Just wanted everyone to know that the amazing VIits (spelled with two i's, not an L and an i) has been added to the project as forum maintainer, bug report handler and Awesome Person Extraordinaire! He's agreed to help me handle the comments section, bug reports and that kind of stuff. He's also been kind enough to re-upload a reorganized version of the mod so that people can use NMM, as well as upload the All-DLC version (2.1) so folks can get it here instead of the sticky post. YAY!
If you use NMM, you will need to get the updated version of NMM for it to properly handle ESL flagged .esp files, or use the Ultimate plugin.
If you like the 2.5+ update, please consider supporting Elminster (original creator of xEdit*). He just took several months off from his actual job to update xEdit, and without the (many) improvements he made it would probably have been at least another few months if not another year for me to get this update finished. Just keep in mind, any issues are due to me making mistakes (usually in the CK), not anything to do with xEdit. :D
You can support him on Patreon, or via Paypal. You can donate through Paypal when downloading xEdit, and there are buttons for both within xEdit 4.0.1 as well.
*Which you likely know by one of its many names: FO4Edit, TES5Edit, SSEEdit, FNVEdit, FO3Edit, or TES4Edit.
Just a couple tips that may be useful to some folks. FO4Edit is your friend
1) For those having trouble with the .esl flags on some of the plugins (I too use an old version of NMM), these can be removed with FO4Edit. Instructions:
Spoiler:
Show
- Open the plugin in FO4Edit. - Expand the plugin menu in the left-hand pane, and click on "File Header." - In the right-hand pane, you'll see the row "Record Flags"; if the plugin is flagged as an .esl, you'll see "ESL" here. - Right click on either "ESL" cell in the second column. - If you choose the top one, select "Edit." (Just note and then ignore the warning.) In the flag list, just uncheck the "ESL" box, and click "OK." - If you choose the bottom one, select "Remove." (Just note and then ignore the warning.) - (These are just two ways of doing the same thing.) - Close FO4Edit, which will save the changes to the plugin. That's it!
I found that I usually have to close and re-open NMM in order to be able to move the plugin around in the load order. This of course works on any plugin with the .esl file flag.
2) For those who don't want all of the building materials from scrapping objects, these can also be removed with FO4Edit. Instructions:
Spoiler:
Show
- Open the plugin in FO4Edit. - Expand the plugin menu in the left-hand pane, and click on "Constructible Object." This opens the list of all of the new scrap recipes added by SE (and makes you realize how much work goes into this mod). - Click on one of the Constructible Object entries in the left-hand pane. In the right-hand pane, you'll see the "Components" entries. This lists what you get for scrapping this particular object. (It should have one row with the material, like "c_Steel_scrap "Steel" [MISC:000731A4]," and another with the count, like "8.") These are the entries that you need to remove to not have infinity fertilizer. - In the left-hand pane, click on the first Constructible Object entry, scroll to the bottom of the list, hold down the Shift key, and click on the last entry. Now all Constructible Object entries should be highlighted. - Right click on the highlighted list and select "Compare Selected" (at the top). This opens up all of the entries in the right-hand pane. - In the right-hand pane, in the first column find the cell labeled "FVPA - Components." In the next cell to the right of that, right click and select "Remove from Selected Records." (Just note and then ignore the warning, if there is one.) This will remove the scrap components from every entry in the list. - Close FO4Edit, which will save the changes to the plugin. That's it!
The "Compare Selected" tool is also useful if, say, you're trying to add AWKCR tags to like 100 outfits, or if you want to add or remove leveled-list entries.
(evanbgood made a patch for this, but it hasn't been updated in a while, and removing them yourself saves a sweet, sweet plugin slot.)
Anyway, hope this helps, and a big thanks to VIits for managing this nuke of a mod and all of its moving parts. It can be dangerous in shaky hands, so remember to scrap slow and save often. Cheers!
FYI: shadowslasher410 has let me know that she will not be able to work on Scrap Everything for the foreseeable future, and has fully passed control of this mod over to me. As a result, it will be a very long time (if ever) for toggling to be implemented, as I will have to learn scripting. I will still be working on this mod.
Just posted a fix for the CtD some people had in Vault 88 when upgrading from 2.4 to 2.5.
