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How to move car frames


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I make a mod. I load fallout.esm in the ck, go to downtown (near goodneighbour), and move two car frames. I generate precombines. In-game, both the moved car frames and the originals show up.

I make a new mod profile and test on a vanilla game. Same thing. I delete the frames instead of moving them. Originals still there. I try deleting the precombines. Originals still there.

I make an esp, add all dlc and ccs as master (so my entire LO is a master), and move the two car frames. Ingame, again, they are still there.

In other mods, I do not have this problem, so I assume it's related to the location somehow.

How to move car frames?

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If the car frames are called by a script, the script forces them to reappear. See if there is something referecing them.

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I checked it out but as far as I can tell there's nothing calling on them. They're in the financial_clutter layer, functional stuff usually doesn't go there.

Sauce lists this as a precombine bug. Update: disabled precombines in ini and it fixed it so it's a precombine thing, but I'm 100% sure I rebuilt the precombines for all cells and the plugin is loaded last. Deleting the car frames and rebuilding previs for the cell doesn't fix it either, which it should, because they're not being moved into a new cell anymore

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Posted (edited)

But my framerate 😞 wasn't someone working on an occlusion plane mod for exterior? If they manage to do downtown they deserve a medal

Edited by d4em
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5 hours ago, d4em said:

If they manage to do downtown they deserve a medal

Its all about total object count. Once the objects are less, next to no stuttering ...

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Victory

Cleaned the plugin, it had dirty cell header edits from previous attempts to get previs working (which it still shouldn't have had at the beginning but it works now)

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If you read my article on how precombines/previs works it would all be clear. I even have a section on what happens when you move precombined objects. Qrsr wants you to not use precombines/previs, I produce procedures and processes to rebuild them so they work for you... You are free to use either process.

https://www.nexusmods.com/fallout4/articles/4316

Unfortunately Bethesda made it overly complex and buggy (because they did not plan for modders). It is what it is... Modding is not easy anyway.

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