Deleted82574918User Posted July 21, 2023 Share Posted July 21, 2023 Is there any way within the Creation Kit to tell what is and isn't part of a precombined mesh? Link to comment Share on other sites More sharing options...
adb3nj Posted July 22, 2023 Share Posted July 22, 2023 You can do it in-game by attempting to disable things with the console. You won't be able to disable anything that is part of a precombine. Link to comment Share on other sites More sharing options...
Deleted82574918User Posted July 22, 2023 Author Share Posted July 22, 2023 You can do it in-game by attempting to disable things with the console. You won't be able to disable anything that is part of a precombine. Thanks. I was aware of that. I am also reading that you can use XEdit to identify things, but there's nothing in the CK interface apparently that indicates it directly. Link to comment Share on other sites More sharing options...
greekrage Posted July 23, 2023 Share Posted July 23, 2023 You can do it in-game by attempting to disable things with the console. You won't be able to disable anything that is part of a precombine. Thanks. I was aware of that. I am also reading that you can use XEdit to identify things, but there's nothing in the CK interface apparently that indicates it directly. yes you can but its a headache...plus you have to remove the whole record (the whole cluster) you cant remove some things and leave others . Its much easier to disable and hide from local map and finally sink to -30000 what you want and regenerate precombined geometry (one cell at a time ) and the regenerate precombined visibility (again one cell at a time).... Link to comment Share on other sites More sharing options...
DieFeM Posted July 24, 2023 Share Posted July 24, 2023 You can do it in-game by attempting to disable things with the console. You won't be able to disable anything that is part of a precombine. Thanks. I was aware of that. I am also reading that you can use XEdit to identify things, but there's nothing in the CK interface apparently that indicates it directly. yes you can but its a headache...plus you have to remove the whole record (the whole cluster) you cant remove some things and leave others . Its much easier to disable and hide from local map and finally sink to -30000 what you want and regenerate precombined geometry (one cell at a time ) and the regenerate precombined visibility (again one cell at a time).... I think that when adb3nj says "You won't be able to disable anything that is part of a precombine." means "in-game". Link to comment Share on other sites More sharing options...
lee3310 Posted July 29, 2023 Share Posted July 29, 2023 You can do it in-game by attempting to disable things with the console. You won't be able to disable anything that is part of a precombine. Thanks. I was aware of that. I am also reading that you can use XEdit to identify things, but there's nothing in the CK interface apparently that indicates it directly. yes you can but its a headache...plus you have to remove the whole record (the whole cluster) you cant remove some things and leave others . Its much easier to disable and hide from local map and finally sink to -30000 what you want and regenerate precombined geometry (one cell at a time ) and the regenerate precombined visibility (again one cell at a time).... Is there a technical reason behind the number "-30000" or just an arbitrary value. Link to comment Share on other sites More sharing options...
niston Posted August 9, 2023 Share Posted August 9, 2023 Arbitrary value. The limit is -32767 IIRC. Link to comment Share on other sites More sharing options...
PJMail Posted August 15, 2023 Share Posted August 15, 2023 There is some speculation that the game still uses memory resources on them as they are only disabled (not deleted), and moving them to an unused internal cell may be better. It will be interesting to see if this proves worthwhile. Link to comment Share on other sites More sharing options...
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