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Old Post Is there a way to run the scrapping script on pre-built settlements?

karmamuscle

New Member
Messages
21
Hi,
I'm using the pre-built settlement feature of Conqueror and I've run into a problem.
Most of the pre-built settlements haven't scrapped anything. Fx. Starlight Drive-In, only the radiation drums are scrapped, everything else is there. Cars half way into buildings or between them. Furniture meshed together in the player room. The chain link fence is there twice.
All of the pre-built settlements I've been to so far, 8 of them, are like this in varying degree.

I've tried staying in the Starlight Drive-In for an hour without leaving to see if it would solve it, but nothing happened.

Is there a way to force the scrapping to run?
I can't use the desk, since I don't "own" the settlement. I could try to claim them, but then they aren't independent settlements anymore.
 
Any scraping mods installed, overhauls, boarder expansion mods?
 
No, the only mods I have that deal with settlements are;
  • Sim Settlements 3-in-1
  • Sim Settlements: Conqueror
  • Sim Settlements: Mega Pack - Year One
  • Sim Settlements: City Planner's Project Blueprint
  • Sim Settlements: City Plan Pack - Contest Entries
  • Settlements - All DLC - Lights Out
  • Place Everywhere
  • Faster Workshop
  • Workshop Framework
For Starlight Drive-In only, I use Starlight Drive-In LOD fix.

Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
DLCCoast.esm
DLCworkshop02.esm
DLCworkshop03.esm
DLCNukaWorld.esm
cceejfo4001-decorationpack.esl
ccgcafo4003-factionws03bos.esl
ccgcafo4009-factionws09mm.esl
ccgcafo4010-factionws10rr.esl
ccgcafo4013-factionas02bos.esl
ccgcafo4018-factionas07mm.esl
ccgcafo4020-factionas09rr.esl
Unofficial Fallout 4 Patch.esp
ArmorKeywords.esm
HUDFramework.esm
SimSettlements.esm
Sim Settlements VIS-G Patch.esl
WorkshopFramework.esm
XDI.esm
SimSettlements_IDEKsLogisticsStation.esl
VIS-G Item Sorting.esp
VIS-G Item Sorting Vanilla Weight Patch.esp
Armorsmith Extended.esp
BetterCompanions.esp
BetterJunkFences.esp
InteriorsEnhanced-All-In-One.esp
Campsite.esp
CompanionFaceOverhaul.esp
CompanionHealThyself.esp
ConcordNPCOverhaul.esp
LeverActionReloadOverhaul.esp
Lots More Female Hairstyles.esp
No More Fake Puddles - Nuka World 1-0.esp
QuickTrade.esp
SCM.esp
SettlementMenuManager.esp
SimSettlements_CityPlanPack_ContestEntries.esp
SolarPower.esp
SSNPC - DCResidentsAIO.esp
TheMobileMechanic.esp
VendorCaps.esp
VIS-G Legendary Modifications.esp
MaxsonReinvisioned.esp
SimSettlements_XPAC_Conqueror.esp
No More Sanctuary Dead Dog and Raider - After 48h 1.5.esp
Remove-Santuary-Fence-Fix.esp
NWTransCenLOD.esp
AzarPonytailHairstyles.esp
LovingCait.esp
VisibleWeapons.esp
Friffy_Holstered Weapons.esp
DynamicInteriorFogRemoval.esp
DarkerNights.esp
ToggleableNightVision.esp
ImmersiveScrapping_SeasonPass.esp
ImmersiveScrapping_SeasonPassVisPatch.esp
Campsite AE VIS-G.esp
VisibleWeapons VIS-G.esp
Friffy_Holstered Weapons AWKCR.esp
Settlement Menu Manager VIS-G.esp
TheMobileMechanic AE VIS-G.esp
ProjectBlueprint.esp
ProjectBlueprintCOBJs_Sim.esp
ProjectBlueprintCOBJs_Sim_Automatron.esp
SimSettlements_MegaPack_YearOne.esp
ProjectBlueprintCOBJs_Sim_FarHarbor.esp
ProjectBlueprintCOBJs_Sim_Nukaworld.esp
Remove-Sanctuary-Hammers.esp
StarlightLOD.esp
Remove-Driveway-Sitting.esp
Remove-Preston-Idle-Move.esp
Settlements - ALL DLC - Lights Out.esp
SalvageBeacons.esp
Compatibility Patch.esp
 