Do not download this fix unless you need it. I would also recommend removing the fix and reverting to the normal version in the main installer when you start a new save, otherwise you may have issues with future versions of Scrap Everything.
Currently just the Ultimate Edition, as no one who has reported the issue has said they used the non-Ultimate edition.
Edit: This is for a CtD when entering Vault 88. The issue people have with saving after encountering molerats is not caused by Scrap Everything, it is just revealed by it. I Had someone who was consistently experiencing the same bug for Vault 81 (which isn't even touched by Scrap Everything) give me a save from just before they entered the area with molerats. Every time they entered and fought molerats, they could no longer save. I loaded that save, and could not get it to freeze after fighting them, no matter which kind of save, no matter how many molerats I had killed, whether it was one of them or all of them.
I had the same thing reported for Bloodworms in Nukaworld with 2.4 as well. The problem is, 2.4 didn't make them scrappable (the creatures or the furniture ambush markers), and neither 2.4 nor 2.5 touch the cell it was happening in.
If you are having the save bug after fighting molerats/bloodworms/etc..., you either have a mod causing problems or a problem with your game files.I don't know the cause, but SE isn't the root cause.
From talking to some people on the Collective Modding discord about the Previsibines Repair Pack*, it came up that MO2 can have issues with loading ba2s that have previsibines. If you have any issues with either CtD or invisible everything in Vault 88 or The Mechanist's Lair and use MO2, please test if the issue happens if you copy SE directly into your data folder.
If that fixes the issue, please let me know. Bug report, normal comment, or direct message through the Nexus forums. I will leave this comment unlocked for now, but if any unrelated comments reply to it they will be copied as quotes into my replies then deleted to avoid clutter since this will be stickied.
*Essentially, UFO4P for things that require rebuilding precombineds and previs, which the UFO4P team intentionally don't touch, due to the affects rebuilding those have on the size of the mod and the incompatibility footprint, and also because how much of a pain the systems are to get them working properly through the CK (GUI or CLI), which is the only way to rebuild them.
Hello, I have this detail, if I install it at the beginning of a new game, when I get to the elevator to enter vault 111, after the animation of the explosion, when the sequence of lowering the elevator begins, my character and the NPCs stay still on the platform lowers but we don't, then we fall and die.
If I install it before leaving the shelter when I go to take the elevator the game closes.
My only solution is to install after leaving the shelter.
I have already tried the pure mod alone and it is the only problem it has.
GOG version 10.163 + patch 2.1.5 has no problem, so I tried NG (10.984) ba files converted into old format + GOG exe. When elevator goes down, then after start of sequence in Vault 111, during black scene here was sound of impact (NPCs falls down on elevator floor), but no one dies. Maybe here is some delay in calculating of NPC transfer from surface into Vault. If elevator goes down too much, then fall down after respawn in Vault space can be fatal.
I seem to be having a problem where all the trash, weeds, and other floor clutter keeps reappearing when I reload my game, but I can't scrap it. I don't know what's going on, any assistance y'all could offer would be much appreciated.
Another person above posted a solution that worked for me. Go to your plugins section of Vortex and find Scrap Everything. Double click it, and in the Group section of the popup that appears, select Late Loaders. Next, click Sort Now at the top of the plugins section. It fixed this issue for me. Good luck!
Hey everyone, I heard people were having problems with SE not working after an update or something. I managed to get my SE working again. This is how I got mine to work:
Go to the plugins tab on the left side.
Find "Scrap Everything"
Double click "Scrap Everything"
Go to "Group"
Click "Late Loaders"
Click "Sort Now" in the top bar
This was my 1st time using groups; I was worried to use them before(I'm a noob when it comes to Vortex). As a result, SE was my only "Late Loader." This fixed my issue, so hopefully this will fix yours.
It's there, just a little hard to find. Double click the scrap everything plugin and a panel will pop up on the right. About halfway down, look for "Group" dropdown menu and you'll see "Late Loaders" in there. Hope that helps.
Just tried it, and it worked for me, I saw a Reddit thread about this but wanted to make sure it was real from these comments rather than from Reddit. You also explained it much better so I could actually find the setting.
