Awesome, I was thinking of making something like this but hand not gotten around to it yet - you hit some stuff that was bugging me too. Are you open to adding other stuff (either I can add and send the file, or make a list of the CK IDs)?
I decided to add the remaining stuff in the roadside pines motel so people ahve the option of wiping the motel and starting anew- I'll upload that tomorrow or the day after. You could make a file and send it to me and ill merge them now or you could wait until ive had time to check that i've hit everything it want to around the motel. I think that see-saws might need a scrapping recipes as well, I noticed that they don;t get scrapped with pra's fairlinbe hills estate
Does it? I thought it just changes precombine generation and scrapping mods just deliberately break precombines. If you generate precombs for a settlement cell all thigns with scrapping reciples will be excluded but that's different
I'm pretty confident this doesn't break precombines- if you don't believe me, compare teh results of using 'scrapall' in starlight drive in with scrap everything installed vs scrap everything and this with all the cell edits removed from scrape verything. You can also try clicking on the buildings in starlight drive in with the latter setup and you'll see you can;t select them as they are precombined
No it doesn't. You can't scrap anything that is part of a precombine. It will show as a non-referenceable object. The recipe will only work on objects that are not part of a precombine OR some other mod breaks the precombine in that cell.
Scrap Anything breaks precombines because it ALSO edits objects in specific settlement cells.
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Scrap Anything breaks precombines because it ALSO edits objects in specific settlement cells.