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Old Post City Plans with Scrap Everything

kinggath

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If you're using Scrap Everything and creating a City Plan, there are some important things you'll need to know. Scrap Everything changes some things in a way that will require a slight variation in how you export your designs, and also how you build in some sense.

1. Do not move anything that was already in the settlement. If you want to relocate a piece, you'll need to create a new version.

To Create a new version of something that you don't have a build record for in Workshop mode, make sure you have Better Console F4SE installed, and then open the console. Select the item, and in the lower right corner you'll find a Base ID. Run the command:

cqf kgpbp spawn XXXXXXXX Replacing the X's with that base ID.

This is a special command from the Project Blueprint mods that will create an object and link it to the workshop so it acts like a normal workshop item.

2. When exporting your designs, do NOT check in "Export original items (not built by the Player)". Scrap Everything will end up causing all items in the settlement to become part of your design which will cause massive duplication. This is why you can't relocate pieces without spawning in new ones as explained in point 1.
 
Is this specific to Scrap Everything or does it apply to anything that breaks precombines?
 
if I'm not using scrap everything I'm fine moving stuff though right I been using the cars in sanctuary for my walls well asides from the red corvega that decided it wanted to have physics
 
might be better to either link those cars in place or replace with tool cars so you can make sure they're part of the settlement for Transfer Settlements to export.
 
might be better to either link those cars in place or replace with tool cars so you can make sure they're part of the settlement for Transfer Settlements to export.
How do I go about linking those cars in place, and for future reference would that have fixed the physics issue with the now scrapped corvega as it's one of the few cars I've seen so far assides the newer looking cars at RR that don't appear in the kit, I'd like to try to respawn it for use.
 
It should be click the object in console
cqf kgpgp link

This attaches the object to the workbench properly so it shows as player built in the export.

Look around in the CK for car models that didn't make it in, but I'm pretty sure we got all the statics. We avoided things with physics to avoid the flying cars effects :)

Fair warning when using cars as building materials: The collision on them is incredibly sketchy. Car frames have the same hitbox as full cars and all of them are way bigger than they need to be.

test and retest pathing when it goes anywhere near, over or under cars. If you don't, your settlement will very likely have pathing issues.
 
It should be click the object in console
cqf kgpgp link

This attaches the object to the workbench properly so it shows as player built in the export.

Look around in the CK for car models that didn't make it in, but I'm pretty sure we got all the statics. We avoided things with physics to avoid the flying cars effects :)

Fair warning when using cars as building materials: The collision on them is incredibly sketchy. Car frames have the same hitbox as full cars and all of them are way bigger than they need to be.

test and retest pathing when it goes anywhere near, over or under cars. If you don't, your settlement will very likely have pathing issues.

Thank you

Well at least I don't have to respawn the corvega lol. Pathing shouldn't be to big an issue since I'm using the full build area so I'll have to double check if people can get into the defenses, and mabey a couple of buildings up fron but everything else should be far enough.

I'm trying to stick to building materials I can find no further than vault 111 just wish place everywhere would scrap all the things I'm using heh. I'm looking at you river cars,and stuff at vault 111 only thing I couldn't get from over there was the Trailer pod thing.
 
@C B Wright It may apply to other mods as well, I've only confirmed the oddities with SE so far. You'll know this is a problem if when you use your City Plan it creates duplicate copies of all of the scrappable objects.

In general, following those above steps is safe no matter what scrap mods or precombine setting you're using, or if you're using none at all.
 
It should be click the object in console
cqf kgpgp link

This attaches the object to the workbench properly so it shows as player built in the export.

Re: discussion about school desks elsewhere, if I'm spawning those desks to export as part of a city plan I need to do this too?
 
1. Do not move anything that was already in the settlement. If you want to relocate a piece, you'll need to create a new version.

I assume by this you mean things that can only be moved because SE allows you to highlight them and not normal workshop type items?

For example I'm working in the Clean and Simple version of Hangman's Alley right now and there is a weapons workbench there that I'm planning on moving. I don't use SE, I am using Place Everywhere but I don't need to turn extended object selection on to select and move the workbench. I'm assuming it's fine to just move that as normal.

If I want to move something that requires me to enable extended object selection then I'd need to spawn in a new one, is that correct?
 
This applies to any items at all that were there when you arrived at the settlement.

Even the link command won't resolve this @tankthing (@NexusValhees @diziet - tagging you so you see this), as soon as you uncheck "Export original items (not built by the Player)" everything that existed at the start of the game, will be ignored. The link command only works if you leave original items checked, which you can't do with Scrap Everything in use.
 
This applies to any items at all that were there when you arrived at the settlement.

Even the link command won't resolve this @tankthing (@NexusValhees @diziet - tagging you so you see this), as soon as you uncheck "Export original items (not built by the Player)" everything that existed at the start of the game, will be ignored. The link command only works if you leave original items checked, which you can't do with Scrap Everything in use.

Ok so if I'm not using scrap everything linking works, but would it still be best practices to just scrap it and spawn it anyway.
 
Linking definitely works if you export with the "Export original items (not built by the Player)" option turned on.
 
The link command only works if you leave original items checked, which you can't do with Scrap Everything in use.

Apologies for necro'ing but sometimes it pays to read old stuff, seems I missed this little snippet. there's me linking stuff so I can move it and then wondering why it doesn't appear in my city plan. Of course I'm using All Settlements Extended which has so far required me to deselect "Export original items (not built by the Player)" when exporting! Doh!
So the game must keep a record of the RefId's as being part of the settlement? Because if I spawn a new item from baseID and use place anywhere's ability to record pos(X,Y,Z) and rot(X,Y,Z) then I get an identical item whose only difference is its RefID, yes?
 
Yeah, the RefID is like a memory pointer to that exact instance of an object. RefID's are different for every player when objects are placed dynamically. The only way they stay the same is if you place the objects in the Creation Kit.
 
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