Old Gen Fallout 4 (1.10.163) + F4SEļ»æ 0.6.23 + MCMļ»æ 1.39 = works Next Gen Update 1 patch (1.10.980) + F4SEļ»æ 0.7.1 + MCMļ»æ 1.40 BETA = works Next Gen Update 2 patch (1.10.984) + F4SEļ»æ 0.7.2 + MCMļ»æ 1.40 BETA 2 = works
Scrap Zapper 2 will no longer loot or scrap the armory at The Castle, which is a cheat if you haven't done the Old Guns quest. Thanks to WulfBearClaw for his bug report.
Upgrading from 2.4
You get some warnings in the Papyrus log when upgrading from 2.4 to 2.4.1 but these are harmless.
Version 2.4
Spoiler:
Show
Added option for the ruined houses at Sanctuary.
Removed blocks to building Scrap Zapper 2 twice as it was problematic. Instead the scripts simply check if SZ2 is already running.
Removed F4SE check in the scripts in case it is casuing an issue for some players.
Upgrading from 2.3
Upgrading from 2.3 to 2.4 has no issues. Modules don't need to be updated.
Version 2.3
Spoiler:
Show
Added option for scrapping bodies.
Fixed bug when upgrading from a previous version and being unable to deploy Scrap Zapper 2 from the Pip-Boy. Thanks SoraBlade6 for reporting the bug!
Upgrading from 2.2
Upgrading from 2.2 to 2.3 has no issues. Modules don't need to be updated.
Version 2.2
Spoiler:
Show
Added support for modules: each module will resolve conflicts with another mod and zap custom lists.
Blasted Tree Clusters moved from Tree Intact to Tree Damaged, very noticible at Spectacle Island.
Moved Beach Fence to Structures so you have the option of keeping them at, eg, Nordhagen Beach.
Moved some broken doors back to scrap wood from doors.
Removed a few scrap list duplications that led to some scrap being scrapped twice.
Now correctly handles the Nuka-Cola lunchbox at Nuka-World Red Rocket (ever found it?).
Stopped player from building Scrap Zapper 2 more than once as bad things can happen. There can be only one.
Fixed potential bug in the thread manager, it had never shown up in 100s of tests but needed fixing.
Upgrading from 2.1
Upgrading from 2.1 to 2.2 was tested and causes no problems. Some warnings appear in the Papyrus log but they can be ignored.
Modules
Version 2.2 adds support for modules. These are optional plugins that can add custom loot and scrap lists from other mods to Scrap Zapper 2. Feel free to request a module for a mod. Supported mods so far:
Download the modules from the Files page and read the Load Order article.[/list]
Version 2.1
Spoiler:
Show
Added Mod Configuration Menu support, so you have some control over what is scrapped and complete control over workshop built objects; workshop built objects can be stored in the workshop menu, instead of being scrapped.
Fixed rounding error in the workshop built object scrap formula, the script was being too generous on components stored in the workshop after scrapping workshop built objects.
Added support for Home Plate and other interior settlements.
Missing or faulty F4SE installation is detected and an error message is displayed.
Upgrading from 2.0
Upgrading from 2.0 to 2.1 was tested and causes no problems.
If I ever get to modding again, I'll do a translation for Brazilian Portuguese. I did for the original Scrap-Zapper, but then, the mod was never updated. I'm asking here for the permission.
I know it would be a lot of work on your end, but if you did make it work with scrap everything things like trash, grass, rubble I would love you forever. If it's too much work though, don't even worry about it.
I moved SZ2 away from SE as I'm looking for better alternatives. I'm working on a module for Rebuild, for instance. I won't rule out a module for SE but it's not a priority ATM.
Yeah, I actually originally asked this because the original scrap zapper + scrap everything didn't work for me, as it turns out it was rebuild AIO that was causing that, so I guess those are incompatible. Everything was still scrappable, but scrap zapper didn't scrap it, though it said it did and added components to the workbench repeatedly.
