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Issue with Flickering on Non Precombined References


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I am trying to create a precombine patch for my load order but I'm running into occlusion issues with small objects that are not part of the precombines. For example in the Nuka World Starport, one of the console panels keeps flickering in and out of view when I move around, but that reference has a linked reference, which should prevent it from being added to precombines. The only mod I have that makes edits to that cell other than PRP is the Nuka World Vintage Alien Blaster mod, but that shouldn't affect precombines and I see the issue when it is disabled as well. Regenerating precombined geometry and visibility in that cell also does nothing. It seems like there is something invisible that the game thinks should be occluding those consoles, but I can't see anything in the creation kit that would correlate. I also thought if objects weren't part of precombines then they wouldn't experience issues with flickering like this because the game would dynamically calculate the occlusion necessary. Is there something I am missing? Here are some images showing the offending panel disappearing when I get closer: https://postimg.cc/gallery/0z4b83M

Edit: I managed to get around it by applying the BlockPrevis location ref to the console in front of the railing, I guess the creation kit thinks it should be occluding the disappearing panel although it clearly isn't. I'm not sure if there is some way to make the creation kit calculate the visibility for it correctly, but I figured I would add this here in case anyone else is experiencing a similar problem or knows a better solution. I would prefer not to remove objects from precombines if it isn't necessary, but it seems like it hasn't had an fps impact in that area.

Screen-Shot1.pngScreen-Shot0.png

Edited by Zeffenrir
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