Fallout 4
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  1. Lemecc
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    Sticky
    Finally time for a bit of an update!

    1.5 is now out. It's not actually quite as complete as I wanted 1.5 to be, but it covers thousands of items still and it's no good me releasing settlement mods, and then recommending my own scrapping mod for them when you aren't getting to use the latest version! So here's 1.5.

    Tweaks and rebalances to recipes will follow at a later date, but my priority for this mod is covering as many items as I possibly can first.

    Please do feel free to comment any items you think/know I've missed in vanilla settlements, this is the one mod where that kind of "spam" is actually appreciated! There are definitely still plenty of items for me to cover in the Commonwealth settlements, but you should also find that you can now scrap several of them right down to the ground now.

    If you like the mod, endorsing it would be much appreciated! I keep seeing people lament how they can't have a scrapping mod without editing cells, because they don't know about this mod. Helping visibility by endorsing it and pointing others towards it would be great for all players who are looking for this kind of scrapping solution!
  2. desirecampbell
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    I'm not sure if I'm misunderstanding the function of this mod, or if it's just not working. This mod should allow me to scrap objects that are not usually scrapable, correct? Is there any specific object I can check to know for sure if this mod is loading correctly?
    1. Lemecc
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      It will if you have turned precombines off or the mod you're using has no precombines in a cell.

      You can't scrap anything Bethesda doesn't want you to scrap if you don't turn precombines off, no matter what scrap recipes you do or don't have installed. As stated in the description, this mod is for players who don't want any scrap mod editing their cells, but they do want the freedom of an expansive scrap list so they can choose to turn precombines off.

      Easiest way to check, go to Graygarden and scrap that car near the workbench. In the vanilla game it's unscrappable, because it's a unique model (for some reason). If your precombines are turned off, you should be able to scrap that car with this mod.
      Alternatively, go to Hangman's Alley and start taking out all the wooden shack pieces. There might still be one or two there (as my stickied comment says, there's always more to do on this mod), but you should be able to take down vastly more than the base game allows.
      You can also check by trying to scrap skeletons, dead raiders/supermutants, etc etc. Basically, you should definitely be able to tell if it's working very quickly.
    2. desirecampbell
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      Ah, thank you! I didn't have precombines turned off. That's fixed it!

      For anyone else who needs it, open fallout4Custom.ini and add this
      [General]
      bUseCombinedObjects=0
    3. Lemecc
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      Happy scrapping!
  3. DieselXTech
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    This mod is just what I needed. I am running on PC with steam VR, meta quest headset, over 150 mods. I wanted to clear out the transit station at nuka world and it works perfectly. Scrap everything is what i was using but this mod is way more comprehensive. Thank you!
    1. Lemecc
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      Sorry for missing this comment, but this is great to hear! Really glad to hear you're enjoying it. Being "the most comprehensive scrap mod for Fallout 4" is definitely becoming a goal of this mod.
  4. Primaris82
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    I hope I'm not bothering you with this question to be clear this will not break precompiled? will it be safe to install with Previsibines Repair Pack?

    also thank you for sharing this mod with everyone.
    1. Lemecc
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      No worries, I know that's a big concern for many.

      For complete clarity, as stated on the front page:
      This mod will not break or re-generate ANY precombines or previs
      This mod makes NO changes to ANY cells in the entire game
      This mod therefore is fully compatible with PRP or any other mod that makes cell edits to the game. :)
  5. Enderskape
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    So, if I'm understanding this properly, this mod allows you to scrap anything not currently included in a precombine automatically.

    Since we have the ability to generate previs and precombines ourselves, wouldn't this mod make it possible to generate extremely barebones precombines/previs to have Scrap Everything level functionality without disabling precombined meshes?
    1. Lemecc
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      It doesn't scrap automatically (unless you run the "scrapall" command, which I never personally recommend because you don't have minute control), but otherwise basically yes it adds scrap recipes for as much as possible in the game.

      And yes, that's sort of the intention. I make settlement mods, as well as run plenty of other people's settlement mods, and the idea is that this mod can serve as a one-stop-shop for scrapping recipes, so authors - myself included - don't have to write ones for our settlements which may then conflict with other crafting and item mods. So yes, is the very basic answer to your question! But just in case it's not clear despite the warnings in the description, I'll just reiterate that this mod adds scrapping recipes ONLY, and does not interact with any cells. Any previs/precombine stuff, you'll need to decide what you're doing about that yourself!
    2. Enderskape
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      Right, not automatic in the "One click, scrap the whole settlement" sense, automatic in the sense that "If I selectively remove certain
      meshes from the precombines, they will automatically have recipes." I should have clarified.

