The stand-alone mod S.T.A.L.K.E.R. Anomaly aims to be the most stable and customizable experience for fans of the S.T.A.L.K.E.R. games. It's powered by the Monolith 64-bit engine, a custom fork of the X-Ray engine.

Description

The name says it all. Lets you disassemble all items at once

Preview
[1.5.2] Disassemble All Items (With Patch Chance) (UPDATE 6.1)
Post comment Comments  (0 - 50 of 65)
MarqØ
MarqØ - - 150 comments

The long awaited feature that will change the gameplay!

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thehiiri
thehiiri - - 30 comments

Thank you

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GabeCPB0
GabeCPB0 - - 354 comments

Quality-of-life!

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mon-carapace
mon-carapace - - 2 comments

Long awaited relief, no more disassemble ammo one by one. Bless ya`

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Algoul
Algoul - - 26 comments

Man, this is good, goes instantly to my mod set - but where strong need in Unload All command. This can be done?

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TheMrDemonized Author
TheMrDemonized - - 1,040 comments

its already done, just press U

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Wuach
Wuach - - 115 comments

now that i think about it, are there anyway to unload all from loot inventory ?

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TheMrDemonized Author
TheMrDemonized - - 1,040 comments

The mod for that is here Moddb.com

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JackTheReaperr
JackTheReaperr - - 27 comments

Does the multiple disassembly worns out the tool accordingly? Ex: 1 backpack worns tool by -4%, so 3 would be -12% and so on.

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TheMrDemonized Author
TheMrDemonized - - 1,040 comments

Yes, it uses same functions for disassembly, just for multiple items

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JackTheReaperr
JackTheReaperr - - 27 comments

Thanks. Rating a 10/10 and using it.

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morgannoor1991
morgannoor1991 - - 473 comments

999/10

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qil_
qil_ - - 1 comments

your a godsent

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Guest
Guest - - 689,363 comments

can it work with the EFP ?////////////

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TheMrDemonized Author
TheMrDemonized - - 1,040 comments

yes

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StronGV
StronGV - - 573 comments

The priority of choosing tools for disassembly breaks. If your inventory contains a multitool, a haircutting kit or a Swiss knife, then when you disassemble things, the multitool first wears out, but it should be the other way around. Because of this, you have to throw out the multitool for a while when you disassemble things.

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TheMrDemonized Author
TheMrDemonized - - 1,040 comments

That's the intended way, please refer to prefer best disassembly tool mod description. If you don't like it, delete appropriate files in mod folder

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StronGV
StronGV - - 573 comments

I thought this was a bug, so I reported it, but you are offended. The description does not say anything about this.

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TheMrDemonized Author
TheMrDemonized - - 1,040 comments

i'm not offended, its just that you need to read description carefully, its written in its own paragraph

"Also includes Prefer Best Dissasembly Tool (Moddb.com) mod of mine in it, don't worry about that also."

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StronGV
StronGV - - 573 comments

Now everything is clear, excuse my stupidity.

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MasterMindFromDOOM
MasterMindFromDOOM - - 49 comments

Is it possible to make that if you remove a patch from armor it will actually add this patch to your inventory? Or maybe there is a mod for this already? Yes, I actually thought it would work that way and always removed patches from trophy armors. Dumb me.

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TheMrDemonized Author
TheMrDemonized - - 1,040 comments

if it isn't already done, i'll might look into it, sounds not that hard

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Wuach
Wuach - - 115 comments

are there anyway to make the inventory not close when disassemble item without pressing turn off animation ?

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TheMrDemonized Author
TheMrDemonized - - 1,040 comments

Moddb.com here is a mod for that

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Wuach
Wuach - - 115 comments

that mod didn't work for me.

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Guest
Guest - - 689,363 comments

This comment is currently awaiting admin approval, join now to view.

StronGV
StronGV - - 573 comments

A great idea about the patches, I've been thinking about it for a long time. Is it possible to make sure that the corresponding patch is also added to the inventory when the outfit is disassembled?

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Emmet.Otter
Emmet.Otter - - 1,715 comments

Great that we can actually remove patches. Awesome job on this!!

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Noxilian
Noxilian - - 65 comments

Is there any functional difference between using this vs. the "batch disassemble" option added for ammos by Arti's Ammo Maker Moddb.com ?

If not, would it be possible to get a patch to remove one or the other context options from ammos?

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TheMrDemonized Author
TheMrDemonized - - 1,040 comments

i dont use that mod, so tell me what you see and what it does

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Noxilian
Noxilian - - 65 comments

It reworks the ammo crafting, basically categorizing all ammo materials into 4 part types that get disassembled to. This makes it more worthwhile to scrap ammos that you have 0 intent of using, as they can be turned into other ammo types.

