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I wanted to better understand all the various terms related to optimization/performance improvement and what they mean for mod authors. So I'm using this topic to summarize information pulled from multiple sources. I did receive clarification from VlitS on some aspects of this (VlitS being one of the primary experts on this subject matter). Please feel free to correct anything I've explained incorrectly. I'm hoping that with community help we can clarify these topics better and maybe include the final draft into the CK wiki. GamerPoets has just released a 4 minute video explaining this in very simple terms for the average mod user. If the rest of this looks super scary and intimidating to you, go watch his excellent video instead! :smile: Basic Definitions What this means for mod authors/users "Blinking world syndrome", seeing into "the void", and "disappearing objects" are all common descriptions of what happens when precombined meshes are broken or removed but the previs information for a cell is not recalculated or disabled. This can happen if you are a mod user using a mod that lets you scrap objects not originally intended to be scrapped by the vanilla game such as Spring Cleaning or Scrap Everything. This can also happen if you are a mod author using the Creation Kit (CK) to disable (remove) vanilla objects like buildings or hedges. You can often stand in one spot and just rotate your camera view to see objects appear and disappear. Gif by FortuneQuaker to demonstrate this: Mod Users Mod Authors: Recalculating Data Mod Authors: Disabling Precombines/Previs How to Recalculate Data New tutorial video up courtesy of RedRocketTV on how to regenerate precombined/previs data for any mods you use that break them. This video is designed more for mod users. Older tutorial video up courtesy of Trosski on how to regenerate precombined/previs data with much more technical data than the RedRocketTV tutorial and is designed more for mod authors. How to Disable Precombined/Previs Data General Considerations Older threads and articles on this topic will mention that altering precombines/previs data in some way will cause the cell reset and sprint bugs. That was certainly true at one time however Bethesda fixed those bugs in late spring of 2016. If your mod does not disable or otherwise alter any objects in an exterior/interior cell and only adds a new object such as a weapon, clothing item, magazine, etc. then you do not need to worry about the problems associated with the optimization systems in Fallout 4. Adding new objects (references) will not change precombined/previs data. Source Material
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Hey there! I'm kind of stumped right now and would love any help I can get. I am doing a Merchanist's Lair Clean-up/restoration/performance mod right now, I'm not deleting any references, simply marking them as 'Initially disabled' and moving the clutter away. But when I test them ingame, without any mods installed (Outside of the official DLCs), I would get pre-culling issues, where certain textures would disappear from certain distance/angles. This is most prominent of which in the locked door to the Mechanist's Lair from Robco Sells and Service Center. Which is especially strange since I didn't come close to editing anything in that area, I've only started the clean-up in areas like Isabel Cruz's sleeping area. Is there some way that I can disable pre-culling for a particular cell in my ESP? Any help whatsoever would be greatly appreciated!
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Is anyone here experienced with precombines or preculling at all? I'm trying to get a mod that replaces part of Boston Airport to work, but I keep running into these horrendous issues where parts of the map just outright disappear. I don't know what's causing it, I've deleted previs files that affect the areas, but I'm still running into them. I'm not sure what I'm doing wrong. Help?
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