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Posted

Hello all,

 

I've recently been trying to figure out a way to bypass using the line "busecombinedobjects=0" in order to get my mod regrowth to work. It's been brought to my attention this line is causing FPS loss and creating LOD bugs. I was wondering if anyone would have any suggestions or ideas of how to do this, other than editing all cell data by hand. Thanks for any and all feedback or responses.

 

- Spiffy

Posted

I don't think there is anything that can be done. The pre-combined meshes are part of Bugthesda's attempt to improve performance and are part of the game engine. There is the "No More LOD Flicker" mod which does help somewhat, but nothing fixes it entirely.

 

Also even if you were to go through and edit every cell, and re-render/re-make every pre-combined mesh, as greekrage pointed out, it would cause extensive mod conflicts, you end up with hundreds of "patch/compatibility" requests (read- 'nasal whines')

Posted

You can fix the occlusion bug (which is what I assume you mean) by also adding bUsePreculledObjects=0 under [Display], but that will make the performance drop even worse, and ironically enough actually cause the bug in interior cells*.

It should only happen for settlements where people are able to scrap the buildings that have the occlusion meshes, so you could instead just recommend putting Scrap Everything after your mod (for those that use it) or getting the "ini compatible" version of my Spring Cleaning patch**, as they wouldn't be able to scrap most of the stuff causing occlusion bugs without a scrap mod.

You would still have the performance hit caused by using the ini edit you are currently using, but it would fix the LOD flicker in any vanilla settlement cell.

The only way to get your mod to work without the ini is indeed to edit each cell record (If you decide to do so, I'd recommend making it a seperate esp). That said, you wouldn't necessarily have to do it by hand. If you check out mator's Automation Tools, the AT - QuickChange script lets you remove a field on as many records as you want, so you could use it to remove the XCRI (and possibly XPRI, not sure if needed) field from any cell you want your edited tree meshes to show up in. This would have the same function as the ini edit, but it would let you exclude places (like the city) that are most heavily impacted by the ini edit. If you want to "regrow" a tree that is in a "cluttered" cell like the city, I would recommend creating a new record and having it in the exact same position as the original tree (if you haven't changed the base shape of the trunk/branches). This would keep the game from disabling precombineds and previs in that cell***.

Probably the quickest way to get a list of all the cells you need to edit is to:

  Reveal hidden contents



*this is due to sloppiness on Bethesda's part
**it works for any scrap mod, not just spring cleaning
***due to a workaround Bethesda implemented, if your mod touches a single record that is part of a precombined mesh, previs and precombineds are disabled for that cell.

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