@CaptainGinns You have to select plugins not mods to get the group drop down box. I was on mods (the wrench symbol) double clicking scrap everything and there is no group box but if you select the + symbol you get the groups drop down box. Yes, this really fixed scrap everything, good job!
sorry im new to this but I can't find the plugin for Scrap Everything. I know where the plugin tab is but I don't see anything saying scrap everything. Help plz
Thanks! I got problems with the mod on the middle of a playthrough and when I tried to move it down manually it removed other mods, but this mod solved problem without causing any new ones!
Hello, I am hoping there is perhaps an answer to my question, as I can't find the issue being bought up after scrolling through pages of posts and the bug section. Taking the Marina as an example (though it happens at all Settlements), I tear down those butt ugly buildings at the marina and build something that doesn't require eye bleach to look upon, but when I look at the Mariana from a distance, as I run/walk towards it, the old butt ugly buildings flicker in and out of existence, it's not until I get much closer to the Marina before those old buildings finally disappear. Is this a LOD issue perhaps? Or due to the vanilla game still rendering what is no longer there? Is there a fix to this issue please?
Mod has worked perfectly up until the newgen update, of course. Can't quite figure out how to fix it, hopefully this is just an issue on my end but I wanted to make a comment about it anyways.
For vortex, set the GROUP as Late loader. For MO2,drop it low, but ensure it is before previs, water, bash, synthesis, sorter, and that's about the only concern. It is 811 out of 845 in my order and as I look, it would fit in around 440-490 with no issue as well. YOU CAN also load up your list in wryebash and under VIEW, select PLUGIN checker and see how it sits with other plugins with your current order and make changes based on that to make it functional
Good luck. Modding is a pain in the ass, but a very satisfying hobby :)
How can I use it anywhere? In my settlements, i have to open the bench, and when the hotkey appears to open the build mode to scrap, then i can scrap anything, but once i leave the settlement, I can't open the menu to scrap stuff. Maybe i'm missing the point or misunderstood how it works?
You should also change the version number from v2.5.2.1 to v2.5.5 and not always write the old version in info.xml, the renaming only takes seconds, otherwise it could just lead to confusion like "have I now installed v2.5.2.1 or v2.5.5.
Last comment was years ago, so idk if you'll see this. But a version that has like a "safety" mode would be good. Like one that let's us delete trash but not buildings. Because sometimes the trash is on a weird angle and if I'm moving too quick I might delete a building.
6941 comments
If you like the 2.5+ update, please consider supporting Elminster (original creator of xEdit*). He just took several months off from his actual job to update xEdit, and without the (many) improvements he made it would probably have been at least another few months if not another year for me to get this update finished. Just keep in mind, any issues are due to me making mistakes (usually in the CK), not anything to do with xEdit. :D
You can support him on Patreon, or via Paypal. You can donate through Paypal when downloading xEdit, and there are buttons for both within xEdit 4.0.1 as well.
*Which you likely know by one of its many names: FO4Edit, TES5Edit, SSEEdit, FNVEdit, FO3Edit, or TES4Edit.
1) For those having trouble with the .esl flags on some of the plugins (I too use an old version of NMM), these can be removed with FO4Edit.
Instructions:
- Expand the plugin menu in the left-hand pane, and click on "File Header."
- In the right-hand pane, you'll see the row "Record Flags"; if the plugin is flagged as an .esl, you'll see "ESL" here.
- Right click on either "ESL" cell in the second column.
- If you choose the top one, select "Edit." (Just note and then ignore the warning.) In the flag list, just uncheck the "ESL" box, and click "OK."
- If you choose the bottom one, select "Remove." (Just note and then ignore the warning.)
- (These are just two ways of doing the same thing.)
- Close FO4Edit, which will save the changes to the plugin. That's it!
I found that I usually have to close and re-open NMM in order to be able to move the plugin around in the load order. This of course works on any plugin with the .esl file flag.
2) For those who don't want all of the building materials from scrapping objects, these can also be removed with FO4Edit.
Instructions:
- Expand the plugin menu in the left-hand pane, and click on "Constructible Object." This opens the list of all of the new scrap recipes added by SE (and makes you realize how much work goes into this mod).
- Click on one of the Constructible Object entries in the left-hand pane. In the right-hand pane, you'll see the "Components" entries. This lists what you get for scrapping this particular object. (It should have one row with the material, like "c_Steel_scrap "Steel" [MISC:000731A4]," and another with the count, like "8.") These are the entries that you need to remove to not have infinity fertilizer.
