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Disable/Mark for Delete & PreCombines


ChinchillaFlats

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I have read and been advised that removing things with the console commands Disable/Mark for Delete on objects that aren't meant to be removed or scrapped can break PreCombines which in turn can cause performance issues. I am assuming this holds true for interiors as much as exteriors. I want to remove a TV set that is in the Overboss Lair at Fizztop Mountain and I imagine this will break things for the interior. I don't think I would get the performance hit here that I would say doing things in Downtown Boston, but if I undo some it still seems like something I'd want to replace if I can.

 

My question is will removing objects via FO4Edit have the same effect as using commands to remove them from the game? It kind of seems like it would, but then I'm not sure. I don't have many objects I want gone, but the amount I am guessing doesn't really matter because a PreCombine that is broken is broken whether one thing broke it or two or ten. I haven't learned yet how to repair them, mostly because I just stopped removing stuff that the game doesn't mean for me to remove.

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My question is will removing objects via FO4Edit have the same effect as using commands to remove them from the game? It kind of seems like it would, but then I'm not sure.

 

Yes, same effect. The proper way to do it is use the CK, disable the object, then regenerate Precombines/Visibility/Pre-visibility. But not everything breaks precombines, just someone always pops up claiming it does. Heck, I got warned about it yesterday for replacing the rusty, broken fence around Vault 111 with the one from the pre-war intro when doing so had no effect whatsoever.

 

Removing an object using a scrapping mod or disable does not necessarily break precombines for that cell. It might, or it might not. It all depends on how things were linked when the precombines were created in the first place. Usually it's only large objects that create problems, like the big blue/orange shipping crates (a frequent culprit, I hate those things). There's a big blue crate in the gear room of 114 that's the only thing you can't delete because when you do so half the room goes white. Anything else is fair game, including the other big blue crates. The vault door in 75 both can and can't be deleted, because any replacement will have graphics issues even if you regen the precom. Nothing else mind you, just the replacement door and I have no idea why lol. Everything breaks precombines in Mechanist's Lair, including running it vanilla with no mods at all (the vanilla Lair is a truly shoddy piece of player home construction.) But for the most part it's large objects, not furniture.

 

Now, for Fizztop I've scrapped just about everything in there with no issues. Try this: open console, click on TV, disable. Exit console. Spin around. See any screen tearing, texture smearing, blinding white void spots? If not, you're good to go. If you do, open the console and type enable to restore the TV. Or just save, go scrap happy, and if you notice a problem revert to the previous save.

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My question is will removing objects via FO4Edit have the same effect as using commands to remove them from the game? It kind of seems like it would, but then I'm not sure.

 

Yes, same effect. The proper way to do it is use the CK, disable the object, then regenerate Precombines/Visibility/Pre-visibility. But not everything breaks precombines, just someone always pops up claiming it does. Heck, I got warned about it yesterday for replacing the rusty, broken fence around Vault 111 with the one from the pre-war intro when doing so had no effect whatsoever.

 

Removing an object using a scrapping mod or disable does not necessarily break precombines for that cell. It might, or it might not. It all depends on how things were linked when the precombines were created in the first place. Usually it's only large objects that create problems, like the big blue/orange shipping crates (a frequent culprit, I hate those things). There's a big blue crate in the gear room of 114 that's the only thing you can't delete because when you do so half the room goes white. Anything else is fair game, including the other big blue crates. The vault door in 75 both can and can't be deleted, because any replacement will have graphics issues even if you regen the precom. Nothing else mind you, just the replacement door and I have no idea why lol. Everything breaks precombines in Mechanist's Lair, including running it vanilla with no mods at all (the vanilla Lair is a truly shoddy piece of player home construction.) But for the most part it's large objects, not furniture.

 

Now, for Fizztop I've scrapped just about everything in there with no issues. Try this: open console, click on TV, disable. Exit console. Spin around. See any screen tearing, texture smearing, blinding white void spots? If not, you're good to go. If you do, open the console and type enable to restore the TV. Or just save, go scrap happy, and if you notice a problem revert to the previous save.

 

 

Thanks, this helps a lot. I am pretty sure I got some broken stuff in there, more than I thought. Not really sure how it happened, but I did install a mod that change the interior a bit and I am thinking that is the cause. Having said that, what was broken didn't seem to cause any issues. At least not in the Grille it self. Don't know if it would cause problems in the surrounding cells. At any rate, not getting any kind of glitchy or performance issues. I tried what you suggested with the TV and didn't see the white void spots. So I think I am good. It does bother me that I am seeing so many broken things when up to the TV I just scrapped things in Workshop mode, but I suppose the mod I am using may never have worried about Precombines/Pre-visibility and just never bothered correcting any issues.

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The Fizztop Grille interior? Scraping, disabling objects in a cell that small shouldn't cause any performance issues. And interior cells are not conntected to each other so you don't need to worry about that either.

 

The Grille isn't it's own cell though, it's part of the larger exterior cell that includes some of the ground below it. So it does have the potential to cause problems.

 

Thanks, this helps a lot. I am pretty sure I got some broken stuff in there, more than I thought. Not really sure how it happened, but I did install a mod that change the interior a bit and I am thinking that is the cause. Having said that, what was broken didn't seem to cause any issues. At least not in the Grille it self. Don't know if it would cause problems in the surrounding cells. At any rate, not getting any kind of glitchy or performance issues. I tried what you suggested with the TV and didn't see the white void spots. So I think I am good. It does bother me that I am seeing so many broken things when up to the TV I just scrapped things in Workshop mode, but I suppose the mod I am using may never have worried about Precombines/Pre-visibility and just never bothered correcting any issues.

 

Yeah, a properly constructed mod that makes major changes should include updated precom/previs in it's BA2. Instead you see a lot of people ignoring that because they have powerhouse machines and have turned off previs everywhere, so they assume everyone else does too. This is actually a major problem with modding, the assumption that everyone has a computer at least as powerful as the author's, when the average computer is 3-5 years old and wasn't a top of the line gaming machine when it was new.

 

There actually is one spot in the Grille itself. As you get off the lift it's on the far right, hidden by the bed platform (using boards that poke out through the windows because the devs were too lazy to make a new mesh). If you scrap the platform there is an issue with the walls there. Do not try deleting them to fix the problem you'll get major issues. What you can do is use Place Everywhere to shift them by 0.1 so that things stop flickering, and that won't break the precombines.

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  • 3 weeks later...

and even if you have a power house of pc - it does not solve the draw call problem bound to one cpu core/thread in dx11.

you can be sure that you will encounter fps drops even with an overclocked rtx 3090 if you use many mods and precombines do not work properly.

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