Alongside that, it adds a context option to "batch disassemble" on ammos that presumably functions similar to this mod. However, assuming they are identical, it leaves two redundant disassembly options (your "disassemble all", and Ammo Maker's "batch disassemble")

I got rid of the minor annoyance for myself by just adding a `not IsAmmo(obj)` check to your script. I'm also not 100% sure the options actually function identically, but I figure favoring his (since it's built around his ammo rework) should be safe.

PS. You're the most responsive mod author on ModDB, I've left posts on two of your mods now (I was the one troubleshooting Fanatic with Artefact Variations), and you reply so fast!

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TheMrDemonized Author
TheMrDemonized - - 1,040 comments

Alright, glad you fixed it. It should be doing same thing anyways since my mod calls vanilla disassembly function or whatever it's patched by other mods like that one

Ps: thanks, I appreciate it

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manzmnl
manzmnl - - 485 comments

Hey, I first thought that this would let me mark multiple items that can be disassembled then altogether. But it "only" processes stacked items, right?
But I think it would be a nice option to mark items for disassembling.
So ravenascendant's "Sorting Plus" let's us mark items as junk or favorite, then either preventing them from selling or moving them into the selling window automatically as soon as going into trading with an NPC. I thought I'd use this as a base to create a new function that disassembles all marked items. But I'm not sure if that works as a one-time-job or as stacked jobs only? If so then the same problem with ALT key option would apply to this as well?

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paramutvalentin
paramutvalentin - - 63 comments

+10

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StronGV
StronGV - - 573 comments

For which version of the patch "Ammo Maker"? I'm using an older simpler version of "Ammo Maker" and your mod used to disassemble ammo just fine.

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TheMrDemonized Author
TheMrDemonized - - 1,040 comments

If you have the mod enabled, the disassemble all entry won't appear, regardless of whatever version you have

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StronGV
StronGV - - 573 comments

All this is strange!
The mod "AMMO MAKER VERSION 1.5.1 BOXES" and "Disassemble_All_Items.7" has been installed for a long time. I disassemble packs of cartridges of 1000 pieces or more in 1 click, because I have the inscription "disassemble all" !!!
If it wasn't, I would have complained to you a long time ago.

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Arhelay
Arhelay - - 2 comments

Godsend mod, thank you!
Only ways i can see it improved is:
Disassemble items via hovering over them with modifier keys pressed.
or
Disassemble all junk keybind.
Thank you once again!

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Rekkhan
Rekkhan - - 32 comments

Hi, your mod conflicts with Moddb.com (Weapon Parts Overhaul) as they both modify the same script: custom_functor_autoinject.script

Do you plan to create a patch for this?

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TheMrDemonized Author
TheMrDemonized - - 1,040 comments

this script is written by me, no patch is needed

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Rekkhan
Rekkhan - - 32 comments

yes, but I mean "Weapon Parts Overhaul" also modify the same file (custom_functor_autoinject.script), and I see some differences between your file and the others'.

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StronGV
StronGV - - 573 comments

Сделайте пожалуйста, чтобы при разборке брони, также срывались нашивки с них с 50% шансом, а то перед разборкой постоянно приходится вручную их срывать, что замедляет сам процесс.

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drFaus
drFaus - - 114 comments

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 191
[error]Description : fatal error
[error]Arguments : LUA error: d:/games/anomaly\gamedata\scripts\item_parts.script:279: bad argument #1 to 'pairs' (table expected, got nil)

I believe it happens when the script tries to process an item that doesn't have its parts defined in parts.ltx. Probably, some weapon from BaS is to blame, since there are some guns in the pack that cannot be disassembled. I've clicked "disassemble all junk" option accidentally packed up with looted stuff :)
When I sold all unnecessary weapons and armor, the option worked just fine.

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Arhelay
Arhelay - - 2 comments

Great update! Thank you!
But may i ask why ammo got excluded?

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Puckz
Puckz - - 67 comments

ho sweet qol, thank you !

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tableshirt
tableshirt - - 9 comments

Doesn't work well with ARMR ARTI AND RAVENASCENDANTS MAGS REDUX (latest release from Github.) Can disassemble all armor and junk but only some, maybe half, for weapons when I use the mags redux addon.

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tint08771
tint08771 - - 669 comments

I am still playing 1.5.1 will it work?

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tint08771
tint08771 - - 669 comments

how did you mark items ?

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TheMrDemonized Author
TheMrDemonized - - 1,040 comments

1.Yes
2.its sorting plus mod that does it

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tint08771
tint08771 - - 669 comments

thanks

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