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How best to PreCombine Geometry and Visibility on multiple external cells that are spread across the Commonwealth?


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I have a rather old ESP that I made a long time ago and now I decided to delete the unnecessary stuff from it via FO4Edit, I also deleted the information about the previously created geometry and visibility. Now I need to recreate them. In the case of geometry, I have no questions, but what about visibility? I can't figure out how best to group them to start creating all this. The screenshot shows part of the cells (3 pages of these in total). It would be easier to navigate by EditorID, but some cells don't have it and they may be next to those that do. I can navigate by FormID and Name (coordinates), but then there will still be no order. For example, EgretToursMarinaExt and EgretToursMarinaExt02, but I also made changes in cell 0000E5F7, which is called Wilderness and is located above the EgretToursMarinaExt cell and there I will also have to do geometry. And then I need to make visibility for all these cells.

Another example is SanctuaryExt. If I use FormID as a guide, there are cells next to and between them that are quite far away.

How to do all this without getting confused?

 

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You can do it all the hard way with stone knives and bear skins, or just run my scripts from my nexus mod. Either way I would suggest reading my deep dive article which will fill you in on the pitfalls but also tell you how to use the ck to do it the manual way. Welcome to the precombine/previs rabbit hole.

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Am I right in thinking that if we create PreCombnies using a modern version of CK, but the game is version 1.9.4, then any problems that may arise should be blamed on the old version of the game? That is, could the developers have changed something in this regard in newer versions of the game?

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Perchik71 has been fixing the CK bugs for some time now so, as long as you are using latest CKPE you should be fine with the latest CK version. Precombines have not changed so any issues with precombines will be generation based, not game version. Many people generate them with old CK etc versions but use them on later FO4 versions. The real issue is archive (ba2) versions and CC content when going the reverse way.

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