Fallout 4

Fallout 4

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imcatman88 Dec 27, 2017 @ 6:14am
I need help cleaning up Sanctuary Mods+Commands
a quick search is not helping me, so here it goes,

I have "Scrap Everything" running, however it leaves half of sanctuary still filled with clutter, I cannot select it as i get the picked non ref in console. SO, i modifiedd the INI with "bUseCombinedObjects=0" went in and used "markfordelete" on each object saved/quit, went and modded the ini to "bUseCombinedObjects=1" re loaded and the objects re appeared... am i missing something?

FYI "bUseCombinedObjects=0" causes some graphic glitches when you are standing where something was disabled or deleted, like the hedges in sanctuary cause objects further away to dissapear while you are walking around. thats why i am going back to "bUseCombinedObjects=1" after hand disabling/deleting objects.
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Showing 1-11 of 11 comments
Ceejay Dec 27, 2017 @ 6:15am 
I think the issues is some of the clutter is in the actual textures, its not an actual object lying around.
imcatman88 Dec 27, 2017 @ 6:29am 
would textures have object ID's? for example i can pick a pile of leaves and move it up in the air, but if i delete it, it comes back
Ceejay Dec 27, 2017 @ 6:31am 
Originally posted by imcatman88:
would textures have object ID's? for example i can pick a pile of leaves and move it up in the air, but if i delete it, it comes back

Nope that should act like an object.
imcatman88 Dec 27, 2017 @ 6:32am 
Originally posted by Ceejay:
Originally posted by imcatman88:
would textures have object ID's? for example i can pick a pile of leaves and move it up in the air, but if i delete it, it comes back

Nope that should act like an object.

Exactly! BUT when i set "bUseCombinedObjects=0", select it, use "markfordelete" save/quit, set "bUseCombinedObjects=1" and re load, the darn thing comes back!
Ceejay Dec 27, 2017 @ 6:36am 
That is very odd. I would have a play, but I took scrap everything off, after I once broke my game :p However from what I know, what your trying should work.

Had a quick look for stuck objects, You could just try moving the object our of site say like "setpos z 10" which should move it below the map. While not a true fix, it maybe a workaround.

Here is a thread where someone was also having issues:
https://steamcommunity.com/app/377160/discussions/0/496881136904902555/
Last edited by Ceejay; Dec 27, 2017 @ 6:39am
Mringasa Dec 27, 2017 @ 7:07am 
Anytime you change the bUseCombinedObjects command, anything you've deleted will come back. It's an either/or choice. I use Scrap Everything myself and it scraps just about everything in the settlements. Very few items I've had to console, disable, markfordelete. That will turn them invisible btw and delete them on the next cell refresh.

Only time I've used bUseCombinedObjects = 0 was when running Conquest and setting up settlements in places other than the vanilla. It worked quite well, had the occasional longer load, but was well worth the flexibility in setting up places I wanted to populate. Otherwise it's best to just leave it at 1 so your load times stay down and just use Scrap Everything for most of the stuff.

You can scrap Sanctuary down to the bare bones though with Scrap Everything. The only objects you cannot scrap are the desk/terminal with the drug info, the bridge, the sign, and a couple of the concrete support walls by the bridge. There's a few pieces that stick out of the buidable area, fence posts and such, but selecting them in the console and typing disable, markfordelete will take care of them.
imcatman88 Dec 27, 2017 @ 8:01am 
Originally posted by Mringasa:
Anytime you change the bUseCombinedObjects command, anything you've deleted will come back. It's an either/or choice. I use Scrap Everything myself and it scraps just about everything in the settlements. Very few items I've had to console, disable, markfordelete. That will turn them invisible btw and delete them on the next cell refresh.

Only time I've used bUseCombinedObjects = 0 was when running Conquest and setting up settlements in places other than the vanilla. It worked quite well, had the occasional longer load, but was well worth the flexibility in setting up places I wanted to populate. Otherwise it's best to just leave it at 1 so your load times stay down and just use Scrap Everything for most of the stuff.

You can scrap Sanctuary down to the bare bones though with Scrap Everything. The only objects you cannot scrap are the desk/terminal with the drug info, the bridge, the sign, and a couple of the concrete support walls by the bridge. There's a few pieces that stick out of the buidable area, fence posts and such, but selecting them in the console and typing disable, markfordelete will take care of them.

From the house with the workshop back to the bridge i can scrap pretty much every bush, debris pile etc, from the workshop to the culdesac, i cant scrap any of it.
Mringasa Dec 27, 2017 @ 8:04am 
Do you have Scrap Everything loading dead last in your load order? I think the only thing that should be below it is any patches for it, and of course a bashed patch from WB if you made one.

Edit - And do you have any other mods that modify the Sanctuary cell? Adding player homes or cleaning up the houses? I think these can cause conflicts and screw up Scrap Everything's functions. Not positive about that though.
Last edited by Mringasa; Dec 27, 2017 @ 8:05am
imcatman88 Dec 27, 2017 @ 8:07am 
Originally posted by Mringasa:
Do you have Scrap Everything loading dead last in your load order? I think the only thing that should be below it is any patches for it, and of course a bashed patch from WB if you made one.

Edit - And do you have any other mods that modify the Sanctuary cell? Adding player homes or cleaning up the houses? I think these can cause conflicts and screw up Scrap Everything's functions. Not positive about that though.

i disabled all mods the only one loading is SE (the only other one i had was manufacturing extended)
Mringasa Dec 27, 2017 @ 8:16am 
Hmmmm. Then honestly I have no idea. Did you try a fresh game with only SE loaded to see if it functioned properly? Only other option I can see. Maybe one of the gurus can give you a hand with it.
wrighty565 Dec 27, 2017 @ 8:25am 
Originally posted by imcatman88:
a quick search is not helping me, so here it goes,

I have "Scrap Everything" running, however it leaves half of sanctuary still filled with clutter, I cannot select it as i get the picked non ref in console. SO, i modifiedd the INI with "bUseCombinedObjects=0" went in and used "markfordelete" on each object saved/quit, went and modded the ini to "bUseCombinedObjects=1" re loaded and the objects re appeared... am i missing something?

FYI "bUseCombinedObjects=0" causes some graphic glitches when you are standing where something was disabled or deleted, like the hedges in sanctuary cause objects further away to dissapear while you are walking around. thats why i am going back to "bUseCombinedObjects=1" after hand disabling/deleting objects.
there is a mod called clean & smooth settlements it clears everything just leaving the workbench
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Date Posted: Dec 27, 2017 @ 6:14am
Posts: 11