how to add them to this mod... any quick pointers or tuts?
My preference is to use XEdit but I'm willing to use anything except the CK because f*** the CK.
After uninstalling the mod the game CTD (Goodbye 3 hours of gameplay LOL ).
Somehow installing mod from comments fixed CTD: Clean My Settlement REDUX
Basically is sounds like code lines to build an extra function and does not contain any heavy stuff like 3D models or textures.