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35 comments
Thanks to the following modders for the assets i borrowed with this mod
-SpiffySkyTrooper
-Napeleonofthestump
-TookieJones
Fallout's game engines has the unique ability to do file substitution. You see this all the time with retexture mods and nif swaps. but this doesnt works for one thing. Trees. Half of the trees in the game world are part of something called Precombined Meshes.. Precombined meshes are vital to just about all videos games. instead of taking the time to render hundred of individualized meshes. The engine can precombine the geometry for an entire cell into one solid mesh file. Thus reducing processor load. The next level of optimization is the Previsual Engine. The previsual engine dictates what is rendered when the player is looking at an object. If you look at a building. the previsual engine will de-render all the object behind it out of player sight. Why render it if you cant see it?
The Problem with tree mods is that they require you to turn both these engines off so the game will actually use the new tree models. So to fix this properly. one would need to Rebuild all the precombined meshes with the new tree models. This is what my mod does. but there are rules. Objects that dont get included within precombined objects are called Static Objects. These are things you can scrap in the workshop and manipulate in the console.
A static object reference will be excluded from precombines if:
Destruction data is attached to the static reference
Navmesh precuts don't seem to matter.
The base object has a scrap recipe. Regular recipes most certainly count, too. If the "created object" of a scrap recipe is a formlist with the object in it, that counts, too.
The reference has an enableparent. Probably also if it is an enableparent.
The reference is scrap-linked to something else, that is, linked using WorkshopStackedParentKEYWORD to something else, or has objects linking to it like this.
Probably also if the reference is linked using any other or no keyword.
NOT if the reference has a navmesh precut. These don't seem to be enough.
Precombining geometry disregards matswaps. No matter if the matswap is on the reference or the base object, if there is one, it won't make it into the precombines.
The only way to make it works seems to actually create new NIFs which use the correct material, and replace the base object in the references. After that, this can be undone.
As far as modding Skyrim is 100% the better pc modding game it’s just to bad they didn’t do it similar with fo4.
Anyways thank you for making this and if or when it’s in a finished state and can be downloaded here I’ll run it as it’s will fulfill a basic desire of mine for what the game should have been.
-SpiffySkyTrooper
-Napeleonofthestump
-TookieJones
I can't download Reclamation Overgrowth from Discord because too many people using the link on google drive. Any other way to get a copy of the files? Please, i would really like to play it. Looks amazing!