363rdChemicalCompany Posted June 19 Share Posted June 19 Is setting bUseCombinedObjects=0 really that bad? I dont mind making my rig work harder by breaking precombines. ( it has a LOT of reserves since my last upgrade, RTX 4080 Super, 64Gb DDR5 RAM, AMD 78003XD liquid cooled, Samsung 990 PRO SSDs) The reasonI ask , is I have stopped using "scrap everything" due to the flickering landscape issues from it. I know some powerusers can make it work, but even if i lock scrap everything's plug-in to load dead last, I still get an entire block next to Diamond City flickering out of existence. Half the buildings in University point and some in Jamaica plain do the same. Hyde park etc etc etc I heard from 2 sources on this forum and on Steam that setting bUseCombinedObjects=0 will turn those issues off like a switch. So I am very curious about that solution. But others say this setting is very very bad for my game. Again I am not afraid of performance issues, if I uncork my fps I can run 120-140 fps in downtown boston right now, so even if I lose performance I am not afraid of that, as I am confident my rig will be able to maintain 60fps regardless. I am willing to use the brute force solution to run a game with broken precombines, as long as my reality does not flitter in and out of existence. And I have large dedicated coolers for both my CPU and GPU. I would really like to use "scrap everything" again as I dont want my Settlements to be on hills of garbage but I am afraid to turn it back on,I dont want my immersion broken with an entire city block next to DC disappering into a crater (along with some other locations) So is bUseCombinedObjects=0 the solution, or will it cause worse problems than it solves? PS: the AMD78003XD still beats the i9 14900 for most gaming applications including this one... BUT would the superior multicore ability of the i9 14900 make it better at running a FO4 with broken precombines? Link to comment Share on other sites More sharing options...
subaverage Posted June 19 Share Posted June 19 I can only say that I use bUseCombinedObjects=1 and Scrap Everything together without problems. In my opinion Scap Everything is not the reason for what you experience. For doing a test you could create a savegame with bUseCombinedObjects=1 and Scrap Everything disabled. Afterward set the CombinedObject to 0, enable Scrap Everything and do nothing more than roaming through Fallout 4. If everything is fine you might leave it that way, but as you say it will cost performance. And keep this savegame. 1 Link to comment Share on other sites More sharing options...
363rdChemicalCompany Posted June 19 Author Share Posted June 19 9 minutes ago, subaverage said: I can only say that I use bUseCombinedObjects=1 and Scrap Everything together without problems. In my opinion Scap Everything is not the reason for what you experience. For doing a test you could create a savegame with bUseCombinedObjects=1 and Scrap Everything disabled. Afterward set the CombinedObject to 0, enable Scrap Everything and do nothing more than roaming through Fallout 4. If everything is fine you might leave it that way, but as you say it will cost performance. And keep this savegame. When I use COmmonwwealth Deep clean it exascerbates my issues (it is turned off now) and/or anything that changes Diamond city. Right now I dont have the lanscape flicker with both Deep Clean and scrap everything turned off. I have a fairly large mod list ( though not the largest approx 300 mods) so its hard to trouble shoot. This was my troubleshooting thread on this issue: Link to comment Share on other sites More sharing options...
subaverage Posted June 19 Share Posted June 19 Is it possible that you unintentional deleted something around Diamond City and University Point? Maybe with a mod, maybe with "markfordelete"? Or moved a normally static object? This would break precombines. In your other post you state that you don't use prp. Maybe you should give the matching version a try. To be sure that you don't ruin your game you could make a copy of your Fallout 4 folder. 1 Link to comment Share on other sites More sharing options...
