RaffTheSweetling Posted August 24, 2016 Share Posted August 24, 2016 Such as the title describes - I have just now opened FO4Edit to give my mod a clean, and noticed tons of cells have been edited. I have never even opened these cells in the CK, yet they all have their precombined meshes removed by my mod. What the actual fork is this all about? I am very careful about what I edit. And like I said, I never even looked at these cells while working on my own mod. I'm now removing all the edits in FO4Edit, but it still leaves me wondering just what the hell happened. Anyone know? Link to comment Share on other sites More sharing options...
Ethreon Posted August 24, 2016 Share Posted August 24, 2016 As I understand it, as long as you look around CK thinks you changed it and saves your look-around as a change. Not sure if it's safe to delete those changes. Link to comment Share on other sites More sharing options...
TummaSuklaa Posted August 24, 2016 Share Posted August 24, 2016 Cell edits are ok as long as objects you place there aren't in the same spot as another mod's object. If it were otherwise.. no mod could be made without 100+ compatibility patches. Secondly, ObjectReference script properties will flag a cell as edited as you're adding that Cell's object to a property. If you select an item in the render window and then right click(for whatever reason) this will slightly move the object and flag the cell as edited. As Ethreon said, just looking around can cause edits too but I think the underlying reason for that is accidentally moving an object, since you do kind of have to grab the space to pan around, and you may end up selecting an object. TL;DR - Cells are fragile. Link to comment Share on other sites More sharing options...
RaffTheSweetling Posted August 24, 2016 Author Share Posted August 24, 2016 Thanks for the replies, but I don't think you guys understood my post. Or at the very least you are both missing the part where I said I never even looked at these cells in the CK. Around twenty cells I never looked at, never loaded up, nothing, nada. All are now edited by my mod I knew about the 'looking at a cell flags it as edited' already, and I know about placing objects. I've been doing this a long time. This is completely different. This is all the precombined meshes completely removed in a LOT of cells that I never looked at at all. :sad: :sad: :sad: Link to comment Share on other sites More sharing options...
Purr4me Posted August 24, 2016 Share Posted August 24, 2016 Raft, it's shared assets and is automatically removed from cells so sharing them.you don't need to open the world spaces for that to take place. all I'm going to say about it. kitty Link to comment Share on other sites More sharing options...
RaffTheSweetling Posted August 24, 2016 Author Share Posted August 24, 2016 Kitty, you needn't be all 'hush hush' about it. I know what precombination is. I have read this page before. :) I believe I now know what the cause is - I seem to recall once or thrice accidentally hitting this option while I was working - http://i.imgur.com/nCtoKEI.jpg This is the only explanation I can come up with anyway. Link to comment Share on other sites More sharing options...
chucksteel Posted August 24, 2016 Share Posted August 24, 2016 A Pre-combined mesh can be and are shared by multiple cells. If you edit Cell A and it shares it's Pre-Combined mesh with Cell B, C and even Cell Z you automagically have now edited all those cells because once you edit a form that is used in a Pre-Combined Mesh Pre-Combined is disabled. You don't have to even look at the cell for it to be flagged as edited though the Ckit dose sometimes just mark cells as edited with no explanation. Link to comment Share on other sites More sharing options...
Ethreon Posted August 24, 2016 Share Posted August 24, 2016 Ah. good ol' beth games. Link to comment Share on other sites More sharing options...
chucksteel Posted August 24, 2016 Share Posted August 24, 2016 The idea of Pre-Combined meshes is good in theory for optimization but, Beth is banking on the game to be moddable and Pre-combined doesn't lend it self well for that. I stopped worrying about them myself and I haven't seen much of an issue. I even don't worry about generating Visibility because, the Vis files for each mod will overwrite each other and do not stack even if the mod changes different cells on the opposite sides of the map. (This is my understanding as it was when the Ckit first released, things may have changed but looking at the Vis files which come with some other mods, it doesn't seem they have) Link to comment Share on other sites More sharing options...
zilav Posted August 24, 2016 Share Posted August 24, 2016 Precombined meshes are not shared because they have FormID of cell in name and thus unique for each cell.Previs *.uvd files are shared for 3x3 cell blocks so mods that don't change same cells but include updated previs files can potentially conflict. Link to comment Share on other sites More sharing options...
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