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So I've been tinkering with how settlements work once again and have a question regarding something, what makes an item scrapable? Most items from what I can tell let you junk them while others don't. I 'm just curious what actually makes that distinction? I've looked at items that I could scrap and items I couldn't, and didn't see anything significant between the two that "flags" them as scrapable

 

On another note, in the cell I am testing all my settlement stuff at, I tried placing down items I made and the actual models of the items do not appear, yet when in workshop mode I can still see an outline of the item, as well as interact with it if its say a container when not in workshop mode

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  • 2 years later...

I found a work-around but am not really getting it yet. I understand that for something to be scrappable, a recipe must exist for it. I made a static collection out of two columns and the fence, and now it's become unscrappable, I think this is because there is no recipe for this static collection. I wish there'd just be a 'scrappable' checkbox somewhere. Alas..

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Edit: As I posted this I noticed the original post was really old. But got necro'd. Since I have information of substance I figure it's worth posting.

 

Making an item scrapable requires a recipe. Just as if you were creating the object. Scrap recipes are actually really simple. Essentially they're the same in a sense as creating the item except, instead of specifying a workbench you use a recipe filter keyword for scrap. The way I implement them is such:

  1. Create a Constructible Object recipe similar to making one for crafting the item.
  2. Give it a editor ID.
  3. Set the recipe filter keyword WorkshopRecipeFilterScrap "Scrap" [KYWD:00106D8F]
  4. Set the created object either for a singular specific item, or a form list of multiple items that will use this scrap recipe.
  5. Set some resources to give the player when scrapped as the required items. Or none if you just want it to facilitate destroying the object without returning materials.

Notes:

  • The resources are not give back as a 1:1 ratio. I don't know the exact math but the player is given percentages depending on the type IIRC. Some may give a 1:2, 1:3, or 1:4 and I think some really rare ones may be as low as 1:8.
  • If the created object is a form list any item in that list will give the resources from this record. An exception to this rule is if that item is already in another scrap record. I don't know the exact logic it uses to deal with that circumstance.

You can see examples by looking at any of the workshop_co_Scrap* recipes in the Constructible Object category under Items in CK. Most of the vanilla items that are scrapable are in form lists and have a type that they're used in. Rather than making unique recipes for each object.

Edited by BigAndFlabby
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