zilav Posted November 19, 2017 Share Posted November 19, 2017 (edited) You can filter for references which break precombination using xEdit's filter to see what mods disable precombination in what cells by overriding what references. It will however not check for false positives when plugins rebuild precombination, you'll have to check PCMB field values yourself. But such mods are quite rare anyway. I highlighted the filter fields to check, others must be unchecked. Optionally toggle "Flatten Blocks/Sub-Blocks" and "Flatten Cell Children" at the bottom to remove blocks, subblocks and temporary/persistent groups from the records tree heirarchy for easier view if needed. Edited November 19, 2017 by zilav Link to comment Share on other sites More sharing options...
VIitS Posted November 19, 2017 Share Posted November 19, 2017 Somehow, I'm not that surprised that functionality is already built in. Seriously, Creation Engine modding would be nowhere near where it is today with xEdit. :smile: Link to comment Share on other sites More sharing options...
chucksteel Posted November 19, 2017 Share Posted November 19, 2017 My tutorial was geared more towards the console non-modder crowd so I didn't intentionally go all technical nuts on them but your observations are all spot on. The console crowd have been going nutty about broken Pre-Combineds due to the fact that their games are capped at 30 fps and broken Pre-Combineds can kill their games. Edit: and a huge thanks also to zilov! not only for xEdit but your Pre-combind cleaning script! it works brilliantly!!!!! :dance: Link to comment Share on other sites More sharing options...
MissingMeshTV Posted November 25, 2017 Share Posted November 25, 2017 [snip] Another detection method (only usable in settlements) is losing the ability to place most things (beds for sure, among many others) on a surface. This is because precombineds seem to automatically have the "treat as ground" property applied to them, and as a result Bethesda didn't bother adding it to a lot of base records that really should have it.I can confirm this happens. The HouseKit SCOLs that are used at Somerville Place, Costal Cottage and Tenpines Bluff also loose the snapping/placement abilites for the floor if precombines are disabled. With precombines diabled, workshop items placed on the floors will sink through. When precombines are regenerated, floor snapping returns as normal. I’ve had the same thing happen at the Castle with precombies disabled there. The floors of the “ring” inside the Castle exhibit the same behavior….workshop items sink into the floor when placed. I’m not sure which parts of the Castle are set up as SCOLs but would guess those floors are part of them. There may be other locations where this happens, but these are the ones I’ve encountered. Link to comment Share on other sites More sharing options...
chucksteel Posted December 4, 2017 Share Posted December 4, 2017 I was wondering if any of you guys could do me a favor? I found a spot in the vanilla game inside of Jamaica Plain that has some occlusion issues. (Vanilla No mods) It is directly behind the building with the two protectron Pods and is in between cell offsets 2,-15 and 2,-16. It has been driving me nuts because although it's a vanilla bug when I re-generate new Pre-Combined and Visibility for the cells the glitch gets worse. I just spent all day thinking the bug was all in my mod and I re-generated everything about 10 times! Could someone look at the cells and let me know if there is any possible way to fix this? You could just look at vanilla or I can send you a copy of my updated mod via google drive if you would like. thanks in advance. Edit: the real sad thing about this vanilla bug is that broken Pre-Combineds and disabling Pre-Vis fix the issue. When I generate new it comes back with vengeance! :wallbash: Link to comment Share on other sites More sharing options...
SMB92 Posted December 4, 2017 Share Posted December 4, 2017 I'll take a look at this tonight. I recall having an issue in that group of cells my self when generating with your mod last time. Link to comment Share on other sites More sharing options...
chucksteel Posted December 4, 2017 Share Posted December 4, 2017 I'll take a look at this tonight. I recall having an issue in that group of cells my self when generating with your mod last time.Thanks it is in vanilla because I can see it also on my Xbox with no mods and a friend tested with no mods on PS 4 and it was repeatable for both of us. I will admit it gets worse when I generate but it's still there in vanilla. Thanks again it's been driving me insane. :wallbash: Link to comment Share on other sites More sharing options...
payl0ad Posted December 11, 2017 Share Posted December 11, 2017 Folks, I've been informed from a reliable source that a new update to the CK to support some ESL format has broken the ability to flag ESP files as a master, therefore making any precoms patches will be useless as apparently you will end up with corrupted files. I am not sure if at this stage you can rename the extension to ESM to get around this. Idk anything else for that matter, but I will update if I find out anything more. This would be about the last ass-f'ing I'd be willing to take from Beth if this problem doesn't get resolved. I've already decided to drop all my cell-editing mod just to keep performance, losing the ability to patch would make me want to move on to other games. I can contribute a little experience here. Aside from the material swap resets that chucksteel has found (which, ironically, I could find out about myself without knowing someone else had done that work already - yay.) I also have that issue with a thing I'm working on; a plugin that regenerates previs and precombs for a lot of interiors (ELFX) but including assets (light static nifs) from a foreign mod. You can flag the plugins as ESMs in xEdit, rename them, then create a plugin using the CK and use the renamed files as masters. You can change all that back when your plugin is finished. Has worked perfectly fine for me. In fact, I haven't found another way to do this and still have a working ESP file. Link to comment Share on other sites More sharing options...
SMB92 Posted December 11, 2017 Share Posted December 11, 2017 Well actually, you can keep a copy of the 1.9.4 CK around to make this even easier. But an easier way to do what you are doing would be to create a copy of the Esp into an Esm and point it over with xEdit after generating. Having said that, for whatever reasons some of my files are causing me crashes when generated with newer Cks, and other people too, when doing this method despite no errors that can be found easily. Link to comment Share on other sites More sharing options...
chucksteel Posted December 11, 2017 Share Posted December 11, 2017 I can not get working Pre-Combinds for my Far Harbor interiors. At least on my Xbox and I test this kind of stuff mostly on it because the Xbox will crash when a mesh is missing where the PC game may not. If something works on Xbox it will work on PC because again the Xbox is a lot less stable then a PC. Link to comment Share on other sites More sharing options...
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