Spring cleaning vs scrap everything1/18/2024 This is available for both PC and Xbox.Ĭlean My Settlement Redux by Whisper (Bionicyardiff) lets you safely scrap plants in settlements. This means however that it also won't scrap things like leaf and trash piles that most users want to remove. It's safe because it will not scrap any items in a precombine. Raze My Settlement by Whisper (Bionicyardiff) is a SAFE scrap mod that automatically scraps an entire settlement for you. If you want a mod that is safe from harming your performance there isn't one see below. People usually want to know what mods are "safe" to use. Scrap mods don't have a way to add new navmesh under the items that were not originally meant to be scrapped.Ĭomments on "safe" scrap mods (will not break precombines): This way you can scrap a car and afterwards NPC's would be able to walk where it used to be. When Bethesda marked objects as scrappable in vanilla workshop mode they're given a special tag that disables the navmesh underneath that object until it is scrapped. Turrets are actually NPC's and need to be placed on navmesh (mannequins too). When you first load the settlement into memory the game engine randomly assigns your settlers to a navmeshed location. For some reason Bethesda navmeshed the rooftops of the houses in Sanctuary (so turrets can be placed) which is why you can sometimes find your settlers or brahmin up there. Navmesh is what tells NPCs where they can walk. Even placing new flooring with navmesh in those locations may not work. Removing things like the hedges or regular buildings will result in dead zones where NPCs can't walk at all. Removing the building pads will result in a section of navmesh that floats above the ground. Using Sanctuary as an example, if you use a scrap mod to remove the hedges, the building pads (left over after normal vanilla scrapping of destroyed buildings), or the non-destroyed buildings you end up with significant breaks in the navmesh of a settlement. There are problems even beyond the performance drops that come with using scrap mods. If you delete those items you can experience visual glitches that can fade in and out as you change your camera angle.Īdditional problems with using scrap mods Some examples are the tall hedges in Sanctuary, the movie screen at Starlight Drive-In, and walls without windows or openings. Lets say for example that you scrap a large item that normally blocks your view of any items behind it in game. This data is stored for a 3x3 collection of cells in the UVD files (eg: "Vis\Fallout4.esm\0000DBB9.UVD")." - Ziegfelding (Bethesda staff) It builds a visibility graph of which non-mobile uncombined refs and combined geometries are visible from different points which we then use in game for preculling the scene. "Previs is precomputed visibility data and it is calculated using the precombined NIFs. You may have heard of similar terminology related to previs such as preculling, occlusion, or occlusion culling. For the sake of performance the game's engine reads a special type of data (previs) that was generated with the Creation Kit which says if you're looking at a large item, items that are visually behind it and therefore not visible won't actually be rendered, therefore saving on the cost of rendering additional items. In addition to the performance loss that happens when you break precombines, there is a secondary problem that scrapping certain items may also cause which is breaking previs. Why do scrap mods create weird visual effects? Many users of Scrap Everything see it listed at the top of their description page and mistakenly think it's required to use but IT IS NOT REQUIRED FOR SCRAP EVERYTHING. Generally speaking it's just not a good idea to use this setting in general for any reason. This is never recommended for low to medium PC hardware. The only reason to use this setting ever is if you don't mind a significant performance drop throughout your entire game in order to be able to scrap items at non vanilla locations (whether you're using extended settlement mods, mod created settlements, or a system like Chesko's Camping mod). Use of the ini setting bUseCombinedObjects=0
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