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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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  On 6/1/2023 at 8:29 PM, F4ll0uta said:

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...

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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