jenncave Posted March 14, 2021 Share Posted March 14, 2021 and you wanna use this program to merge files... Merge Plugins by Matortheeternal. Here is a video that may help you. https://youtu.be/C_5s3eiGFvI Link to comment Share on other sites More sharing options...
damanding Posted March 14, 2021 Share Posted March 14, 2021 So basically its not possible to use all of her settlement mods at once since they are in the same area and conflict with each other. Honestly it sounds like in that case the whole series is pretty pointless imo. I wanted a solution to increase fps by removing junk and unwanted clutter, that didn't break precombines since I can't stand choppy fps and stutter (its one of the reasons I play on PC and not console). But if your saying I would basically need to rebuild precombines for entire sections of the map thats not worth it. I'll just stick to junk scattered everywhere I guess until someone comes up with a better solution. Well you can pick one from the Sanctuary, Abernathy, Red Rocket area. I wouldn't use Hangman's Alley with Boston FPS Fix and possibly a couple others that would be in reach of that mod, I'm not sure how far its reach extends. But otherwise you could use the majority of Jenn's mods as long as the settlements aren't too close to one another and/or close to downtown. If you have a good enough machine having broken precombines isn't a big deal, I know some people with a really nice gaming machine that don't notice much difference. Unfortunately I'm not one of them. Honestly you probably use a surprising amount of mods that break precombines without even realizing it. Lots of mod authors don't know that much about the precombine system (or how to clean their mods for that matter, lots of mods break them via dirty edits). One of the popular backpack mods that places backpacks in various locations around the Commonwealth breaks the precombines thanks to a bunch of dirty edits for instance. A mod adding some collectible could be just as guilty of breaking them as a mod which alters the worldspace intentionally and dramatically if the author didn't know what they were doing. If you know how to use xEdit check your mods in there, anything that adds to or alters the worldspace. Look for edits that say "[Placed Object]" with the square brackets [ ] around it. Those brackets indicate a precombine breaking edit. Landscape changes (such as flattening terrain or using the CK to change landscape texture) will also break precombines (though they don't have any indicators in xEdit). Landscape mods which change ground texture via texture file changes (as the majority do) don't necessarily break precombines as long as they are texture replacers only such as Seasons. Link to comment Share on other sites More sharing options...
moonman3km69 Posted March 15, 2021 Author Share Posted March 15, 2021 (edited) so..... I was right? I could have helped you with all that, if you had approached with a willingness to learn and a genuine request for help instead of bashing me and saying that I don't know what I am talking about. Actually, I was gonna link Damanding's forum topic for you but when I did a search for that link, the first thing that came up was your rant against me in which Niston (who I don't really know) replied to you. If you really want to know, you need to regenerate precombines in each affected cell and then regenerate precombine visibility for loaded area. There is a handy video by RRTV on YouTube that will assist you. But since you decided to go all out insult, I have blocked you from my mods and you will need to use your existing files of mine sans any new content or bug fixes. Apologies are a nice thing.... I guess you were right, but you did a total Marcy Long on me so I'm not apologizing haha. Like I said, just gonna play vanilla with junk everywhere as it runs better that way. I don't understand any of this s#*! and don't really want to, as gaming is not my primary field of interest. I do however like good performance, but I don't want to spend months learning how to code and build games like you guys just to play the damn game optimized without clutter stacked to your neck. Edited March 15, 2021 by moonman3km69 Link to comment Share on other sites More sharing options...
jenncave Posted March 15, 2021 Share Posted March 15, 2021 no, I did not act like Marcy...you totally did not accept my explanation of anything. But if it makes you sleep well at night blaming someone else, so be it. Link to comment Share on other sites More sharing options...
Balx2 Posted March 16, 2021 Share Posted March 16, 2021 Landscape changes (such as flattening terrain or using the CK to change landscape texture) will also break precombines (though they don't have any indicators in xEdit). That's a big "depends."Depends on what? No one f*#@ing knows, like at all.It's one of the reasons after I was forced away for a few months that I didn't come back and work on mods, precombines f*#@ing suck and landscape is a b&@*$. Link to comment Share on other sites More sharing options...
markusm1000 Posted March 21, 2021 Share Posted March 21, 2021 Is that supposed to happen?Yesss.Like PJMail told you, TheCastleExt02 ist the mothercell of this cluster. What is the correct process here?Short Version: In the "World"-menu choose "PreCombine Geometry for Current Cell". In "Visibility"-menu choose "Generate Visibility for Current Cell". In "Visibility"-menu choose "Generate Precombined Visibility for Current Cell". Long Version:Read Understanding precombines, previs and why mods that disable them can cripple game performance.Read Fallout 4 Optimization and Performance Systems Explained Link to comment Share on other sites More sharing options...
PJMail Posted March 26, 2021 Share Posted March 26, 2021 (edited) The long version is verrry long but full of very interesting extra stuff in the comments - a bit scattered though. It will test your patience. Edited March 26, 2021 by PJMail Link to comment Share on other sites More sharing options...
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