d4em Posted March 30 Share Posted March 30 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? Link to comment Share on other sites More sharing options...
Qrsr Posted March 30 Share Posted March 30 If the car frames are called by a script, the script forces them to reappear. See if there is something referecing them. Link to comment Share on other sites More sharing options...
d4em Posted March 31 Author Share Posted March 31 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 Link to comment Share on other sites More sharing options...
Qrsr Posted March 31 Share Posted March 31 Dont use precombines. Link to comment Share on other sites More sharing options...
d4em Posted March 31 Author Share Posted March 31 (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 March 31 by d4em Link to comment Share on other sites More sharing options...
Qrsr Posted March 31 Share Posted March 31 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 ... Link to comment Share on other sites More sharing options...
d4em Posted April 1 Author Share Posted April 1 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) Link to comment Share on other sites More sharing options...
PJMail Posted April 1 Share Posted April 1 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. Link to comment Share on other sites More sharing options...
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