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How to Remove Precombined and vis from my mod


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Hi,

 

I made a mod that modifies Sunshine Tidings location and I wanted to try to build the precombine (to learn) by following a tutorial. It didn't really work since now near the church, terrain and objects are disappearing and reappearing when I move.

 

Is there a way to remove the precombine and vis data from my mod ? (I didn't have any issue before making the precombine/vis )

 

 

 

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HeyYou, thanks for your reply.

 

What should I delete ?

 

added:

 

Under Worldspace, If I delete all branch containing "Precombine", the game ctd right on load.

 

Of course I deleted the folders Vis and Precombine.

Edited by F4ll0uta
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HeyYou, thanks for your reply.

 

What should I delete ?

 

added:

 

Under Worldspace, If I delete all branch containing "Precombine", the game ctd right on load.

 

Of course I deleted the folders Vis and Precombine.

i hope you didnt delete the whole vis folder since it has other stuff in there...

 

Also can you tell us what method you used to generate precombines and visibility ? Also are you also using mods that edit previs while testing ? (like prp )

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  • 1 year later...

Or just remove the previs precombines in the cell altogether.

 

1. Place unique markers in the cells

2. In the object window right click on them and choose "clear affected cells of precombined data"

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Use FO4Edit and click on your plugin, then do this:

image.png.75c526c86f9762ee460d05e664cb3556.png

Then you will see only the CELL headers and you can cleanse the headers 😉

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If you want to revert your mod to the way it was before precombines/previs were added then use my script FO4RemovePrecombines.pas -that is what it is for. I explain it's use in the 'cleaning your mod' section of this article https://www.nexusmods.com/fallout4/articles/4761

 

I don't recommend brute force erase of all precombines/previs. Many cells in a mod are there for reasons other than new precombines...

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