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Precombines WTF moment


niston

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I've got a mod, Concord Restoration Project, that changes *all* of Concord. Literally: Buildings, landscape, foliage, you name it.

 

And as we all know, if a mod changes something in a cell that breaks precombines, precombines are supposed to get disabled by the game, for that cell. Since Concord Restoration Project changes everything in Concord, not a single cell is expected to have precombines intact. So far, so good.

 

Now, I had to start a new game, and I thought why not give Boston Natural Surroundings a try.

 

Since that mod places trees everywhere, I naturally had to make a patch for Concord Restoration Project, moving or deleting a bunch of trees that BNS adds, so they don't stick out of buildings etc. So I made a patch. And I then loaded the patch. Load order like:

 

* Boston Natural Surroundings

* Concord Restoration Project

* CRP-BNS-Patch

 

Said and done.

But then: Lo and behold! ALL the freaking vanilla precombines in Concord came back, as soon as I loaded the CRP-BNS-Patch!

 

I had to clear out all the VISI, RVIS and PCMB records in the patch to fix this (they were inherited from CRP at vanilla values). Not a big deal, but...

 

What in the everlasting eff is happening here???

Why does the game reenable precombines for an area that's filled to the brim with precombine-destroying edits?

 

Maybe it's just me, but I think this is not supposed to happen?

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I've seen this happen, especially with vanilla previs reasserting itself. Happens with Transfer Settlements for some reason, deleted vanilla assets popping back in to view as you turn, then vanishing again, or one wall reasserting itself because of bad mod precombines.

 

Sanctuary is particularly bad, with the original ruined houses flickering in and out of existence depending on where you are standing and which direction you are facing. I eventually got tired of it: I loaded vanilla Sanctuary, levelled it, then generated precom/previs for the region. Now, any change a mod makes, or if I build a freakin house, it is getting added to the precom/previs for an empty field.

 

Of course this probably isn't useful for Concord. That is a whole lot of stuff to remove just to generate new precombines. But it does solve the problem because it is no longer tied to the buildings.

 

Edit: now there's an uber mod for you, level the world and generate new precombines, so you can tear down any building without worrying about the void.

Edited by aurreth
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