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I reenabled "scrap everything".
Noticed a fps loss but I felt thats a hit I need ot tolerate as not running "scrap everything" messed up my premade settelments that I have .
They were still functional, just looked unimmersive (house floating in air etc)
Odd since this mod was NOT listed as a prerequsite for the "living (insert settlement name)" series.
In any event i hope the above will be useful info to somone.
Now english ain't my first language and I will not pretend to understand the whole issue in all it's complexity either, but I'll try:
To my limited understanding, some of the visual elements in the worldspace and interiors are grouped together (like, say the trees in a certain area) as "precombine"; if you scrap one of those parts making up this grouping (or remove/change them around in a mod), the others get broken as well, causing the majority of instability and graphical glitch issues when modding FO4.
The PRP aims to repair those broken pieces, thus increasing stability, but at the cost that changes from landscape altering mods might get reverted without a dedicated PRP patch. I like to think of it like a merged patch bringing together lvl lists entries, only that PRP does it for the visual part of the game.
If you desperately want a clean settlement, look for a mod that cleans it for you, and it's respective PRP patch. I would thinks there's something for just about any settlement that really needs it, also saves you the time of scrapping every tree trunk yourself. Also read the mod descriptions, some more recent visual/player home/settlement mods come with rebuilt precombine elements and don't really need a patch.
I have been playtesting with two setups over the past 2 months, both with PRP enabled, only time I saw something floating was after I misplaced a plugin too far down below PRP, and I had precisiely 3! ctds in that entire time, all related to mods I cannot talk about here on steam^^
And one thing about micro-stutter...I also got a pretty good rig, but no mod I installed could alleviate the micro stutter I got when turning/strafing. That one I only got rid of by setting the values that enable gamepad and gamepad rumble to 0 in the ini^^.
Leave, It. Alone.
I prefer stability & less work scrapping **** myself over the issues I had with the Scrap mod & the older "settlement clean-up" mods and wrecked precombines. Both on my old potato and on the new rig.
WHEN YOU USE IT you might remove things that WILL break.
It itself is *ABSOLUTELY FINE*.
I personally would rather err on the side of caution and stability, than risk breaking stuff with the Scrapper. Again, from MY personal experience, using that thing willy-nilly on MY first setup, with zero knowledge about FO4's workings "under the hood" in the graphics department, introduced all sorts of issues to MY game.
And even if you might have a bunch of experience with modding FO4 and this mod works for you, you might wanna consider the others out there, hmm?
How many out of a hundred average Fallout4 players -y'know, those who mostly stay vanilla, just wanna slap a couple mods on their game for fun, and don't have time or nerve to get in deep with the matter- actually know about the issue we're debating here? Or is there some secret sauce to detect in-game what will and what won't break a precombine if scrapped?
But like I wrote above to Relic, IFFEN IT WORKS FOR YOU, FINE! I only object to promoting the use of that mod as entirely safe. Especially those new to modding FO4 should not be given the impression that it is "A-OK" to use that functionality willy-nilly in game without pondering the possible consequences.
That got way too long. Out of this debate, good night.
Someone using -scrapall without knowing the consequences of using it. There is hundreds of topics out there where people have used scrapall in various locations and caused issues. Spectacle Island, Vault 88, and Castle are the next most common missuses.
If a mod like Workshop Framework allows you to scrap a settlement then it only affects that settlement because unlike scrapall command the mod know which items are assigned to the settlement.
When developers were building the game world developers took the objects Trashpile001, Trashpile002, and Trashpile003 and combined them to make an precombined object called TrashpileFiller001 to build with. These are not actual names, just an example.
The developers used this TrashpileFiller001 all over their world, not in just a settlement.
After the game came out a modder created a mod to scrap those trash piles. Well the problem is you cannot scrap a precombined object because they do not appear as an object in the settlement inventory. So the modders broke that precombine TrashpileFiller001 turning it back into the three combined objects (Trashpile001, Trashpile002, and Trashpile003 objects.
So at this point you may have figured out the mistake the modder did by taking a short cut. Remember how I said that object was used all over the world? The modder changed every use of that TrashpileFiller001 object. Which basically broke precombined textures all over the game world.
The way it should have been done was the way it was done in Horizon. The mod creator took the TrashpileFiller001 precombines in the settlement and turn those specific TrashpileFiller001 into a new precombine and then broke them. That way it left every other usage of TrashpileFiller001 intact.
Now also keep in mind that TrashpileFiller001 is just one precombined object. There is dozens of them and they are made up of numerous amounts combined objects. If I am correct Horizon had a few precombines that was actually made up of like a dozen dirt piles crammed together.
So with all these precombines that were broken so you can scrap in settlement it would have created hundreds of new objects to render in some areas. Which is why Scrap Everything type mods can ruin your FPS downtown. Whether you choose to play with that FPS loss is up to you.
At this point if you have any sort of technical knowledge you are now realizing how much of a taboo and mistake the original Scrap Everything mod creator made. Which I think Scrap Everything is on like it's third or fourth owner now and none of them have ever taken the time to even begin the work to fix the sloppy shortcut.
ok bit confused here scrapall is a console command? unless there is a mod named such and scrapall just scraps everything in a settlement thats not nailed down, does not remove dirt piles , vines etc as sometimes I used to use it in vanilla, never had a prob with it. I dont use that command with mods especially with scrap everything. Other than that, I get what you are saying.
The scrapall command will scrap anything that is available to be scrapped in your workshop menu, nothing else. Which means for example, those dirts and leaf piles had to be modded to become scrapable for scrapall to scrap them because they are not vanilla scrap items.
The best example, is you are using Place Everywhere and toggle the extra objects to remove skeletons and such and then forget to turn it off. Then gain a new settlement and use scrapall it will result in you scrapping your workbench and usually an immediate crash because you just deleted a scripted item. If you remembered to turn off the extra objects then none of them would be scrapped with scrapall.