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Posts posted by SeargeDP
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For anyone curious about the process of building precombines and previs for large mod lists, here is a sneak peek of some of the scripts I use.
This is NOT a working solution that can just be used as-is, but may contain a bunch of useful information about the details of the process.
The most useful file in this archive is most likely the patcher that can be used to generate a version of the CreationKit.exe file that's byte-patched so it can handle loading tons of plugins at once. It's less likely to see the OUT OF HANDLE ARRAY ENTRIES error because the patched CK can handle 4x more records.
It also includes the fix for the problem that the original CK exe doesn't produce working precombines when used with the command line parameters for automating the process, basically the byte patch I originally posted on page 43 of this thread.
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Note: There's an issue where -GeneratePrecombined with either clean or filtered options produces NIFs that aren't compatible with the game due to 32-bit Havok data being used. This is a major issue that's still unresolved but IMO solvable as CK already knows how to do the right thing from the UI. -GeneratePreVisData should be unaffected as it's basically a wrapper around BGSAutomatedProcess which calls the Umbra3d optimizer. The latter part is still beneficial as easily the most tedious part of working with this data is regenerating previs from within the CK UI. However, if you're working with a long list of specific cells (e.g. @chucksteel and BTI), then generating precombines from within the UI is also quite tedious. When you use the automated commands they look at cell data of the passed in esm or esp files and only process cells that contain statics - which is way less tedious then attempting to do the same thing for 50 cells in CK's UI (as there's no way to filter by plugin owner plus too much menu/mouse/human involvement).
If you have Version 1.10.15.0 of the Creation Kit for Fallout 4, try this:
- open the CreationKit.exe file in a hex editor
- check if at 038A6200 you find string "1.10.15.0" to ensure CreationKit.exe is the right version- at 0034713D change from B9 01 00 00 00 to B9 00 00 00 00- at 00DCA716 change from B9 01 00 00 00 to B9 00 00 00 00- save the changes to CreationKit.exe (I recommend to make a backup copy of the exe first)Now the generated NIF files will all be using the x64 format and should not crash the game anymore.
This should make it possible to create a working, fully automated process for precombines and previs without involving any mouse clicks :smile:
(note: you can also change from 01 to 02 to generate files in PS4 format)

Fallout 4 Optimization and Performance Systems Explained
in Creation Kit and Modders
Posted
AutoPreCalc.esp is an empty esp that I created, it has the ESM flag set and references all all previous esm/esp files in correct load order. An early step in my process is to run one of the scripts that copies the CELL records from the mod you are processing into this one and it's also the esp file that the batch files pass as parameter to CK to process. So it's basically the working file of the whole process.
The other two (CombinedObjects.esp, PreVis.esp) are the esp files that CK creates after either the precombine step or the previs step. They contain (incomplete) records of the CELLs that were processed and I included xedit scripts that handle the process of copying the important bits back from these esp files into the working file AutoPreCalc.esp
Hope that helps and answers the questions you had about the process.