pra Posted October 11, 2018 Share Posted October 11, 2018 Decided to make a settlement mod. Everything worked fine, except almost nothing is scrapable due to precombines. I know you can break them by deleting the precomb timestamp and the XCRI section of the cell in xEdit. Obviously, this breaks them for the entire cell. But what if my build area extends only to a part of the cell? Is there a way to break precombs partially? I think just "touching" an object in the CK will remove it from the precomb. But why? What exactly tells the game that this one object is off limits now? Just it's presence in the mod? Would creating a bunch of identical to master records in my mod work? Or should some value be set on those records? I'm thinking further here. I might be able to make an xEdit script which can figure out which objects are within the mod-added build area, and remove them from the precomb automatically. If I knew how to actually make that last part... Link to comment Share on other sites More sharing options...
DeathMotif Posted October 11, 2018 Share Posted October 11, 2018 I think you may have a misconception about pre-combines. They are called that for a reason. They are pre-combined in the editor. They effectively become a single combined mesh. This massively improves performance as it reduces the number of draw calls by the engine dramatically. I’m not even sure that you can touch them via script in game they way you suggest. As to your real question, yes, pre-combines can be partially broken. The important thing to remember is that you need to regenerate your pre-combines in the CKafter you’ve finished editing them. There is a real good tutorial either on YouTube, or the Nexus, or both, showing how to properly work with pre-combines. I’m not at a computer right now, or I would send you a link. For now you’ll just have to find it yourself. Link to comment Share on other sites More sharing options...
thousande Posted October 15, 2018 Share Posted October 15, 2018 Haven't got to pre-combines etc. yet, and I may misunderstand the problem here, but have you tried using layers https://www.youtube.com/watch?v=wl6f_r4rFQE Link to comment Share on other sites More sharing options...
pra Posted October 15, 2018 Author Share Posted October 15, 2018 What I was trying to do was make a settlement out of Fairline Hills, and I wanted to break the precombs so that you can scrap the houses, but regenerate it for everythign outside the building area. I also got Point 17 of this recommended: https://www.nexusmods.com/fallout4/articles/1023 However, I ran into other problems with that place, and ended up giving up :/ Link to comment Share on other sites More sharing options...
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