Fallout 4

About this mod

Automatically zap: scrap, loot and most workshop built objects in settlements. Clears the entire settlement in under 20 seconds! MCM menu to turn on or off categories of scrap and workshop built objects. Almost entirely script based so will be compatible with most other mods. Only two cell edits to fix bugs. No precombines are broken.

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Description

Shortly before the Great War, General Atomics International produced a prototype device, using an electromagnetic pulse, to clear battlefields after the messy business of nuclear war. During his time at Quincy, Sturges repurposed this device to automatically clear a settlement of scrap, loot and most workshop built objects. This device, called Scrap Zapper 2, can now be made in any workshop.

Sturges:
This here doohickey is a scrap clearing machine. Old school. Pre-war. You'll like it!


Technical Details

Scrap Zapper 2 is a, mostly script based, automated, generic solution to clearing a settlement. All scrap is cleared and loot is put into the workshop. Most workshop built objects can also be scrapped or stored in the workshop. There is a Mod Configuration Menu to have some control over what is scrapped and complete control over workshop built objects.

Once you hit 'Zap All' the multithreaded scripts will run in background searching for everything to zap. Sanctuary takes about 16 seconds to clear, on my computer, but other settlements tend to be much faster. There are nearly 1200 scrap lists and workshop recipes included, each fire a thread which are managed over 16 thread scripts. An xEdit script was used to extract all these lists from the game data, during testing Scrap Zapper 2 was scrapping itself!

The advantage of having a generic and scripted solution is that it will work with most other mods. Even heavily modified games and new settlements should work. All vanilla and DLC assets are supported, custom assets won't be zapped unless a patch is created.

  • All settlements in the base game and DLC are supported and tested.
  • Mod Configuration Menu support.
  • Correctly returns scrap components to the workshop. The Scrapper perk is supported.
  • Containers contents are put into the workshop prior to scrapping.
  • Bobby pin boxes, caps stashes, traps and mines are all handled correctly. The pinging bear traps at National Park Visitor's Center are fun!
  • Bodies are stripped and disposed of. It was an added bonus as it fits my script technology well. Skeletons are not cleared as they are a prop and, in game terms, not a body.
  • Only two cell edits to fix a floating ladder at Outpost Zimonja and a floating generator in The Mechanist's Lair.
  • Minimal changes to base games scrap lists to fix problems and oversights.
  • No custom scrap lists.
  • No precombines broken.
  • ESP plugin flagged as an ESL, so it doesn't take a standard plugin slot.


Requirements

  • F4SE. Scrap Zapper 2 is script based and not a F4SE plugin but F4SE is required for the extensions to ConstructibleObject. Without the F4SE scripts correctly installed Scrap Zapper 2 with not work! If you need help installing F4SE then I highly recommend The Midnight Ride as great place to start modding Fallout 4.
  • All DLC are supported and required. If you don't have them all get Fallout 4: Game of the Year Edition when it is on sale.
  • Mod Configuration Menu is a soft requirement. Scrap Zapper 2 will work without it, by default SZ2 leaves intact trees untouched and doesn't scrap workshop built objects.


Known Issues

  • If you don't have the right perks to create a workshop built object the game won't let you store the object in the workshop menu. The scripts don't check for perk requirements and allow such objects to be stored. It turns out to be useful as you can plop the object somewhere else, effectively moving it, which the game does allow anyway. Once you've plopped the stored objects the menu entry you don't have requirements for disapears. No harm done. A good example would be the crafting workbenches in Sanctuary, have SZ2 store them and then you can place them where you want.
  • After scrapping 'Structures' at The Mechanist's Lair there will be a floating poster upstairs. This is a DLC bug and would require regenerating the precombines to fix. Leave the 'Structures' option off to avoid this.
  • Vault 88 and The Mechanist's Lair need more testing. I'd advise waiting till the quests are complete before saving the game and then activating Scrap Zapper 2.
  • The conveyor belt at Echo Lake Lumber has an enable parent chain that bugs if scrapped with my scripts. I couldn't find the reason so the simplest solution was to not touch the conveyor belt. If you have the 'Structures' option on the conveyor belt gets indirectly scrapped, handy.
  • You will often see enable parent errors in the Papyrus log, if you have it enabled. These messages are harmless and fixing would require cell edits.


Compatibility

  • Build High - Expanded Settlements 5.0 has no conflicts. Scrap Zapper 2 has a limited range so you'll have to move it around and do several zaps to cover the larger build areas.
  • Homemaker has no conflcts, Scrap Zapper 2 won't scrap the custom assets.
  • Immersive Scrapping is partially compatible, use the optional file to resolve conflicts and add custom scrap lists.
  • Random Junk Redux has no conflicts but use the optional file to add custom loot.
  • Rebuild - AIO has no conflicts. Scrap Zapper 2 doesn't currently scrap the custom scrap lists. A module could be created on request.
  • Scrap Everything has no conflicts. Scrap Zapper 2 will scrap the base game and DLC lists but won't touch the custom lists in SE. You can run SZ2 and then scrap extra objects manually.
  • Seasons Change has no conflicts. The seasonal trees added can't be scrapped by Scrap Zapper 2, even with Intact Tree option on.
  • Sim Settlements 2 has no conflicts and Scrap Zapper 2 leaves SS2 custom assets untouched.


Recommended Mods



Load Order

ScrapZapper2.esp can be placed pretty much anywhere in the load order. The only mods that could conflict are any that change the base games scrap lists or heavily edit Outpost Zimonja or The Mechanists Lair.

See the Load Order article for more details.