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annoying trash piles, undeleteable


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hey guys,

im new to creation kit(ive had it installed for half a year now but my computer was old and crashes came often, thankfully i got new RAM upgrade and works pretty good)

anyways, im just fooling around with interior cells and using some tutorials to make small areas look more pre-war, just to get used to basic mechanics and know other stuff like wall parts.

unfortunately, theres this one problem thats been a pain to me. I see small piles of trash, but when i try to click on it and press the DELETE key, it deletes the furniture along with it like its only one object.

I've used scrapping mods before in-game and those mod creators actually seemed to get deleting the trash but not the furniture working, if I remember right.

help is appreciated, considering i will get into settlement mods later on.

(unfortunately screenshots arent available, the images that I got are like 350 KB higher than nexus forum images allow, but if you seen a small pile of trash on those round tables or diner counters, you get a general idea lol)

 

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Bethesda created some functionality for the CreationKit to make cluttering scenes in Fallout 4 quicker. What they probably did in the case you're talking about is that they combined several static objects into what is called a SCOL(Stattic COLlection). This way they can just clutter a table with several different static objects and then turn everything into a SCOL and save that SCOL, so that they can re-use it somewhere else to save time and to achieve more visual consistency. What you need to do in this case is: You need to break up the SCOL. Select the object in the render window and either hit "ALT + U" or rightclick on the selected object and choose  "break up static collection". This way you can select each individual object again. If you want to learn more about SCOLs, I would recommend the  Official Documentation or a tutorial video like this one by Kinggath.

On another note: Deleting/altering an object will almost always lead to a deactivation of the precombine/previs system(Fallout 4's performance system) in the cell of the object. It is therefore often times required to generate precombine geometry and precombine visibility again if you want to retain decent performance. At least for the cell that uses that system(some interior cells may use alternatives like the room bound system).

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