Any chance this thing causing aggro on random enemies throughout the map, running towards you from far far away? I assume you used the institute synth relay grenade explosion as the base of the effect? That might be a potential cause?
Unfortunately, this isn't working on linux for whatever reason. Consistently says "0 objects scrapped" even though F4SE and this mod are up to date. I swear it worked on linux before lol
Whenever I try to use the Scrap Zapper after picking it up and placing it back down in another settlement, the game completely freezes up to the point where I have to forcibly close it using Task Manager. This happened at Starlight Drive-In after I used it in Sanctuary, and I also have two additional settlements and the SKK Mobile Workshop mod.
Strange, I've done a lot of testing of Scrap Zapper 2, including taking it to another settlement, and never seen this happen. How does Fallout 4 run for you most of the time?
Great! Although, some items remain after using the Scrap Zapper. Like in Sanctuary, there are still street lamps and furniture left over. Iām guessing this is a limit imposed by Bethesdaās engine?
Even with a lot of script heavy mods the scripts will merely slow down and not crash. In my experience the script engine is robust and I don't get crashes, other than on start occasionally but not once loaded. I always recommend The Midnight Ride as a starting poiint for modding as it has important bug and engine fixes.
I've found a problem with the way I implemented the modules, I hit the 128 array limit when creating a Rebuild module, it has a lot of custom scrap lists. I'm working to resolve this by redesigning the data structures in SZ2.
In theory, Scrap Zapper 2 will work with any custom settlement that doesn't use custom assets.
I just tested Sanctuary Hotsprings. Outside you get a few floating vines. Indoors you get one floating desk lamp. These are actually errors in the settlement, the objects need to be marked as stacked so they are properly scrapped by SZ2. It would happen when manually scrapping as well. You can disable the floating objects in the Fallout 4 console.
The workshop workbench is hidden so don't scrap the other workbenches.
168 comments
Old Gen Fallout 4 (1.10.163) + F4SEļ»æ 0.6.23 + MCMļ»æ 1.39 = works
Next Gen Update 1 patch (1.10.980) + F4SEļ»æ 0.7.1 + MCMļ»æ 1.40 BETA = works
Next Gen Update 2 patch (1.10.984) + F4SEļ»æ 0.7.2 + MCMļ»æ 1.40 BETA 2 = works
Upgrading from 2.4
You get some warnings in the Papyrus log when upgrading from 2.4 to 2.4.1 but these are harmless.
Version 2.4
Upgrading from 2.3
Upgrading from 2.3 to 2.4 has no issues. Modules don't need to be updated.
Version 2.3
Upgrading from 2.2
Upgrading from 2.2 to 2.3 has no issues. Modules don't need to be updated.
Version 2.2
Upgrading from 2.1
Upgrading from 2.1 to 2.2 was tested and causes no problems. Some warnings appear in the Papyrus log but they can be ignored.
Modules
Version 2.2 adds support for modules. These are optional plugins that can add custom loot and scrap lists from other mods to Scrap Zapper 2. Feel free to request a module for a mod. Supported mods so far:
- Damn Apocalypse Loot
- Immersive Scrapping
- Random Junk Redux
Download the modules from the Files page and read the Load Order article.[/list]Version 2.1
Upgrading from 2.0
Upgrading from 2.0 to 2.1 was tested and causes no problems.
I assume you used the institute synth relay grenade explosion as the base of the effect? That might be a potential cause?
Tested: see sticky at the top of the page.
I humbly request a mod that links scrap zapper 2 and rebuild AIO.
Thank you for all your hard work.
I just tested Sanctuary Hotsprings. Outside you get a few floating vines. Indoors you get one floating desk lamp. These are actually errors in the settlement, the objects need to be marked as stacked so they are properly scrapped by SZ2. It would happen when manually scrapping as well. You can disable the floating objects in the Fallout 4 console.
The workshop workbench is hidden so don't scrap the other workbenches.