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About this mod

Think stripping things down for parts is as tedious as I do? Here's a machine to automate the process.

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Stripping things down for parts is tedious. Stripping things down for loose mods is even more tedious, in case you like to collect those instead. Wouldn't it be great if a machine could do it for you?

This adds a machine into which you can dump just about anything, and retrieve those things' parts from the other end.

— Usage
After installing this mod, you'll find a new machine, the Gear Grinder, in the Special tab of your building menu.

As of 2.0.0, the grinder has three buttons and four levers:
  • Import Scrap (Local): Pulls in any Misc item with component tags currently in the local workbench.
    Note that this only pulls in component types the grinder has already "seen", so you'll have to load some stuff in manually to teach it at first.
  • Import Scrap (Network): As above, but from all workbenches connected over supply lines. Does not pull from the local workbench.
  • Export Output: Transfers the contents of the output container to the local workbench.
  • Scrap Mods:
    • Off: Mods will be stripped off of equipment and placed in the output container.
    • On: Mods will be stripped off of equipment and then scrapped for components—requires the dynamic xEdit patcher to work
  • Scrap Base (unimplemented): Doesn't do anything—if I ever get around to it, will make the machine completely scrap weapons/armor placed into it, instead of just stripping all mods off. Note that the vast majority of components returned when from scrapping come from the mods anyway.
  • Stay On:
    • Off: The machine will shut down as soon as all input items are finished processing.
    • On: The machine will continuously wait for input items, and handle them as they come in.
  • Power:
    • On: The machine turns on.
    • Off: The machine turns (or stays) off.

Pre-2.0.0 documentation:
Spoiler:  
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To use this machine, you'll have to supply 8 power, and whatever it is you want it to process. To turn the machine on, exit the container menu, then press the "Process" button that should appear on your HUD as you mouse over the machine.Weapons and armor will have any mod that has a matching miscellaneous item stripped off of them, and after processing the (generally mod-free) bits of gear will be returned to the output container, along with the misc mods previously attached to them. To return a weapon or other item to a fully functional state after it has been fed to the machine, you will generally have to take it to the relevant workstation and reattach each part one by one (or don't, who am I to judge if you want to use a gun without a barrel?).

Scrappable items may also be fed into the machine. Any item containing usable components will be automatically scrapped, and will also produce a bonus component output of 25%.

For convenience, you have the option to quickly return all items from the grinder's output to the local workbench by scrapping the output container in build mode. After the contents of this container are moved, a new container will reappear immediately. Admittedly, I found that this could be done by accident while testing, and decided that it was a feature and not a bug.



— Mod Scrapping & xEdit Patcher
When properly set up, the Gear Grinder is capable of scrapping "loose" misc mods into raw components.

In order for the mod to be able to scrap "loose" Object Mods, you must first run a custom xEdit script on your load order.

This requires you have xEdit (FO4Edit) installed:
For Mod Organizer 2 users, you'll need to add xEdit as an executable and run it through MO2:
Spoiler:  
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  • Locate the icon with two gears on MO2's top-left toolbar and click it.
  • This should open a "Modify Executables" window.
  • Click the + in the top left to add a new executable -> Add from file.
  • Locate where you installed xEdit and select the executable, then press Enter, or click Open.
    This will either be FO4Edit.exe, SSEEdit.exe, or some other similar variant.
  • In the top "Title" box, set the title to either FO4Edit, or xEdit, depending on personal preference.
  • To ensure xEdit starts for the right game, next to "Arguments", add the following line:
    -FO4
  • Press OK.
Now to start xEdit through MO2, find the xEdit/FO4Edit entry in the drop-down list next to "Run", and press Run.


To use the patcher script, first you'll need to install it:
  • Download the GearGrinderMiscComponents.pas xEdit script optional file
  • Or, you can find the same script in the main mod archive, under the "Edit Scripts" folder
  • Find your "xEdit\Edit Scripts" directory
  • Extract the xEdit script into that folder, alongside all of the other xEdit scripts

Then to run the script:
  • Start xEdit.
  • Under the Module Selection box, load your entire load order—or in other words, just hit OK.
  • After xEdit finishes loading, right click anywhere in the left pane and select "Apply Script..."
  • Find GearGrinderMiscComponents in the list and select it.
  • Hit OK to run the script—for me, this takes about 15 seconds to finish.
  • Close xEdit.
  • When prompted with the "Save changed files" dialog, just press OK.
    This should save your newly-created "GearGrinder2_AutoPatch.esp" plugin.
  • Make sure you remember to check "GearGrinder2_AutoPatch.esp" in your load order
  • Done!
You'll probably have to re-run the patcher script if you add, remove, or possibly update any weapon/armor mods, etc.

Loose mods that are scrapped use the same formula for component returns as if you'd done this by hand, except the grinder won't "void" fractional amounts, so output will be slightly higher.

This means that in order to receive uncommon components like Screws, you'll need the Scrapper perk at rank 1; rare components like Nuclear Material require rank 2; and, rank 3 (with Far Harbor) will further increase component output.
Any other mods you have that might affect component returns will also be taken into account.

On fractional returns:
Spoiler:  
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To explain the fractional returns thing, imagine you had an object mod that costs 6 Nuclear Material to create. If your "efficiency" for Nuclear Material is 0.25, scrapping this by hand would net you exactly 1 unit of Nuclear Material; or, floor(6 * 0.25) = 1.

The grinder's formula, instead, will remember the fractional amount lost, and pay out one "full" unit the next time it's possible.

So, scrapping the same item for the first time will yield 6 * 0.25 = 1.5, which pays out 1 unit, and remembers the spare 0.5.
If you scrapped another mod that cost 7 components, the grinder would generate 7*0.25=1.75 components, to which the previous fraction is added 1.75+0.5=2.25, then pay out 2 units, and remember the leftover 0.25 for later, and so on.

Clear as mud? Great!


— Compatibility
This machine requires F4SE to function properly. This will not change unless several necessary functions from F4SE are added to the base game in a future Fallout 4 update, which seems unlikely.

This should work with any weapon, piece of armor, misc scrap, component, etc.

Additionally, the xEdit patcher is designed to work on any load order.

I advise against using this with anything like Free Weapon Downgrades, as that mod being installed will greatly reduce the amount of materials you get back from scrapping most weapons.

Load order is irrelevant for the base mod, as no vanilla forms, scripts or other assets are overwritten.

If generated, the auto-patch should be as close to the end of your load order as possible.

Pre-2.0.0 documentation:
Spoiler:  
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In the event that a mod adds new component types, as long as that mod adds those new component types to the vanilla WorkshopConsumeScavenge FormList, those components should work too. Any components not in that list will be ignored by the machine, and will likely be lost if the machine tries to process them.


— F4SE
If you're unfamiliar with F4SE, you can find a video about it here. You can find a link to download F4SE at its official website here.

This mod requires F4SE version 0.4.2 or newer, which also means that the minimum version of FO4 supported is 1.9.4.

You will need to make sure that the following F4SE scripts are installed as well:
  • Data\Scripts\F4SE.pex
  • Data\Scripts\ObjectReference.pex
  • Data\Scripts\Component.pex
  • Data\Scripts\ObjectMod.pex