I am making a small mod that replaces houses for now by making an interior but when I go into the game the building I modified is not modified, (I modified on Outfit Studio) but on the Creation kit the building and well modified please help me
I have no understanding on how to help but I really hope to see this happen. The level of immersion and life that this would add to the game would make it a permanent fixture to a lot of people's game...if they can handle the added impact to their computer resources. I'd really like to see this succeed.
I'm not even sure I fully understand what a precombine is, even after reading the definition of it in several different ways. I'm not sure, but I think it is something that is supposed to be hated. lol
I don't know what a precombine is either, but if I have to replace everything by hand just for one house, then the other 4 I made might take a long time. hahha
Precombines are "precombined geometry". It's an optimization system to reduce draw calls to the GPU by precombining multiple similar and close by meshes into a single one. This is done at design time in CK, hence the "pre" in precombines. When precombines are present and enabled for a cell, the game will load and draw them, instead of the individual meshes.
This means that, if you replace a mesh that is part of precombined geometry, the game won't care about the change - unless precombines for the affected cell(s) are disabled. When you delete something (such as the original building) or move something in CK that was part of precombined geometry, the game will disable precombines for the cell in question.
I just saw this video: Fallout 4 Creation Kit Precombine & Previs Tutorial but when I do what he does it works for the house to concord but when I go to see for example in Lexington the same house is the original, is that if you do not mind explaining how to do? or if it is not too long for you
You have to regenerate precomb/previs for all the places that have this building, if you want the change to affect the entire game.
I wouldn't recommend it though, for compatibility reasons. The gist is that this optimization system is extremely unfriendly to modders: Precombines/Previs cannot be merged at runtime. So if you regenerate precombines for some place and then run another mod that also regenerates precombines for the same place, the last mod in load order (or any loose files) will "win", overriding all other sets of precombines for the place. The probable result of this will be insane previs flicker and/or things looking not quite as expected.
And... It's even worse with previs, because the previs system (which depends on precombines) operates on clusters of 3x3 cells.
I have this problem with the Cliff's Edge Hotel. Redoing precomb/previs for the area affects not only the hotel, but also the National Park Visitor's Center and the Camping Grounds. So any mod changing those would be imcompatible with my Cliff's Edge mod. :(
I hope you will be able to solve this problem for your mod because it's still a lot of work, I won't be able to help you because I can't do it for myself haha
Now that I see this... Well done maybe the best of the year. I hope it is PRP compatible. Probably a lot of people see potential in this, you should look on discord for recognized creators.
Thank you! for PRP I'll see anyway if its bug I'll let you know anyway! for the discord server I'd love to but unfortunately I don't speak English I speak French but I translate every time on Deepl Translator
Precombines getting in the way, probably. Delete the original building in CK and place the modified one as new, instead of replacing the mesh. Also I'm very interested in that opened up building. Can you send it to me?
Just one question: is it really impossible to replace the file? Because my goal is to replace this whole house with this open house. If I have to do it by hand, it might take a long time. And I will send you this file in private message
What you can do is create a small patch for the location that disables PreCombines while testing. (Easiest way is just moving 1 static object and load that patch last, and it'll disable it)
But there isn't really a need to replace the building though.
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I'm not even sure I fully understand what a precombine is, even after reading the definition of it in several different ways. I'm not sure, but I think it is something that is supposed to be hated. lol
This means that, if you replace a mesh that is part of precombined geometry, the game won't care about the change - unless precombines for the affected cell(s) are disabled. When you delete something (such as the original building) or move something in CK that was part of precombined geometry, the game will disable precombines for the cell in question.
I wouldn't recommend it though, for compatibility reasons.
The gist is that this optimization system is extremely unfriendly to modders: Precombines/Previs cannot be merged at runtime. So if you regenerate precombines for some place and then run another mod that also regenerates precombines for the same place, the last mod in load order (or any loose files) will "win", overriding all other sets of precombines for the place. The probable result of this will be insane previs flicker and/or things looking not quite as expected.
And... It's even worse with previs, because the previs system (which depends on precombines) operates on clusters of 3x3 cells.
I have this problem with the Cliff's Edge Hotel. Redoing precomb/previs for the area affects not only the hotel, but also the National Park Visitor's Center and the Camping Grounds. So any mod changing those would be imcompatible with my Cliff's Edge mod. :(
Also I'm very interested in that opened up building. Can you send it to me?
What you can do is create a small patch for the location that disables PreCombines while testing.
(Easiest way is just moving 1 static object and load that patch last, and it'll disable it)
But there isn't really a need to replace the building though.