yuser Posted October 22, 2018 Share Posted October 22, 2018 (edited) How to break precombines in a particular cell? For example I created a pseudo-settlement using console commands in Vault 81. But I can't scrap most of an items in it because they are parts of precombined meshes. As I have stable 60 FPS in this location I think it will not drop too much without precombines. So what I should do to break precombines in this cell? Is it possible to make this in FO4Edit? PS: Yes, I know that there are a some settlement mods for Vault 81, but it is just more general question. Edited October 22, 2018 by yuser Link to comment Share on other sites More sharing options...
Evangela Posted October 22, 2018 Share Posted October 22, 2018 (edited) It's not easy to tell what is in the precombined system(I think) unless you go in FO4Edit. Basically though.. messing with(including moving) random objects in the CK can potentially break the system if said objects are part of it. Reading: https://forums.nexusmods.com/index.php?/topic/5522717-fallout-4-optimization-and-performance-systems-explained/ Edited October 22, 2018 by Rasikko Link to comment Share on other sites More sharing options...
yuser Posted October 22, 2018 Author Share Posted October 22, 2018 Thanks! That helped: "Alternatively you can use FO4Edit to remove the VISI, RVIS, PCMB, XCRI and XPRI info from the Cell record the mod touches." After a quick test I didn't find any visible issues and FPS is still at 60. Link to comment Share on other sites More sharing options...
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