- In the left-hand pane, click on the first Constructible Object entry, scroll to the bottom of the list, hold down the Shift key, and click on the last entry. Now all Constructible Object entries should be highlighted.
- Right click on the highlighted list and select "Compare Selected" (at the top). This opens up all of the entries in the right-hand pane.
- In the right-hand pane, in the first column find the cell labeled "FVPA - Components." In the next cell to the right of that, right click and select "Remove from Selected Records." (Just note and then ignore the warning, if there is one.) This will remove the scrap components from every entry in the list.
- Close FO4Edit, which will save the changes to the plugin. That's it!
The "Compare Selected" tool is also useful if, say, you're trying to add AWKCR tags to like 100 outfits, or if you want to add or remove leveled-list entries.
(evanbgood made a patch for this, but it hasn't been updated in a while, and removing them yourself saves a sweet, sweet plugin slot.)
Anyway, hope this helps, and a big thanks to VIits for managing this nuke of a mod and all of its moving parts. It can be dangerous in shaky hands, so remember to scrap slow and save often. Cheers!
Do not download this fix unless you need it. I would also recommend removing the fix and reverting to the normal version in the main installer when you start a new save, otherwise you may have issues with future versions of Scrap Everything.
Currently just the Ultimate Edition, as no one who has reported the issue has said they used the non-Ultimate edition.
Edit: This is for a CtD when entering Vault 88. The issue people have with saving after encountering molerats is not caused by Scrap Everything, it is just revealed by it. I Had someone who was consistently experiencing the same bug for Vault 81 (which isn't even touched by Scrap Everything) give me a save from just before they entered the area with molerats. Every time they entered and fought molerats, they could no longer save. I loaded that save, and could not get it to freeze after fighting them, no matter which kind of save, no matter how many molerats I had killed, whether it was one of them or all of them.
I had the same thing reported for Bloodworms in Nukaworld with 2.4 as well. The problem is, 2.4 didn't make them scrappable (the creatures or the furniture ambush markers), and neither 2.4 nor 2.5 touch the cell it was happening in.
If you are having the save bug after fighting molerats/bloodworms/etc..., you either have a mod causing problems or a problem with your game files.I don't know the cause, but SE isn't the root cause.
If that fixes the issue, please let me know. Bug report, normal comment, or direct message through the Nexus forums. I will leave this comment unlocked for now, but if any unrelated comments reply to it they will be copied as quotes into my replies then deleted to avoid clutter since this will be stickied.
*Essentially, UFO4P for things that require rebuilding precombineds and previs, which the UFO4P team intentionally don't touch, due to the affects rebuilding those have on the size of the mod and the incompatibility footprint, and also because how much of a pain the systems are to get them working properly through the CK (GUI or CLI), which is the only way to rebuild them.
If I install it before leaving the shelter when I go to take the elevator the game closes.
My only solution is to install after leaving the shelter.
I have already tried the pure mod alone and it is the only problem it has.
Edit: At Red Rocket it appears that the issue only happens inside the building, not outside.
This is how I got mine to work:
- Go to the plugins tab on the left side.
- Find "Scrap Everything"
- Double click "Scrap Everything"
- Go to "Group"
- Click "Late Loaders"
- Click "Sort Now" in the top bar
This was my 1st time using groups; I was worried to use them before(I'm a noob when it comes to Vortex). As a result, SE was my only "Late Loader." This fixed my issue, so hopefully this will fix yours.It works 1000%
I was on mods (the wrench symbol) double clicking scrap everything and there is no group box but if you select the + symbol you get the groups drop down box.
Yes, this really fixed scrap everything, good job!
For MO2,drop it low, but ensure it is before previs, water, bash, synthesis, sorter, and that's about the only concern. It is 811 out of 845 in my order and as I look, it would fit in around 440-490 with no issue as well. YOU CAN also load up your list in wryebash and under VIEW, select PLUGIN checker and see how it sits with other plugins with your current order and make changes based on that to make it functional
Good luck. Modding is a pain in the ass, but a very satisfying hobby :)
You should also change the version number from v2.5.2.1 to v2.5.5 and not always write the old version in info.xml, the renaming only takes seconds, otherwise it could just lead to confusion like "have I now installed v2.5.2.1 or v2.5.5.