363rdChemicalCompany Posted June 19 Author Share Posted June 19 1 hour ago, subaverage said: 1)Is it possible that you unintentional deleted something around Diamond City and University Point? Maybe with a mod, maybe with "markfordelete"? 2)Or moved a normally static object? This would break precombines. 3)In your other post you state that you don't use prp. Maybe you should give the matching version a try. To be sure that you don't ruin your game you could make a copy of your Fallout 4 folder. 1) no. since these issues have bene in place for months on multiple playthroughs with different mod lists. but if I load diamond city expanded it happens invariably. at least if i have scrap everything enabled. 2) Also no unless my recent addtion of subway runner exacerbated things. But these problem have eben in place for hundreds if not over a thousand of play hours on very different mod lists 3) I dont use PRP because during some trouble shooting I found it actually caused disappearing walls/ buildings were there had none beofre. I used it thinking it existing to make the game more resistant to these things but i guess its just a performance enhancer for those who break precombines. I have done so much trouble Shooting work with different profiles to get to my current stable list, which is scrap everything not enabled. When I ever try to turn it back on the issues return. Right now I dont want to reopen that can of worms. My game has no flickering but i had to go from a new start withI keep scrap everything and deep clean disabled . I would just like to reenable scrap everything again and am looking for a magic bullet and am wondering if bUseCombinedObjects=0 is that or not. Link to comment Share on other sites More sharing options...
worm82075 Posted June 19 Share Posted June 19 Turning off pre combines globally is supposedly bad for your save, that is what they mean by bad for your "game". I don't use PRP either but i do expect mods that intentionally break precombines to include a repair and if they don't out they go(this eliminates any DC mod). Supposedly disabling them per cell does not have the same effect on your save and since most of the issues are in settlements i have been using a settlement expansion mod that disables previs in ALL settlement cells except vault 88. I tried running without scrap everything too but i am set in my ways for how i like to build each of my settlements and need to be able to scrap certain stuff. So this is what i did, I opened up Scrap Everything Ultimate Edition in xEdit and deleted ALL of the worldspace and cell edits as well as anything else i felt like i didn't need. Then, I made certain that even though scrap everything + mobile workshop makes it possible, I do not scrap anything outside of a settlement cell that i can't pickup. i have a mod that uses base object swapper to turn all moveable statics into miscl objects and supposedly this doesn't break pre-combines either. I have had this setup for several playthroughs and seems to be flicker free except inside general atomics factory. 1 Link to comment Share on other sites More sharing options...
363rdChemicalCompany Posted June 19 Author Share Posted June 19 2 minutes ago, worm82075 said: Turning off pre combines globally is supposedly bad for your save, that is what they mean by bad for your "game". I don't use PRP either but i do expect mods that intentionally break precombines to include a repair and if they don't out they go(this eliminates any DC mod). Supposedly disabling them per cell does not have the same effect on your save and since most of the issues are in settlements i have been using a settlement expansion mod that disables previs in ALL settlement cells except vault 88. I tried running without scrap everything too but i am set in my ways for how i like to build each of my settlements and need to be able to scrap certain stuff. So this is what i did, I opened up Scrap Everything Ultimate Edition in xEdit and deleted ALL of the worldspace and cell edits as well as anything else i felt like i didn't need. Then, I made certain that even though scrap everything + mobile workshop makes it possible, I do not scrap anything outside of a settlement cell that i can't pickup. i have a mod that uses base object swapper to turn all moveable statics into miscl objects and supposedly this doesn't break pre-combines either. I have had this setup for several playthroughs and seems to be flicker free except inside general atomics factory. Thank you for the authoritative answer. Though I must confess I only really understood about half Link to comment Share on other sites More sharing options...
worm82075 Posted June 19 Share Posted June 19 26 minutes ago, 363rdChemicalCompany said: Thank you for the anecdotal answer. Fixed that for you. If you would like me to elaborate or pass you my edited copy of scrap everything just say the word. 1 Link to comment Share on other sites More sharing options...
363rdChemicalCompany Posted June 19 Author Share Posted June 19 2 minutes ago, worm82075 said: or pass you my edited copy of scrap everything just say the word. An edited copy of scrap everything..? Thats sounds really interesting, please tell me more Link to comment Share on other sites More sharing options...
worm82075 Posted June 19 Share Posted June 19 Are you putting me on? 47 minutes ago, worm82075 said: I opened up Scrap Everything Ultimate Edition in xEdit and deleted ALL of the worldspace and cell edits as well as anything else i felt like i didn't need. Edit: also Scrap everything should be at the TOP of your load order so everything else can overwrite it. 1 Link to comment Share on other sites More sharing options...
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