Sadly it can be difficult to track things down because it's impossible to know every mod that makes changes to Starlight or any specific settlement. If there are changes to the cells made, it may be unintentional like dirty edits that can sometimes happen randomly. I can share what I do in such cases if it happens on my game:

If it's only at Starlight you could try loading full load order in xEdit, then searching EditorIDs for StarlightDriveInExt. If any record(s) show up yellow or red under it(there's a + to expand it to see placed references & stuff) aside from NavMesh Info that could mean an edit to preexisting objects at Starlight which potentially can break precombined geometry if the object(s) that were modified were part of one of the precombined meshes. The most common case would be a mod doing stuff in the cell and the author accidentally moving or rotating a random rock. If I notice big FPS drops or unusual bugs at a settlement I check with my full load order in xEdit then use Fallout Wiki to note all the relevant cells then I look them all up(usually all the "StarlightExt"s will be grouped up though occasionally they'll have a cell included that is named differently.

Is there a way to force the scrapping to run?
Town Gavel has an option to scrap stuff. That will get rid of the City Plan stuff though. Although if you have claimed the settlement already you can then refresh City Plan afterwards.
 
You probably left vault 111 before Conqueror could finish running. Then something glitched and scrapping / construction could not be complete.

I would roll back and give it more time?
 
Last night I decided to nuke my Fallout 4 install and start from scratch. Was only level 29 in that playthrough, so no big deal.
Fresh .ini files as well. Only changes is Shadow Distance at Medium and added bAlwaysActive=1 to a custom .ini

Installed minimum amount of plugins. All manually installed.
BVMkDiF.png

During Conqueror setup I removed all but Starlight Drive-In.
Chose the city plan I've been using all through this, October 2018 winner by KleptoHeart.

I stayed in the bathroom until I got the complete popup.
F1S9T6o.jpg

Did the intro, ran to Starlight Drive-In and waited for an hour in real time.
Problem still persists, items not scrapped. And one of the cars was there double time.
K4odtJy.jpg
AAO42yV.jpg

Claimed the settlement and ran the Refresh Local City Plan option and waited for it to complete.
That solved 99% of it, only thing that is left is the chain link fence, it's still there double time.
Also the settlement is now mine instead of independent.

Maybe I just need to accept that something with my particular setup and computer just won't work well. :)
 
I can’t look myself right now or check notes. Is that just sim settlements in there or the three in one .esm?

I run workshop framework below SS just like you do.

I have seen posts where for some putting it above works better.
 
Last edited:
It's the 3-in-1.
Moved Workshop Framework above SS, maybe that'll do something.

I'm going to try the RotC city plan. Don't know if each city plan is controlling what is scrapped or if that is done entirely by the mod.

Could you Use the Holo-tape to Force a City plan Refresh without owning the settlement?
Yes. Don't know why I was so sure I had to claim the settlement first.
 
That is really good to know!

“Yes. Don't know why I was so sure I had to claim the settlement first.”

I was going to suggest the hammer but, huh!
 
The scrapping will automatically occur shortly after you arrive at a settlement with a pre-built City Plan, but only if you arrive after the entire process has completed. It's a good idea to wait for the progress meter to finish before you exit the Vault so you can be sure the scrap process will run the first time you arrive.
 
Yeah I know that's how it's supposed to work. :)
But it doesn't work on my system as I wrote previously.

I wait in the bathroom after character creation for the completion popup to appear.
I go the pre-built settlement, leave the game running for an hour.
A lot of things aren't scrapped and some are there twice, as shown in the screenshots.
 
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