      The part that's strange to me is that if this was possible from the beginning, why it hasn't been attempted yet? That is, why isn't there a mod that includes recipes like this but comes prepackaged with previs/precombines that exclude ~95% of the meshes in a settlement to allow them to be scrapped? A lot of threads I see on the "Why can't I have Scrap Everything and Precombines?" seem to assume that there's no way to have both or that a workaround is necessary like with Clean My Settlement Redux. Is it just extremely tedious to flag all the meshes by hand in the editor when generating previs/precombines, or is there something else to it?

      Sorry for all the questions, this is just fascinating to me. I'm also considering attempting to make the previs/precombines I'm talking about, because I love SE, but breaking precombines is still a sore point. If I can have both by pairing this mod with user-generated previs/precombines that allow SE functionality, I will absolutely put in the effort.

      Thank you for the response!
    3. Lemecc
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      I'm not the modder to ask about that sort of thing, if I'm honest! I only mess around with previs/precombines in interiors, which is significantly more manageable than exteriors, where vanilla settlements are. I have limited experience in it and actually took the one external settlement mod I made down (at least for now) because previs/precombines in external cells is a nightmare. For every one cell you edit, 9 cells in total minimum need to be regenerated (the cell you edited, and every cell in a ring around it). This has a pretty exponential knock-on effect of cell edits in the game, and getting it to work flawlessly... well I know I haven't cracked that yet. I got it looking close to acceptable, but it turned out that the compatibility hit with other mods would be completely UNacceptable. A lot of folk agree - or at least agreed last time I was working on this stuff a year ago - that the more of the vanilla game you can leave alone, the better. Less chance of cascading failure and messing up each other's mods that way.

      I think Scrap Everything does actually at least partially contain what you're asking for though. It contains cell edits to almost, if not all, vanilla settlements to allow you to scrap items that would otherwise be stuck behind precombines. The way they do it is better than regenerating them, because it increases SE's compatibility with other mods. If they regenerated the previs and precombines for all vanilla settlements, that would immediately conflict with both the vanilla game and an exponential amount of other mods out there. Breaking precombines isn't bad, it's the performance hit that's bad. Regenerating precombines is a lovely ideal outcome, but is likely to do even more damage than just simply turning off precombines - so for what it does and its intentions, I think SE is really good and makes the right decisions.

      Other modders, especially those that work with exterior cells more frequently, can explain this way better than I could. I think some of them are also making strides to develop better precombine/previs methods, though I've been out of the loop for about a year now.

      Your last paragraph though, that's exactly why my mod exists! It's designed to be used in conjunction with your own personal solution to previs/precombines, whether that be edits to your INI file, downloading any number of community regenerations, or making your very own in CK. Or going completely vanilla. The intention of my mod is actually to allow you more freedom to choose how to customise your game by separating the recipes and the cells. Having them combined into one mod like you want is the very thing that causes many people (myself included) frustration.
    4. Enderskape
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      Ah, yeah. As it is with everything, compatibility is always a nightmare. I was stuck thinking that having previs is always better than not, I think in part because the threads on what is and is not acceptable when it comes to broken Previs/precombines are very vague about just how bad things can get. I've seen threads saying that having any broken precombines anywhere turn your save file into a ticking time bomb that inevitably becomes unloadable, and at best it's still a stability nightmare for the game that leads to more CTDs. Which, when you look at it from that perspective, regenerating previs/precombines in a 3x3 area around the settlement you want to scrap seems better than that 3x3 area just having outright broken previs and corrupting your save, even if that means thousands of cell edits.

      But if the reality is just the performance hit, I can see why most people would live with that. Giving up on clean previs/precombines and mods that interact with them like PRP just to use SE is still a bit of an unfortunate limitation, but the scrapping ability of SE (and now this) is just too useful.

      I have seen some talks in other threads of potentially developing a tool or script to generate load-order specific previs/precombines, but I imagine that day is quite a ways away if it ever comes at all. Especially if exterior previs is as much of a pain as you describe it to be. In the meantime though, I appreciate the resource you've provided us to make it somewhat more manageable to customize our load orders.

      Thank you for your time as well! I learned quite a bit.
  6. masarut7777
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    If I think that it is strange as I cannot break houses and the shrub of the Sanctuary and well see explanation, it is like the meaning to be enabled if it is version 1.5. It was jumping to a misleading conclusion. I am looking forward to Ver.1.5.
    (Because a first language is not English, please permit it if there is strange expression.)
    1. masarut7777
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      Wow. You're very kind.
      I used version 1.4.5 promptly.
      It functioned at the Red Rocket and a settlement of a mod (CONCORD DOWNTOWN SETTLEMENT) , but did not function for some reason in the Sanctuary. I have not tried the other settlements yet.
      I cannot wait for completion.
    2. Lemecc
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      Glad you're enjoying it so far!

