Question for all you knowledgeable fellows. I’m attempting to precombine the mod Better Goodneighbour, the concept has worked perfectly IF smooth FPS is only considered. But one problem remains for me, I'll explain. I’ve followed the steps, I load the mod as active *Done* Then I “Precombined geometry for current cell” to all desired cells. *Done* Then Generate precombined visibility for all loaded cells. *Done* I then save over the original esp, followed by saving the archive which is two files due to the added textures. One I label MODNAME – Main, the second MODNAME – Textures. Make sure I switch back to my original Data folder so any files the creation kit has modified will not be used. Load up the mod and voila, smoother FPS! But here is the problem I’m having with textures (see below). Several of them seem to be battling for supremacy. Upon inspecting the file in Xedit I’ve noticed that most textures effected are actually part of the “Material Swap” in the esp. (Photo of FO4 Edit below) Does precombining effect material swaps? Is there another way for me to perform these swaps in order for them to be included properly in the precombine? Any helpful information is appreciated. (Some words on what I’ve tried. I’ve tried removing the original textures and materials folders and relying purely on the BA2 Files I created, also tried the opposite and leaving them. Same problem persists. I’ve utilized a separate esp as a patch and left the original mod intact and same problem.) On a side note I am also experiencing some disappearing walls that have been added by the mod which are reverting to vanilla upon getting close. But I figure one problem at a time. PHOTOS