      It's possible that some objects you'd like to scrap are part of precombines, and that's why you can't scrap them. This mod doesn't edit any cells or precombines at all, it only provides the scrap recipes.

      If you'd like to scrap further things in Sanctuary using my particular mod, you'll need to edit your INI file to disable precombines!
    3. masarut7777
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      I made a video (Japanese AI voice).
      The main theme of this video is to employ settlers of SS2 who only hung around, and to let them work, I also mentioned this mod.
      I did not edit INI file but was able to scrap car with garbage which probably pre-combined.
      I look busy. Please take care of yourself. I am waiting for completion patiently.

  7. MartialWolf
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    I still can't scrap the prized car in Graygarden and many things in Hangman's Alley with this mod. It would so nice if more could be scrapped with this mod. I don't feel like reverting back to using 'Scrap Everything' mod again since it caused me so many problems.
    1. Lemecc
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      Hangman's Alley should have been covered, but it might have gotten a bit jumbled around as I cleaned up the back end of the mod. I'll check up on that when I can work on it again. Let me know specific items if you can.

      As for Graygarden, I'll check out if it's using any unique models. 1.5 (or probably more likely 1.4b, or something like that - 1.5 is a huge undertaking it turns out) does cover every single usual vehicle model in the entire game, but unique models can slip through.
    2. MartialWolf
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      Thank you very much. Keep up the good work!
    3. Lemecc
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      No problem! It's going to be a while before I can get back to this mod, but I've uploaded 1.4.5 into Optional Files. That might address the Graygarden and Hangman's Alley objects for you.
  8. aufisch
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    I have been running around in South-Boston with Precombines disabled for the last five years, but I might swap ScrapEverything with your mod the next time round to see how it is working out for me, and to hopefully play with precombines on for the first time since I started to get into building. Thanks!
    1. Lemecc
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      No problem! I hope you end up enjoying it, that's pretty much the exact use case I've been building this mod for!

      I've got a beefy PC, and I don't mind running the game with all precombines disabled. However, I also run saves with heavy modded content like new areas that I don't want to break precombines on, so I keep those INIs vanilla. I've been building this mod specifically so that both extreme-end playstyles can be accommodated!
  9. Lemecc
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    Not sure how many people (if any) are keeping up with the "news" on this mod, but very thankfully the files have been recovered after a disastrous hardware failure. I've got a lot of organising and admin to do with all my data before I can get back to modding, but 1.5 is saved and not far from release. I'll do my best to have it out before the end of July!
    1. docquixotic
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      Great news! Hopefully you managed to recover your other data as well. Do you have an indication when you'll be able to complete 1.5? I'm looking forward to it :)
  10. sabster123
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    in Vault 88, i was getting a white empty void in many of the tunnels. 
    if i go in the void, I teleport to beginning of vault 88. 
    disabled this mod and now I dont get any empty void.
    1. Lemecc
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      This mod makes zero changes to cells, precombine, or previs data. You can even check it in the FO4edit screenshot provided and in your own copy of FO4edit.

      Your issue is not, under any circumstances, coming from this mod.
    2. sabster123
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      i think its scrapping some rubble walls. 
      thats why the white void is only in the tunnels at the very end. 

      similarly near Swan's pond, there is a car garage with stairs going down, which are usually blocked off by rubble. 
      With this mod on, the rubble was scrapped and I was trapped under the building. Removing this mod, that problem has forever gone. 
    3. Lemecc
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      All I can do is repeat my comment. This mod makes absolutely zero changes to cells, precombine, or previs data. It's not physically possible for it to "scrap" areas of your game without your consent.

      If your complaint is that you are scrapping areas of the game you aren't supposed to... yeah. That's what this mod allows you to do. It's up to you to use it responsibly! Your complaint seems to be that this mod is working exactly as intended?
  11. JeiranAprell
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    Question: Is version 1.5 released yet? Vortex said updates were available but when I got here all the files are listed as the versions I already downloaded and it's got me very confused. 
    1. Lemecc
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      Vortex is incorrect, and sadly, no. I experienced catastrophic hard drive failure. I'm waiting to find out if it's salvageable or if I've lost everything, including all the mods I was working on. The worst part is that it was actually a handful of recipes away from release.